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View Full Version : Tome of Iron MK II [3.5 Construct Resource]



Admiral Squish
2011-01-08, 12:10 PM
Alright, so, the first version of this thread never really got off the ground due to me being busy at the time. But now, I return, this time with a big chunk of it already completed. Without further ado, I present the Tome of Iron, the second try.
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Construct Features:
Construct Features are a special sort of magic item, somewhere between component and graft. They take up body slots, but are more permanent than items you can simply take on and off. They can be removed and have the original parts restored, but it costs 25% of the base price to do so.

Hands:
Weapon Hand:
A construct with this feature does not have one or both hands. The hand or hands are instead replaced with weapons bolted directly to the construct’s frame. Weapons attached like this must be of at least masterwork quality, and can be enchanted normally, as long as the construct is present for the entire procedure. By integrating the weapon directly to the construct’s frame, the construct gains a number of advantages. The weapon is considered to be a natural weapon and thus cannot be disarmed or sundered, but it still gains iterative attacks based on the construct’s BaB. A construct with more than one weapon hand can attack with all weapon hands as part of a full attack action, and does not take a penalty to attack rolls for attacking with multiple weapons.
200 GP+Weapon cost

Drill Arm:
A construct with this feature loses one hand in exchange for a specialized weapon, a huge drill. Attacking with a drill arm is considered a natural attack. The drill arm deals 1d8 points of damage for a medium construct and deals quadruple damage on a critical hit. If a construct with a drill arm charges an opponent with it‘s drill arm, the attack deals double damage. In addition, a construct with a drill arm gains a burrow speed equal to one half it’s base land speed.
(Price?)

Rocket Fists:
A construct with this feature has it’s forearms modified. As a standard action, a construct with this feature may launch one or both fists with a range of 60 feet. The construct can target the same opponent with both fists or two separate opponents. Striking an opponent with a launched fist requires a ranged attack roll, and each fist deals 1d4+strength mod damage. The construct’s fists reattach themselves at the beginning of the construct’s next turn, regardless of whether he has moved or not, though they cannot return if the Line of Effect between the warforged and his target is blocked somehow. If blocked, they strike the blocking object, dealing their damage, and fall to the ground adjacent to the intervening wall. If so stopped, the construct my call his fists again on a later round with a swift action. A construct without hands cannot wield weapons or cast spells, or use any skill or ability that would otherwise require the use of hands.
(Price)

Cannon Arm
A construct with this feature has traded a hand for an energy cannon. As a standard action, the construct may fire a burst of energy from it’s cannon arm. Each time the cannon arm is fired, the construct chooses force, fire, cold, acid, or electricity. The blast is a ranged touch attack with a range of 60 feet. A successful ranged touch attack deals 1d6 damage of the chosen energy type for every three HD the construct possesses. By taking a full-round action to fire the cannon arm, the attack instead deals 2d6 damage for every three HD the construct possesses.
(Price)

Guillotine Grip
A construct with this feature has traded one or both hands for massive, crab-like claws equipped with razor-sharp blades. A construct with this feature gains a claw attack that deals 1d6 damage for a medium construct. If the construct hits with this claw attack, he may make a grapple check as a free action without provoking attacks of opportunity. In addition, the construct deals 1d6+str damage with a successful grapple check.
(Price?)
Arm:
Hydraulic Driver
A construct with this feature gains a large, piston-like structure on their forearm. As a move action, the construct may set the piston mechanism. The next time the construct makes a successful slam attack, he may release the piston as a free action, dealing an additional 1d8 damage to the target, assuming medium size. If the construct has multiple slam attacks, keep track of each piston separately. A construct with multiple slams can reset all discharged pistons with a single move action.
(Price?)

Flamethrower
A construct with this feature can, as a standard action 3/day, create a cone of fire 15 feet long that deals 1d6 fire damage for every two HD the construct possesses. Creatures within the cone are entitled to a reflex save for half damage, with a DC equal to 10+½ construct’s HD+construct’s dexterity modifier.
(Price?)

Adamantine Sleeve
A construct with this feature has had everything below the upper arm plated with adamantium. All natural attacks are treated as adamantine for the purpose of overcoming damage reduction, and ignore the hardness of objects like adamantine weapons.
(Price?)

Grappling Spike
A contruct with this feature has a small crossbow-like device attached to one limb, with an adamantine bolt attached to a lightweight cable. The construct may fire this weapon as a standard action. The spike has a range increment of 50 feet and deals 1d6 points of damage for a medium construct. If the spike hits an object or creature, the spike automatically latches on and begins to retract immediately. The construct and target make opposed strength checks, applying size modifiers and gaining a +4 bonus if they are exceptionally stable or have more than two legs. The loser of this check falls prone and is dragged to the other at a rate of 60 feet a round. the movement does not provoke attacks of opportunity. A dragged creature may make a new opposed strength check each round to resist the pull. The dragging ends when the construct and target are adjacent. If this is used on an object, the construct may allow himself to be reeled in. The cable is adamantine, and has hardness 20 and 20 HP.
Head:
Sensory Crown
A construct with this feature bears a number of metallic spires from it’s head. A construct with this feature gains blindsight out to 30 feet., and a +4 to all listen, search, and spot checks.
(Price?)

Combat Scanner
A construct with this feature usually has eyes that glow, shedding light like a candle. The construct can spend a swift action each round to keep his attention focused on a single opponent within 30 feet. For each round spend focusing this way, the construct gains a +1 insight bonus to attack and damage rolls against that opponent.
(Price?)\

Encrypted Controls
A piloted construct or vehicle with this feature is nearly impossible to use. A piloted construct cannot be piloted unless the pilot speaks a specific command word. A vehicle with this feature adds +10 to the DC of all pilot checks made to operate the vehicle unless the pilot speaks a command word.
(Price?)

Chest:
Expanded Frame
A construct with this feature has been extensively modified with a system of levers, gears, and pulleys, and gains the powerful build special quality.
(Price?)

Chest Cannon
A construct with this feature has a heavy cannon installed in it’s chest, which folds open to reveal the weapon. As a full-round action, a construct with this feature can open his chest and plant himself on the spot, firing a hugely powerful blast of energy at the opponent. This blast deals 1d6 points of damage per HD the construct possesses.
(Price?)

Pilot’s Hollow
A construct with this feature gains the [piloted] subtype.
(Price?)

Extra Arms
A construct with this feature has an extra set of forelimbs, identical to the primary set. If the construct has natural weapons associated with it’s forelimbs, the extra limbs can also use these attacks.
(Price?)

Plating:
Double Plating
A construct with this feature bears a second layer of armor atop the first. A construct with this feature gains an armor bonus to AC equal to it’s unmodified natural armor bonus
(Price?)

Mirrorplate
A construct with this feature is coated head to toe in reflective, enchanted silver. He may add his natural armor bonus to his touch AC against ray spells. If a ray spell targeted at him fails to hit him, there is a 20% chance that the ray will be reflected back at the caster.
(Price?)

Drill Thorns
A construct with this feature bears a number of strategic holes positioned all over it’s body. Each hole contains a short drill that it can use to damage and hold onto opponents in a grapple. The construct gains a+4 bonus to grapple checks and deals 1d6 points of damage with a successful grapple check.
(Price?)

Armored Cockpit
A construct cannot have this feature without first having the Pilot’s Hollow feature. The pilot’s hollow of a construct with this feature is exceptionally well-armored. There are three versions of this feature, offering a 25%, 50% and 100% chance to negate the attack on the rider associated with a successful critical on a construct with the pilot’s hollow feature.
(Price/Price/Price?)

Shield Generator:
A construct with this feature gains 3 temporary hit points per round. The temporary hit points gained in this way cannot exceed 3 x the construct’s HD. This feature also comes in a stronger version, granting 5 temporary HP per round, with a maximum of 5 x Construct’s HD.
Lesser: (Price) Greater: (Price)
Shoulders:
Lifting Jets
A construct with this feature can lift off the ground by using a set of magical lifting panels. On their back. They can fly at a speed of 30 feet with average maneuverability. However, the panels are not very stable. While flying, you can attack, but you take penalties as though under the effects of a levitate spell.
(Price?)

Shoulder Cannon
A construct with this feature carries a large weapon mounted on one or both shoulders. There are three variations to this weapon, but all use the same methods of activation. As a swift action, a construct with this feature can make a ranged touch attack against a single target within 60 feet. A construct may use a shoulder cannon 3/day.
Gatling: If your ranged touch attack hits, the target takes 1d12 points of damage, divided up into multiple one-damage rounds.
Shell: If your ranged touch attack hits, the target takes 1d6 force damage and all creatures within 5 feet of the target take 1d6 fire damage, reflex save DC (10+½ construct's HD +dex)
Arcane: If your ranged touch attack hits, the target takes 2d6 points of fire, cold, acid, or electricity damage, chosen at the time of the shot.
(Price/Price/Price?)
Legs
Rocket Feet
A construct with this feature possesses feet that fold open to propel the construct on jets of flame. The construct gains a fly speed of 6o feet with good maneuverability. However, the rocket feet are extremely hot, and can only be used for one minute or a number of rounds equal to the construct’s constitution score, whichever is higher, and must rest for a number of round equal to the time airborne between uses.
(Price?)

Hover Legs
A construct with this ability can float a foot off the ground effortlessly, it's legs replaced with an oval-shaped mass. While floating, the construct takes a -4 to strength-based checks, including checks to avoid being bullrushed or tripped. However, the construct can ignore most forms of difficult terrain, and can even float across the surface of the water at it’s base land speed with no penalty.
(Price?)

Multiped
A construct with this feature usually gets a spider-like arrangement of four legs. The construct’s carrying capacities are doubled, and it gains a +4 bonus to checks to resist bull rush or trip attempts.
(Price?)

Tread Legs
A construct with this feature has had it’s legs replaced with a low, wide platform, equipped with a set of heavy treads. The construct gains a +8 bonus to checks to resist bull rush and trip attempts, but takes a 10-foot penalty to speed. In addition, it gains the ability to trample (http://www.d20srd.org/srd/specialAbilities.htm#trample) opponents, dealing 2d6 points of damage for a medium construct.
(Price?)

Cores
When crafting a construct, the crafter may choose to replace the traditional construct core with a different sort of core. These cores have a number of effects, and often require the construct to be designed around the core in question, but they provide unique benefits to the constructs including them. Cores are generally around the size of a large fist, and sit well-protected deep in a construct’s chest.

Spellbound Core
This core is a six-inch cylinder, with a dozen parallel band wrapped around it. The ends are open, each opening ringed with a circle of geometric lines. Each band has several dozen runes scribed into it, circling around the tube. When installed properly, the runes glow a faint blue and begin generating pulses of energy that shoot out each end of the cylinder.

A construct with this core gains the ability to tap into it’s arcane lifeblood to empower it’s arcane spells and spell-like abilities. When using an arcane spell or spell-like ability, the construct may choose to increase it’s caster level for the effect by one and take 1d8 points of damage. If the construct has more that 8 HD, it may increase it’s caster level by two and take 2d8 points of damage, and if it has more than 15 HD, it may increase it’s caster level by 3 and take 3d8 points of damage. This caster level increase increases all caster level related effects, including range, damage, duration, and overcoming spell resistance.
(Price?)
Spiral Core
This core is a pointed cone of gold, etched with a spiral that goes down the length of it, all the way from the tip to the base. It glows softly from within, and the base is set into an angular, metallic seat. When installed properly, the cone begins to spin, slowly at first, then faster and faster, the glow brightening until it’s almost painful to look at.

Three times per day, a construct with this core may add it’s charisma modifier as a morale bonus to any attack roll, damage roll, save, skill check, or ability check. However, constructs with this core are more vulnerable than others, taking a -2 penalty to saves to resist charm, morale, fear, and emotional effects.
(Price?)
Searing Core
This core requires the most custom work to accommodate. Constructs with this core are usually made of brass and bronze, and bear chimneys or vents that constantly belch steam. This core involves a fist-sized mass of elemental fire, a coal chamber, and a boiler that powers the construct. Simple constructs with this core often have a locking grate over their abdomen that allows the coal that fuels them to be shoveled directly in, while more complex ones often will mimic eating the coal.

A construct with this feature gains a breath weapon attack that takes the form of a 15-foot cone of scalding steam and deals 1d4 points of fire damage for every hit die the construct possesses, allowing a reflex save for half damage (DC 10+wis+½ HD). After using this attack, the construct may not use it again for 1d4 rounds. However, a construct with this core must consume an amount of coal each day. One day’s coal costs 10 GP and weighs one pound for a medium construct. For every size category larger than medium, the amount doubles. For every size category smaller than medium, the amount is halved.
(Price?)
Shocking Core
This core is a cylinder of tightly-coiled wire around a central mass. When installed properly, the core begins to spin rapidly, and electricity arcs between the wires around the edge.

A construct with this ability is fitted with conductive plates. These plates grant the construct electricity resistance 5 +5 for every 5 HD it possesses. Any points of electricity damage negated by this resistance are funneled into a pool of points, with a maximum size equal to 5x the construct’s HD. If a construct with this core hits with a natural weapon, unarmed strike, or a melee touch attack, it may choose to expend any number of points in its pool to deal an equal amount of electricity damage to the target. The construct may divide up these points as it wishes. However, a construct with this core is not as efficient as most. A construct with this feature must enter a state resembling sleep for four hours each day to charge.
(Price?)
Clockwork Core
A construct with this core is powered by gears, springs, levers and pulleys. Constructs of this sort constantly produce a low sound of grinding gears, shifting metal-on-metal, and the periodic twang of a spring. The core of such a construct is a specially enchanted gear, about six inches across, ringed with teeth and emblazoned with runes on both sides. Once set in place, the gear turns a slow but steady pace, ticking softly.

A construct with this core can choose to deal 2d6 additional damage on any melee attack as a free action. However, the construct takes 1d6 damage whenever he uses this ability, as the additional surge of power wears on the joints and gears and strains springs. This damage cannot be reduced by damage reduction or any other method, and is always lethal damage.
Price: 2000 GP
Soulbound Core
This core is compsed of a thick-walled glass cylinder filled with an eternally roiling sapphire mist. Both ends are capped off with brass, and a single glyph on each ends maintains the core’s integrity. When properly installed, the mist glows softly inside the chest, and periodically the mist shapes itself into faces of men and beasts.

A construct with this core has it’s essentia pool permanently increased by 1. If it doesn’t have an essentia pool, this core grants it one with a single point of essentia.
(Price?)
Soulburn Core
This core closely resembles the soul bound core, but the roiling mist is instead a deep purple, and the faces it shapes itself into are screaming in pain. Over time, the core’s mist grows thinner, and needs to be replenished by using the core’s ability.

A construct with this core can spend a swift action to deal 1 damage to all living creatures within 15 feet that are at or below -1 HP, stealing a tiny fragment of their soul to fuel it’s core. If the construct kills a creature with this ability, it gains temporary HP equal to the creature’s HD. These temporary hit points fade after one round.
(Price?)
Atomic Core
This core is a basketball-sized shell of lead surrounding the true core, a fist-sized mass of relatively unremarkable metal. The core sprouts a number of connections and valves and sports a small window of specially-treated glass that opens onto the core, allowing it to be observed while the core is exposed. The core is remarkably volatile, but it can provide impressive power to the construct.

A construct with this core gains a +2 bonus to strength. However, when a construct with this core dies, it explodes violently. All creatures within 30 feet (+10 feet per size category larger than medium) take 1d6 force damage for every 2 HD the construct possesses. In addition, the creatures take 1d6 points of fire damage for per HD it possesses. Targets may make a reflex save (DC 15+½ HD) to halve the fire damage, but not the force damage.
(Price?)
Life Core
This core is a living heart in a glass globe. The heart floats in fluid infused with positive energy and the beating heart provides the energy for the construct. A construct with this core gains some semblance of true life.

A construct with this core is healed normally by positive energy, and takes normal damage from negative energy. The construct also gains the ability to heal as positive enrgy floods it’s body. It gains the lay on hands ability, as though it were a paladin of a level equal to it’s HD. This connection to life makes the construct vulnerable, however, and it is not immune to death and necromancy effects.
(Price?)
Death Core
This core consists of a necrotic heart in a glass globe. The heart is suspended in a fluid infused with negative energy, and gains a semblance of unlife. The heart beats, pumping negative energy all through the body of the construct.

A construct with this core is healed by negative energy and damaged by positive energy, like an undead creature. The construct can also inflict harm with a touch, gaining the deadly touch ability, as though it were a paladin of tyranny (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinofTyrannyClassF eatures)of a level equal to it’s HD. The connection to undeath, however, makes in vulnerable to turning and rebuking like an undead creature.
(Price?)
Mindgem Core
This core is a fist-sized, flawless crystal bound tightly in a coiled wire cage that holds it in place. The core glows faintly from within. A construct with this core often incorporates crystal into it’s construction somehow.

A construct with this core gains a pool of power points equal to 2 per HD. In addition, the construct acts as a living cognizance crystal, storing up to 1 PP for every 2 HD it possesses. However, a construct with this core is vulnerable to mind-affecting spells and abilities.
(Price?)
Solar Core
This core is simple metallic cylinder, but it is connected to a number of black, glossy plates on the shoulders, head and back of the construct. These plates convert sunlight to energy, granting the construct additional energy while operating in such conditions.

A construct with this core gains a +1 bonus to attack and damage rolls, as well as saves, skills and ability checks while in areas of direct sunlight due to the excess energy. However, in areas of shadowy or darker illumination, they instead take a -1 penalty to the same rolls.
(Price?)
Wood Core
This core is a six-inch ball of living wood embedded in the heart of many druidic creations. When not installed, the core is a featureless orb but for a single pair of tiny leaves emerging from the top. The wood is green and vital, but clear of bark. When installed properly, the core rapidly extends roots into the construct’s body.

A construct with this core bears a deep bond with nature. It gains the wild empathy ability as a druid of a level equal to it’s HD. In addition, if the construct possesses at least 5 HD, it may use speak with animals and speak with plants as spell-like abilities at will. However, the construct becomes vulnerable to spells or abilities that would affect creatures of the plant type.
Price: 8000 GP
Sanctified Core
This core is usually comprised of a mechanized prayer wheel or a wheel of divine scriptures, set in the core of the construct. When properly installed, the core spins and the words of the prayers glow. The construct is constantly accompanied by the faint sound of soft prayer and whispered sermons.

A construct with this core becomes aligned, gaining one of the following subtypes: [Evil] [Good] [Lawful] or [Chaotic]. In addition, any attack the construct makes against a creature of an alignment opposed to it’s subtype deals an additional 1d6 points of damage.
(Price?)

Admiral Squish
2011-01-08, 12:11 PM
Warforged Template:

'Warforged' is an inherited template that can be added to any living, corporeal creature.

Size and Type

The creature’s type changes to Construct. It retains any subtypes except those that indicate kind, and gains the living construct subtype. It uses all the base creature’s statistics and special abilities except as noted here.

Hit Dice

Creature's Hit Dice become D10s. Do not change Class HD.

Speed
Speed is unchanged

Base Attack
Do not recalculate BaB.

Attacks
A warforged retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A warforged creature also gains a slam attack.

Damage
Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the base creature’s size. (Use the base creature’s slam damage if it’s better.) A medium Warforged creature's slam attack deals 1d4 damage.

Special Attacks
A warforged creature keeps all of the base creature's (Ex) or (Su) special attacks, but loses any Spell-Like Abilities.

Special Qualities

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

Living Construct Traits: A warforged creature possesses the following
traits.
• Unlike other constructs, a warforged creature has a Constitution score.
• Unlike other constructs, a warforged creature does not gain low-light vision or darkvision.
• Unlike other constructs, a warforged creature is not immune to mind-affecting spells and abilities.
• Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
• A warforged creature cannot heal lethal damage naturally.
• Unlike other constructs, warforged creatures are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.
• As living constructs, warforged creature can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged creature can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged creature is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effects to a warforged creature.
• The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A warforged creature takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged creature is affected by repel metal or stone as if he were wearing metal armor. A warforged creature is repelled by repel wood. The iron in the body of a warforged creature makes him vulnerable to rusting grasp, taking 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A warforged creature takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only and thus cannot be used on a warforged creature.
• A warforged creature responds slightly differently from other living creatures when reduced to 0 hit points. A warforged creature with 0 hit points is disabled, as with a living creature. He can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a warforged creature is inert. He is unconscious and helpless, and cannot
perform any actions. An inert warforged creature does not lose additional hit points unless more damage is dealt to him, however, as with a living creature that has become stable.
• As a living construct, a warforged creature can be raised or resurrected.
• A warforged creature does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
• Although living constructs do not need to sleep, a warforged creature who has levels in a spellcasting class that prepares spells must rest for 8 hours before preparing spells.

Composite Plating:The plating used to build a warforged creature provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged creature cannot benefit from the effects of magic armor or magic robes. Composite plating can gain a magic enhancement bonus and magic armor properties as armor can, using the Craft Magic Arms and Armor feat. The character must be present for the entire time it takes to add this enhancement. In addition, spells and infusions that normally target armor, such as magic vestment and armor enhancement, can be cast with the composite plating of a warforged creature as the target.
Composite plating also provides a warforged creature with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability
that allows a warforged creature to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.

Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged creature, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Saves
Do not recalculate saves.

Abilities

A warforged creature gains +2 con, and takes a -2 penalty to wisdom and charisma.

Skills
Do not recalculate skills

Feats
A warforged creature qualifies as though he were a warforged in regards to all warforged feats.

Environment
Any.

Organization
Any.

Challenge Rating
+1

Treasure
As base creature

Alignment
Any

Advancement
As base creature.

Level Adjustment
+1


Warforged Material Variants:

Crystalcraft

Crystalcraft Warforged are created from magical glass and crystal of different colors and designs, making them the most aesthetically pleasing of the Warforged. While their design would make one think they are brittle and weak, their bodies are hardened with magical treatments that make them surprisingly resilient to both physical and magical attack. While their design can be dazzling and hard to look at in the light, it does make them more susceptible to sonic attack.

The Following abilities are in addition to warforged traits, except where noted.
+2 con, +2 cha -2 dex, -2 wis. These adjustments replace the warforged's ability adjustments.
+2 Natural Armor. This replaces a Warforged's Composite Plating
Two 1d4 claw attacks. This replaces the Warforged's slam attack.
Spell Resistance Equal to 11+HD
Sonic Vulnerability: A Crystalcraft takes 50% more damage from sonic attacks than normal.
Dazzling Lights: A crystalcraft warforged is a thing of beauty, and while in an area of normal illumination, all opponents within 10 feet of a crystalcraft that can see it are automatically dazzled.
+1 LA

Dollface

Dollface Warforged were created to serve the wealthy and powerful as personal servants. Where a traditional warforged is constructed of stone, wood, and steel to make them stronger and more durable in combat, the dollface warforged are made of porcelain, silk, and bautifully crafted wardwoods, giving them a more than passing resemblance to giant, living dolls. Dollfaces are trained to be polite, friendly, and sociable. With their magic, they can also prove to be quite entertaining, performing parlour tricks and imitations.

The Following abilities are in addition to warforged traits, except where noted.
+2 cha, -2 wis, - 2 str. These adjustments replace the warforged's ability adjustments.
No composite plating, no fortification
+4 to bluff, diplomacy, gather information, and sense motive
Disguise self and prestidigitation as at-will SLAs.


Emberforged
Emberforged Warforged are an experimental type of warforged. Instead of using earth elemental essence to power them, the designers experimented with using fire elemental essence. The resulting creations were a mixed success. They were much more charismatic and sociable than the traditional warforged, and in combat their bodies grew extremely hot, making them exceptionally dangerous. However, they were also reckless and hot-tempered, and the project was eventually shut down.

The Following abilities are in addition to warforged traits, except where noted.

+2 con, +2 cha, -2 wis. These adjustments replace the warforged's ability adjustments.
Burning Spirit: 3/day, and charisma modifier to a single attack roll, save, skill, or ability check.
Searing Touch: An emberforged deals 1d6 fire damage to any creature attacking him with natural weapons or unarmed strikes. Any creature hit with his slam attack takes an extra 1d6 fire damage. Metal weapons he wields conduct this heat.
LA +1


Fleshgarbed
The Fleshgarbed warforged look, at first glance, to be perfectly normal humans. However, peel away the outer layer and you reveal their true nature, a mechanical skeleton covered in a layer of magically-sustained flesh. The fleshgarbed are used to infiltrate enemy forces, attacking the enemy from the inside. The fleshgarbed are exceptionally strong and tough, but are often emotionally distant and cold, strongly focused on the mission at hand.

The Following abilities are in addition to warforged traits, except where noted.

+2 str, +2 con, -2 wis, -2 cha. These adjustments replace the warforged's ability adjustments.
Living Skin: It requires a DC 25 spot check to identify a fleshgarbed as non-human.
+2 Natural Armor. This replaces the Warforged's composite plating
Unnerving Presence: All creatures with int 2 or less have an initial attitude of hostile towards you.


Harvestforged
Harvetsforged Warforged were built for farmers to serve as basic labor. They have thin, lightweight wooden frame with a ball like head. Unsettled by this appearance, their owners usually dress them to disguise their shape, often giving the harvestforged old ratty clothes stuffed with straw, sawdust, goose-down or the like, and painted or bagged faces. Most harvestforged, when not doing manual labor, are given the task of patrolling the fields to scare off anything that threatens the crops, which is a task they find surprisingly easy.

The Following abilities are in addition to warforged traits, except where noted.

+2 dex, -2 int, -2 wis. These adjustments replace the warforged's ability adjustments.
DR 5/slashing. This replaces the Warforged's composite plating.
Flammable: A harvestforged burns easily. The save DC to avoid catching on fire is 25.
A harvestforged's base land speed is 40 feet.
Spook: Something about a harvestforged makes people uneasy. A harvestforged gains a +4 bonus to intimidate checks, and can demoralize an opponent in combat as a swift action.


Mirrorwater
Mirrorwater Warforged are the pinnacle of construct technology, composed of an animated mass of liquid metal. Mirrowater Warforged do not have a definite shape of their own and instead take on whatever form suits them at the time. Their semi-solid nature makes them hard to destroy and allows them to do anything from creating impromptu weapons and tools from their own body and even slip through the tiniest cracks.

The Following abilities are in addition to warforged traits, except where noted.

+4 dex, +2 con, -2 int, -2 wis. These adjustments replace the warforged's ability adjustments.
A mirrorwater warforged does not gain a warforged's composite plating ability.
Amorphous: A mirrorwater warforged cannot be flanked and is immune to critical hits. This ability replaces the Warforged's light fortification ability.
Regeneration 2: The mirrorwater warforged takes normal damage from Fire and Cold.
Shapechange: A mirrorwater warforged can change it's appearance at will, as with the disguise self spell. This is not an illusory effect, but an actual physical change. The mirrorwater cannot create working pieces of equipment with this ability, but he can create imitations. In addition, he can use this ability to 'dissolve' and squeeze through tiny spaces like a liquid.
Shape Weapon: A mirrorwater warforged can shape his hands into blades or tools. As a move action, the mirrorwater can shape one or both hands into any one-handed or light melee weapon he is proficient with. He may make iterative attacks with shaped weapons, but treat them as natural attacks for enhancement purposes.
+2 LA


Stonecarved
Stonecarved Warforged are carved and shaped from a single piece of dense stone. Their massive weight and hardness allows them to withstand impressive amounts of damage and push back foes with their weight alone. However, their incredible weight makes them slower and less agile than their lightweight cousins.

The Following abilities are in addition to warforged traits, except where noted.

+2 con, -2 dex, -2 wis, -2 cha. These adjustments replace the warforged's ability adjustments.
+2 Natural Armor. This replaces the warforged's composite plating ability.
DR 2/adamantine.
A stonecarved warforged's base land speed is 20 feet.
Stability: A stonecarved gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).


Vinebound
Vinebound warforged are the druidic answer to traditional warforged. Their bodies are made of a wooden core surrounded with several layers of tough, woody vine woven tightly together to give them a roughly humanoid shape. Their unique construction lets them uncoil the vines of their arms to grant themselves greater reach, which makes them adept climbers and effective grapplers.

The Following abilities are in addition to warforged traits, except where noted.

+2 str, +2 dex, -2 int, -2 cha. These adjustments replace the warforged's ability adjustments.
Dr 5/slashing. This replaces the Warforged's composite plating ability.
Long Limbs: A vinebound warforged has a natural reach five feet longer than the norm for it's size.
Climb Speed 20.
Vinebound warforged gain a +4 bonus to grapple checks.
+1 LA

Warforged Feats:

Aquatic Body:
Prerequisites: Warforged, first level only
Benefit: You gain plating streamlined and designed for aquatic use. Your armor bonus is increased to +4, and you have a +4 maximum dexterity bonus to AC, as well as an arcane spell failure chance of 30%. In addition, you gain a swim speed of 30 feet. This is treated as light armor.

Arcane Body
Prerequisites: Warforged, first level only
Benefit: Your body is covered in runes that offer protective magic. Your body is surrounded by a tangible field of force that grants you a +2 armor bonus to AC, but has no maximum dexterity bonus and no arcane spell failure chance. At the beginning of each day, you may expend an arcane spell slot to add the spell level to the AC bonus granted by this feat. Taking this feat removes your composite plating, but is still considered to take up your body slot.

Stealth Body
Prerequisites: Warforged, first level only
Benefit: You gain special-stealth-focused armor designed to muffle sound and hide you. Your armor bonus is remains at +2, and you have a +8 maximum dexterity bonus to AC, as well as an arcane spell failure chance of 10%. You also gain a +4 bonus on hide and move silently checks. This is treated as light armor

Aurorum Body [Warforged]
At the cost of protection, you gain the ability to self-repair.
Prerequisites: Warforged, 1st Level Only
Benefit: Your body is made of the celestial material aurorum, granting you a +2 armor bonus. You are considered to be wearing light armor at all times, and may not wear armor or any other item that occupies your torso/chest slot. You have a +6 maximum Dexterity bonus to AC and an arcane spell failure chance of 10%. In addition, you gain fast healing 1. At fifth level, and every five levels afterward, this increases by one (Fast healing 2 at five, fast healing 3 at ten, etc.). This feat grants the Warforged the Lawful and Good subtypes.
Special: Warforged druids who take this feat cannot cast druid spells or use any of a druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing light armor.

Aurorum Metabolism [Warforged]
Your body becomes more resilient as your aurorum plating integrates throughout your body.
Prerequisites: Aurorum Body, Constitution 15+, Character Level 7
Benefit: Fast Healing caused by the Aurorum Body feat turns into regeneration of an equal amount. Sonic, acid, and evil weaponry deal damage as normal. Any spells or abilities that makes the warforged invulnerable to any of these types of damage suppresses the regeneration ability as well. Evil spells deal normal damage. Severed parts do not grow back, but they can be reattached as a full round action.
Special: This regeneration increases each time the fast healing would have.

Admiral Squish
2011-01-08, 12:12 PM
(Reserved for Classes)

Admiral Squish
2011-01-08, 12:13 PM
Droid Type(By LOTRfan)
Droids are superficially similar to constructs, but they have regulated interior parts and weak points in their body, similar to living creatures. At the same time, they have much in common with constructs, and are a form of middle ground between living constructs and constructs.

Features
A Droid has the following features.
10-sided Hit Die
Base Attack Bonus dependent on subtype.
Saving throws dependent on subtype.
Skill points dependent on subtype.

Traits
A Droid has the following traits (unless otherwise mentioned in the creature's entry):
Droids have a constitution score. Wires and internal components act very much like a biological being's organ systems.
Lowlight vision.
Darkvision 60 ft.
Immunity to mind effecting affects (charms, compulsions, phantasms, patterns, and morale effects)
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Cannot heal damage naturally, but they can be repaired and repair themselves through the use of the craft skill.
Droids are subject to critical hits, but are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect requiring a Fortitude save (unless it also works for objects).
Droids are suffer from massive damage. A Droid with 0 hit points is disabled, just like a living creature. It can take only a single move action or standard action each round, but strenuous activity does not risk further injury. When hit points are less than 0 and more than -10, a droid is left inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert Droid does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable.
Since it was never alive, a droid cannot be raised or resurrected.
Because its body is made up of unliving matter, a droid is hard to destroy. It gains extra hit points based on size, as shown on the table.
Proficient with any weapons mentioned in its entry.
Proficient with no armor.
Constructs do not eat or breathe, but much recharge 4 hours each day in a state that resembles sleep. A droid spellcaster must rest for 8 hours in order to prepare spells. Droids do not gain bonuses from consumable items.

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

Subtypes

First Degree: These Droids are capable of creative thought, and the most intelligent droids are usually placed in this category. Mathematicians, scientists, artists, and medical droids fit into this category.
Base Attack equals 1/2 its HD
Good Will saves
Skill points equal to (8 + INT modifier)

Second Degree: These Droids are engineers and technical experts. These droids are skilled in the use of computers, and can be deployed in combat situations. Scouting droids and pilots also fit into this category.
Base Attack Bonus equals 3/4 its HD
Good Will Saves
Skill points equal to (6 + INT modifier)

Third Degree: Third Degree Droids are social droids, such as political servants, translators, and interaction droids. This type of droid interacts with humanoids the most.
Base Attack equals 1/2 its HD
No good saves
Skill Points equal to (8 + INT modifier)

Fourth Degree: Combat droids are generally used as security or military units. With the end of the Clone Wars, most Fourth Degree droids have been outlawed.
Base Attack equals its HD
Good fortitude saves
Skill Points equal (2 + INT modifier)

Fifth Degree:The least advanced type of droid, fifth degree droids are menial laborers. They often participate in easy tasks humanoids cannot be bothered with, like window washing and sanitation.
Base Attack equals 1/2 its HD
No good saves
Skill Points equal to (2 + INT modifier)

Monsters:

Homonculi
Guardian Thorns
http://upperweather.com/images/bblog08/Caltrope2.jpg
Diminutive Construct [Swarm]
Hit Dice: 1d10
Initiative: +3
Speed: 20 feet (4 squares), Climb 20 feet
Armor Class: 17 (+3 dex, +4 Size, +2 Natural), 15 touch, 14 flat-footed
Base Attack/Grapple: +0/-8
Attack: Swarm (1d4)
Full Attack: Swarm (1d4)
Space/Reach: 10 ft/0 ft.
Special Attacks: Distraction
Special Qualities: Construct Traits, Darkvision 60, Master’s Garb
Saves: Fort +0, Ref +3, Will +0
Abilities Str 2, Dex 16, Con -, Int 10 , Wis 10, Cha 6
Skills: Climb +8, Hide +17 Move Silently +5
Feats: Stealthy
Environment: Any
Organization: Solitary
Challenge Rating: 1
Treasure: None
Alignment: Any (same as creator)
Advancement: 2-6 HD (Diminutive)
Level Adjustment: -

All across the workbench in front of you, you see scattered dozens and dozens of tiny, bronze caltrops with a central ball positioned at the junctions of the points. Each of their four points have three segments,. Then, there is a whistle. As one, a number of black dots open on each side of the central ball, and the segments flex and extend, lifting the caltrops up. As one, they shuffle off the table and down the leg.

Guardian thorns resemble bronze caltrops with three-jointed legs, and black, beady eyes on each side of their main bodies. The guardian thorns serve as protection and deterrent, damaging those who come too close to their master.

Combat:

Distraction:
Any living creature that begins its turn with a swarm in its square must succeed on a DC 10 fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Master‘s Garb:
The Guardian Thorns spend much of their time on their master’s body, climbing over him and protecting him. The Guardian Thorns enter their master’s square as a free action, and climb all over his body, constantly shifting around to prevent interfering with his movements. The guardian spikes grant their master DR 5/piercing. In addition, any creature that attacks the master with a natural weapon, unarmed strike, or melee touch attack takes 1d4 points of piercing damage. If the master attacks a creature with a natural weapon, unarmed strike, or melee touch attack, it also deals 1d4 points of piercing damage. In addition, if the master initiates or is the target of a grapple, the guardian thorns deal 1d4 piercing damage to the enemy with each successful grapple check.

Construction
A set of Guardian Thorns is crafted from metal, wire, glass, leather, and a pint of the creator’s blood. The materials cost 50 gp. Creating the body requires a DC 14 Craft (metalworking) check. A set of Guardian Thorns with more than 1 Hit Die can be created, but each additional Hit Die adds 2,000 gp to the cost to create.
Craft Construct, arcane eye, mending; Price — (never sold); Cost 850 gp + 68 XP.

Piloted Subtype:
A piloted construct has the following traits, unless otherwise noted in the creature’s entry


Piloted:
A construct with this quality usually takes no actions on it's own, resting inert. A creature sitting in the pilot’s seat has complete control of the construct‘s body, and must spend actions to make the piloted construct use the same actions. The piloted construct uses the pilot’s mental scores, feats, and BaB instead of it’s own. It may also use any extraordinary special abilities of the pilot, provided the construct is physically capable of using them as well. The pilot shares senses with the piloted construct, and can see, hear, and feel anything the piloted construct can. The pilot gains a bonus to any spot or listen checks he makes equal to the piloted construct’s wisdom modifier.
Pilot Protection:
While inside a piloted construct, the pilot is considered to have total cover in all directions, and thus cannot be affected by area effects and cannot be targeted by any attack, spell, or ability that requires a line of sight or line of effect. A sucessful critical hit by a creature attacking the construct does not deal additional damage to the construct, but instead, the attack deals its normal damage to the pilot as well. If this attack carries an additional affect, such as poison or energy drain, the pilot suffers those effects as well, but the attack does not carry any effects that would otherwise activate on a critical hit.


Piloted Constructs
Gurren Lagann
Lagann

http://fc04.deviantart.net/fs17/f/2007/189/2/e/Lagann_by_EternalheX.png

Medium Construct [Piloted]
Hit Dice:5d10+20 (47 HP)
Initiative: +3
Speed: 30 feet (6 squares), Fly 60 (good), Burrow 30
Armor Class: 19 (+6 natural, +3 dex), 13 touch, 16 flat-footed
Base Attack/Grapple: +3/+9
Attack: Drill +9 melee (2d6+9/x4)
Full Attack: Drill +9 Melee (2d6+9/x4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Combine, Powerful Charge +2d6
Special Qualities: Fighting Spirit, Construct Traits, Piloted Traits, Self-Repair
Saves: Fort +1, Ref +4, Will +1
Abilities Str 22, Dex 16, Con -, Int -, Wis 10, Cha 6
Skills: -
Feats:-
Environment: Underground
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

The creature standing before you looks like a giant, metallic head, large enough to fit a person inside it. It bears two short arms and two short legs, the arms emerging from about where it‘s ears would normally be. The patterned roof retracts, revealing a set flanked by handles, a strange, circular readout centered in front of it.

Lagann, to be honest, not all that impressive on it’s own. Being a piloted construct, it can’t even move unless it has a pilot, but even then it’s not a terrible danger. It can cause some damage, but nothing compared to the kind of power it is capable of bringing out when it combines with another construct.

Combat:

Lagann fights with surprising bravado for one so small, and has been known to defeat enemies many times it’s size. It’s generally straight-forward about combat, charging in with it’s drill attack, but the exact tactics depend on who is piloting it.

Combine:
If Lagann hits a construct two or more sizes larger than itself with it‘s drill attack, it can attempt to combine, taking over the larger machine. The targeted construct must make a fortitude save against DC (10+½ pilot’s HD+pilot’s cha mod) or be taken over. A controlled construct is under the control of lagann’s pilot and gains the benefits of Lagann’s fighting spirit. In addition, if lagann combines with another construct that possesses the fighting spirit ability, multiply the lagann’s pilot’s charisma and wisdom by the second pilot’s wisdom and charisma to determine the bonuses granted by the fighting spirit ability. Any construct lagann combines with can manifest drills. This is treated as a Drill Arm of appropriate size for the construct in question, but it can activate or deactivate the drill as a free action

Fighting Spirit:
Lagann gains a wide array of bonuses from it’s pilot. It gains a morale bonus equal to the pilot’s charisma modifier to attack, damage, and all strength-based checks. In addition, it gains a morale bonus to AC and all saves equal to the pilot’s wisdom modifier, a well as gaining DR /- equal to the pilot’s wisdom modifier.

Self-Repair
As a standard action, Lagann can temporarily repair itself and any construct it combines with, gaining a number of temporary HP equal to the (Pilot’s HD x Charisma Modifier). These temporary hit points fade after one minute per point of charisma bonus the pilot possesses.
Ganmen

http://fc08.deviantart.net/fs17/f/2007/142/5/4/Gurren_Colors_by_edcomics.jpg

Huge Construct [Piloted]
Hit Dice: 16d10+40 (128 HP)
Initiative: +2
Speed: 40 feet (8 squares), fly 80 feet (good)
Armor Class: 22 (+12 natural, +2 dex -2 size), 8 touch, 20 flat-footed
Base Attack/Grapple: +12/+35
Attack: Slam +27 Melee (1d8+15)
Full Attack: Two Slams +27 Melee (1d8+15)
Space/Reach: 15 ft./15 ft.
Special Attacks:
Special Qualities: Fighting Spirit, Construct Traits, Piloted Traits
Saves: Fort +1, Ref +4, Will +1
Abilities Str 40, Dex 14, Con -, Int -, Wis 10, Cha 4
Skills: -
Feats:-
Environment: Any
Organization: Solitary, Brigade (10-20) or Alliance (50-200)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

This creature resembles an enormous, heavily stylized mechanical head. From the ears emerge a pair of arms, and a pair of strong iron legs support the 20-foot-tall mech. It's jaws sit open, revealing a pilot's seat and

A ganmen is a type of mecha originally designed to combat anti-spirals. It is fueled by the fighting spirit of evolving beings, and amplifies it into real combat power. The ganmen take on many different outward appearances, though at their core, they all function basically the same.

Combat:

While a pilotless ganmen is harmless, a ganmen piloted by a beastman is a dangerous foe, though by far no match for a ganmen piloted by a human soldier. Generally, ganmen pilots take big risks, trusting their fighting spirit to carry them through dangerous situations, and their iron will to endure any consequences.

Fighting Spirit:
Ganmen gain a wide array of bonuses from it’s pilot. It gains a morale bonus equal to the pilot’s charisma modifier to attack, damage, and all strength-based checks. In addition, it gains a morale bonus to AC and all saves equal to the pilot’s wisdom modifier, a well as gaining DR /- equal to the pilot’s wisdom modifier.

Piloted
Ganmen have been extensively modified to seat a pilot of small, medium, or large size. A construct with this quality has no actions of it’s own, usually resting inert in a pilot-boardable position. A construct so inert can still speak or perform purely mental actions if able. A creature sitting in the pilot’s seat has complete control of the construct‘s body, but must spend actions to grant the same actions to the construct. The piloted construct uses the pilot’s skill points, feats, and BaB instead of it’s own. It may also use any extraordinary special abilities of the pilot, provided the construct is physically capable of using them as well.

While inside a piloted construct, the pilot is considered to have total cover in all directions, and thus cannot be affected by area effects and cannot be targeted by any attack, spell, or ability that requires a line of sight or line of effect. A critical hit by a creature attacking the construct does not deal additional damage to the construct, but instead, the attack deals its normal damage to the pilot as well. If this attack carries an additional affect, such as poison or energy drain, the pilot suffers those effects as well, but the attack does not carry any effects that would otherwise activate on a critical hit.

District 9:

D-9 Battlesuit
http://fc01.deviantart.net/fs71/f/2010/201/e/9/District_9_Mech_Tank_by_Rotarr.jpg
Large Construct [Piloted]
Hit Dice: 10d10+30
Initiative: +3
Speed: 40 Feet. (8 squares)
Armor Class: 22 (+10 Natural, +3 dex, -1 size), 12 touch, , 19 flat-footed
Base Attack/Grapple: +7/+21
Attack: Slam +17 Melee (1d8+10) or Slugthrower +10 Ranged (1d4/2d6)
Full Attack: Two Slams +17 Melee (1d8+10) or Slug thrower +10/+5 Ranged (1d4/2d6)
Space/Reach: 10 ft/10 ft.
Special Attacks: Tesla Rifle, Mass Hurler, Knockback, Missiles
Special Qualities: Construct Traits, Piloted Traits, Bolt Returner
Saves: Fort +3, Ref +6, Will +5
Abilities Str 30, Dex 16, Con -, Int -, Wis 14, Cha 10
Skills: -
Feats: -
Environment: Any
Organization: Solitary or Patrol (3-6)
Challenge Rating: 10
Treasure: Standard
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

This massive, mechanical war-machine stands before you. It‘s body is curved into a C-shape, the head and hips coming forward in a way that seems somewhat awkward. The thing‘s long legs are double-jointed, giving it a springing stride as it runs. It‘s large arms bristle with structures you can only guess at the purpose of, tipped in surprisingly small claws gripping claws. As you watch, it fires of a series of bolts from one arm, then lifts a broken body off the ground with a gesture and sends it hurling at an enemy.

The D-9 Battlesuit is a piloted construct of terrible power brought by the Illithid from their homeworld. The heavily-armored machine stands 10 feet tall, with a hunched posture and it’s double-knees bent. Each arm carries a number of dangerous-looking structures, each with a different function and each extremely dangerous. The D-9 Suit was intended to transform a single warrior into a war-machine capable of taking on an entire battalion of trained fighters.

Combat:
The D-9 battlesuit carries a wide array of armaments, each terrifying and deadly in their own, unique way. Piloting a D-9 is not for the faint of heart. D-9 pilots usually favor shock tactics. Come in hard and fast, throw enemies around, open up with the special weapons on important targets, and generally create havoc.

Slugthrower:
The slugthrower is a rapid-fire weapon with a range increment of 50 feet. If you hit, roll 1d4 to determine the number of shots that hit the target. Each shot deals 2d6 points of damage.

Tesla Rifle:
Firing the teals is a standard action. Make a ranged touch attack with a range of 100 feet. The target takes 2d6 electricity damage, then 5d6 untyped damage as the energy disrupts their internal organs, DC 15 fortitude save for half. A target that dies from the tesla rifle explodes in a shower of blood and gore.

Mass Hurler:
As a swift action, the D-9 can grab a medium or smaller object or creature and lift it with pure force. As a standard action, it can then fire the lifted object at a target. Small creatures or objects have a range increment of 50 feet and deal 1d8 points of damage to both target and the thrown object or creature. Medium creatures or objects have a range increment of 30 feet and deal 2d6 damage to both the target and thrown object or creature. Hard objects, like rocks or scrap metal, deal lethal damage, while soft objects, like corpses or creatures deal nonlethal. A medium or smaller creature hit by a hurled object is affected by the D-9’s knockback ability.

Knockback:
If a object or creature is struck by the D-9’s slam attack or an object or creature hurled by the mass hurler, the D-9 may make a free bullrush attempt against the target that does not provoke an attack of opportunity. The D-9 has a modifier of +14 for this check if hitting with a slam attack. The modifier for the check when striking with a hurled medium-sized object or creature is +10, and it is +6 for a small-sized hurled object or creature. If the check is successful, the target is pushed back five feet for every five damage taken and knocked prone. If an object or creature thrown by this ability that impacts another creature or object, both parties take 1d6 points of damage for every 10 feet pushed.

Missiles:
As a standard action, a D-9 can fire up to four missiles at a time. Each missile is a ranged touch attack with a range of 60 feet. The target takes 1d8 damage if the attack is successful even if the attack misses, the missile explodes, dealing 2d6 fire damage to all creatures within 5 feet of the target, reflex DC 18 half. The save DC is dexterity based. The pilot may fire all these missiles at one target, or divide them up as he chooses. The D-9 is loaded with 12 missiles, and replacement missiles cost 100 GP.

Bolt Returner:
As a standard action, the D-9’s pilot may raise a protective field around itself for the next round. All ranged physical attacks made against the D-9 are negated. This cannot stop thrown objects larger than small size. At the beginning of the next round, the D-9 may make a single ranged attack roll as a standard action to reflect all projectiles negated back at their shooters.

Admiral Squish
2011-01-08, 12:14 PM
Vehicle Subtype:
A vehicle has the following traits, unless otherwise noted in the creature’s entry


Pilot Dependant: A vehicle is somewhere between construct and object. A creature in the pilot’s seat has control over the vehicle, but must make pilot checks to operate the vehicle properly. A vehicle takes no actions on its own unless the pilot makes a successful piloting check. The vehicle uses the pilot’s BaB instead of it’s own. The vehicle uses it’s own dexterity modifier or it’s pilots, whichever is lower.
Pilot Protection: Most vehicles offer cover of some degree or another from enemy attacks. Some off full cover in all directions, others offer improved cover, other regular cover, and some don’t even provide any cover. A sucessful critical hit by a creature attacking the construct does not deal additional damage to the construct, but instead, the attack deals its normal damage to the pilot as well. If this attack carries an additional affect, such as poison or energy drain, the pilot suffers those effects as well, but the attack does not carry any effects that would otherwise activate on a critical hit. If a vehicle reaches 0 HP while the pilot is inside, the pilot takes damage mentioned in the creature's entry.
Hardness: Vehicles have hardness based on the materials they are constructed out of.


New Skill:
Piloting (Dex):

This skill represents your ability to control a vehicle and interact with the controls. The following uses will have DCs mentioned in the entry for each vehicle. Some are harder to steer while others have more complicated weapons.

Move: You make a piloting check to make your vehicle take a move action. This requires one hand and can be done as a free action.

Floor it: You make a piloting check to make your vehicle take a double move or run action. This requires one hand and can be done as a move action.

Attack: You can make a piloting check to make your vehicle attack with it’s natural or attached weapons as a standard action. This requires two hands and can be done as a standard action.

Full Attack: You can make a piloting check to make your vehicle make a full attack action. This requires two hands and can be made as a full-round action.

Maintain Control: You must make a piloting check to avoid losing control of your vehicle when you take damage. Failing this check means your vehicle can only take a stardard or move action on the following round.

Cover: You may make a piloting check to take cover inside your vehicle as a swift or immediate action. This improves the cover granted by your vehicle by one step until the start of your next turn. You cannot attack or cast spells while using your vehicle for cover, though you may use your vehicle’s weapons.

Skill: You make make a special piloting check to make your vehicle use a strength or dexterity based skill. Use your ranks in piloting plus the vehicle’s appropriate ability modifier plus any relevant modifiers to determine the result of this check. Using a skill requires the appropriate action described in the skill entry from both the vehicle and the pilot.

Maneuver: You may make a piloting check to have your vehicle perform a combat maneuver. Maneuvers that can be used include Bull rush, Charge, Disarm, Feint, Grapple, Overrun, Sunder, and Trip. These maneuvers use the pilot’s BaB, skills, and any appropriate feats, and the vehicle’s strength or dexterity. Using these maneuvers requires the appropriate actions described in their entries from both the vehicle and pilot.

Bail: You may make a piloting check to dive from your vehicle safely, avoiding damage associated with the destruction of your vehicle. You make this check as an immediate action.


Vehicles:
Star Wars
AT-PT

http://images2.wikia.nocookie.net/__cb20071022024627/starwars/images/thumb/a/a6/AT-PT_NEGVV.jpg/272px-AT-PT_NEGVV.jpg
Large Construct [Vehicle]
Hit Dice: 4d10+30 (52 HP)
Initiative: +1
Speed: 40 (8 squares)
Armor Class: 18 (+8 Natural +1 Dex, -1 size), 10 touch, 17 flat-footed
Base Attack/Grapple:+3/+12
Attack: Blaster +4 Ranged (1d8)
Full Attack: Blaster +4 Ranged (1d8)
Space/Reach: 10 ft./5 ft.
Special Attacks: Grenade Launcher
Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
Saves: Fort +1, Ref +2, Will +1
Abilities Str 20, Dex 12, Con -, Int -, Wis -, Cha-
Skills:-
Feats:-
Environment: Any
Organization: Solitary, Patrol (3-6), Calvalry (20-50)
Challenge Rating: 3
Treasure: Standard
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

Before you stands a large machine of some sort. It’s steel-gray plating is shaped into a boxy body that its between a pair of long, multi-jointed, birdlike legs ending in three-toed feet. Beneath the darkened plate of glass on the front sits a small orb with a trio of tubes coming off it. As it turns with a clank, the orb swivels, aiming the tubes aim for you.

The All Terrain Personal Transport (AT-PT) is a light anti-infantry walker. It was made to take a single trooper into an intense combat situation on his own. Equipped with twin pulse blasters and a Grenade Launcher as well as impressive armor plating, the AT-PT makes a single trooper into the equivalent of a entire squad.

Combat:

In combat, an AT-PT is more than a match for infantry units, usually opening up with a blast from it’s grenade launcher and blasters.

Grenade Launcher:
As a swift action, the pilot can fire a grenade at an enemy within 60 feet as a ranged touch attack. A successful hit deals 1d8 damage to the target. Even if the attack misses, the target and all enemies within five feet take 2d6 fire damage (Reflex DC 13 Half). An AT-PT has a magazine of 10 grenades. Replacement grenades cost 75 GP

Blaster:
As a primary attack, an AT-PT is equipped with a blaster. The blaster has a range increment of 50 feet and deals 1d8 points of damage to the target.

Vehicle Traits:
An AT-PT offers total cover to it’s pilot, and deals 2d6 damage to it’s pilot when it reaches 0 HP.

{table=head]Piloting Use|DC
Move|10
Floor It|15
Attack|10
Full Attack|10
Maintain Control|15
Cover|10
Skill|Varies
Maneuver|20
Bail|15
[/table]

AT-ST

http://images4.wikia.nocookie.net/__cb20071022025721/starwars/images/thumb/e/e9/At-st_large_pic.jpg/246px-At-st_large_pic.jpg
Huge Construct [Vehicle]
Hit Dice:8d10+30
Initiative: +2
Speed: 30 Feet (6 squares)
Armor Class: 22 (+12 Natural, +2 Dex, -2 Size), 10 touch, 20 flat-footed
Base Attack/Grapple: +6/+22
Attack: Blaster +6 Ranged (2d6) or Claw +7 Melee (1d6+8)
Full Attack: Blaster +6/+0 Ranged (2d6)
Space/Reach: 15 ft./10 ft.
Special Attacks: Grenade Launcher
Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
Saves: Fort +2, Ref +4, Will +2
Abilities Str 26, Dex 14, Con -, Int -, Wis -, Cha -
Skills:-
Feats:-
Environment: Any
Organization: Solitary, Patrol (3-6), Squadron (10-15)
Challenge Rating: 6
Treasure: Standard
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Before you stands a huge machine of some sort. It’s steel-gray plating is shaped into a boxy body that sits atop a pair of long, multi-jointed, birdlike legs ending in round feet tipped with short claws. Beneath the darkened plates of glass on the front there is a pair of large blater barrels. From one side emerged a thick tube mounted on a swivel, and on the other, a pair of smaller tubes on a similar swivel-mount.

Colloquially known as a "chicken walker" because of its shape and walking motion, the AT-ST is a heavily armed light ground combat vehicle. It’s equipped with a chin-mounted double medium blaster cannon, a concussion grenade launcher on the starboard side of its head, 2 durasteel feet with claws, and a blaster cannon on the port side. It was designed to be a recon hit and run vehicle. It’s lighter than its bigger brother the AT-AT walker and can withstand standard blaster fire, but is vulnerable to heavy laser fire and missiles as well as physical attacks to the legs and the side of the head.

Combat:

AT-STs have similar tactics to their smaller relatives, AT-PTs. They usually open up combat with a blast from their grenade launcher and then follow up with a full attack from their blaster turret. They generally only use their claws in emergencies, though they’re quite useful for clearing undergrowth.

Grenade Launcher:
As a swift action, the pilot can fire a grenade at an enemy within 60 feet as a ranged touch attack. A successful hit deals 2d6 damage to the target. Even if the attack misses, the target and all enemies within five feet take 3d6 fire damage (Reflex DC 16 Half). An AT-PT has a magazine of 10 grenades. Replacement grenades cost 100 GP

Blaster:
As a primary attack, an AT-ST is equipped with a blaster. The blaster has a range increment of 80 feet and deals 2d6 points of damage to the target.

Vehicle Traits:
An AT-ST offers total cover to it’s pilot, and deals 4d6 damage to it’s pilot when it reaches 0 HP.
{table=head]Piloting Use|DC
Move|10
Floor It|15
Attack|10
Full Attack|10
Maintain Control|15
Cover|10
Skill|Varies
Maneuver|20
Bail|15
[/table]
AT-AT
http://images2.wikia.nocookie.net/__cb20070209142945/starwars/images/thumb/8/8f/ATAT-CHRON.jpg/250px-ATAT-CHRON.jpg
Colossal Construct [Vehicle]
Hit Dice: 20d10+80
Initiative: +0
Speed: 20 Feet (4 squares)
Armor Class: 30 (+28 Natural +0 Dex, -8 Size), 2 touch, 30 flat-footed
Base Attack/Grapple: +15/+46
Attack: Blaster +8 Ranged (4d6) or Stomp +23 Melee (4d6+22)
Full Attack: Blaster +8/+3/-2 Ranged (4d6) or 2 Stomps +23 Melee (4d6+22)
Space/Reach: 30 ft./20 ft.
Special Attacks: Trample (4d6+22)
Special Qualities: Troop Compartment Construct Traits, Vehicle Traits, Hardness 20
Saves: Fort +6, Ref +6, Will +6
Abilities Str 40, Dex 10, Con -, Int -, Wis -, Cha -
Skills:-
Feats:-
Environment: Any
Organization: Squadron (10-20)
Challenge Rating: 15
Treasure: standard
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

This massive, boxy machine towers above you on long, angular legs ending with huge, flat steel feet. Their body consists of a thickly-plated, trapezoid body, a short, flexible neck, and a flat, armored head with a pair of heavy blasters mounted on each side. It’s long legs hold the entire body high off the ground. It looks slow and lumbering, but it‘s long legs give it surprising speed.

The AT-AT walker is a behemoth of a war machine, standing at a height of 70 feet. The quadrupedal walker closely resembles ancient beasts of war, or even a giant legendary beast from the dark side of the Force. Designed for the dual purpose of crushing and demoralizing enemy forces, and also serving as a transport for Imperial troops and light vehicles, the AT-AT is among the most awesome vehicles in the Imperial Army inventory. Its intimidating and powerful presence often earns it the distinction of being the first vehicle into a combat zone.

Combat

AT-ATs are heavy weapons. They stomp forward, firing at fortified positions and slow-moving vehicles until they get in range, then crush walls and turrets with their titanic steel feet. Once past the outer defenses, they kneel down and release the troops and vehicles they carry.

Blaster:
As a primary attack, an AT-AT is equipped with a heavy blaster. The blaster has a range increment of 100 feet and deals 4d6 points of damage to the target.

Troop Compartment:
AT-ATs contain a large compartment to carry troops and vehicles. The compartment can contain 2 huge, 10 large, or 40 medium creatures. Creatures inside this compartment have total cover in all directions. The AT-AT must kneel down do release the creatures in its troop compartment, which requires a full-round action. The AT-AT cannot move while kneeling like this, though it may fire its blasters.

Vehicle Traits:
An AT-AT offers total cover to it’s pilot, and deals 10d6 damage to it’s pilot when it reaches 0 HP.
{table=head]Piloting Use|DC
Move|10
Floor It|15
Attack|15
Full Attack|15
Maintain Control|10
Cover|10
Skill|Varies
Maneuver|20
Bail|15
[/table]
AT-TE

http://images1.wikia.nocookie.net/__cb20090425021911/starwars/images/thumb/5/5e/AT-TE_TCW.jpg/676px-AT-TE_TCW.jpg
Huge Construct [Vehicle]
Hit Dice: 16d10+30
Initiative: +0
Speed: 30 feet (6 squares)
Armor Class: 28 (+20 natural, -2 Size), 8 touch, 28 flat-footed
Base Attack/Grapple: +12/+30
Attack: Cannon +10 Ranged (4d6+10) and Four Blasters +5 Ranged (2d6)
Full Attack: Cannon +10/+5 Ranged (4d6+10) and Four Blasters +5/+0 Ranged (2d6)
Space/Reach: 15/10
Special Attacks:
Special Qualities: Construct Traits, Vehicle Traits, Troop Compartment, Multiple Gunners, Hardness 10
Saves: Fort +5, Ref +5, Will +5
Abilities Str 30, Dex 10, Con -, Int -, Wis -, Cha -
Skills:-
Feats:-
Environment: Any
Organization: Solitary or Assault (20-50)
Challenge Rating: 14
Treasure: Standard
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

This squat-six-legged construct lumbers forward. With a massive thud, the cannon on it's back recoils and something in the distance explodes. The thing's body is angular and low to the ground. On it's back, a massive cannon swivels freely. Stationed around the cockpit, four turrets swivel, bringing barrels to bear on different targets.

The AT-TE is a multi-purpose assault vehicle capable of tasks ranging from the transportation of platoons of troopers around a battlefield to full-scale attacks upon enemy installations. The vehicle performs most admirably in support roles that involved providing immediate cover fire for battalions of soldiers. AT-TEs are often deployed in large numbers to overwhelm the enemy through sheer volume of fire.

Combat:
A fully-manned At-TE can bring to bear a frightening amount of firepower. Heavy shots from it's main cannon punctuating barrages from it's four forward turrets as it thunders forward toward the enemy lines are it's signature style, but they also are capable of pickup and dropoff of troops and vehicles.

Cannon:
As a primary attack, an AT-TE is equipped with a powerful mass-driver cannon. This cannon has a range increment of 100 feet and deals 4d6+Str damage on a successful hit.

Blasters:
As a secondary attack, an AT-TE is equipped with four blaster turrets. These turrets, however, cannot be used by the pilot. Instead, each blaster requires a gunner. A gunner can fire a blaster as a standard action or take a full-attack action with the blaster. The action does not affect the actions of the vehicle as a whole. Each blaster has a range increment of 60 feet and deals 2d6 damage on a successful hit.

Troop Compartment:
AT-TEs contains two compartments used to carry troops and vehicles. Each compartment can hold 20 medium-sized creatures, two large creatures, or one huge creature.

Vehicle Traits:
An AT-TE offers total cover to it’s pilot, and deals 8d6 damage to it’s pilot when it reaches 0 HP.
{table=head]Piloting Use|DC
Move|10
Floor It|15
Attack|15
Full Attack|20
Maintain Control|10
Cover|10
Skill|Varies
Maneuver|20
Bail|20
[/table]
Halo:
Scorpion
http://images1.wikia.nocookie.net/__cb20100406005746/halo/images/a/ae/Halo_Reach_Scorpion.png
Gargantuan Construct [Vehicle]
Hit Dice: 20d10+60
Initiative: +2
Speed: 50 feet. (10 squares)
Armor Class: 28 (+20 Natural, -4 size, +2 dex), 8 touch, 26 flat-footed
Base Attack/Grapple: +15/+37
Attack: Chain gun +13 ranged (1d6/1d6)
Full Attack: Chain Gun +13/+8 Ranged (1d6/1d6)
Space/Reach: 20 ft./15 ft.
Special Attacks: Cannon, Trample (3d6+15)
Special Qualities: Construct Traits, Vehicle Traits, Hardness 20
Saves: Fort +6, Ref +8, Will +6
Abilities Str 30, Dex 14, Con , Int , Wis , Cha
Skills: -
Feats: -
Environment: Any
Organization: Solitary
Challenge Rating: 16
Treasure: Standard
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

This tread-crawling, heavily armored vehicle vaguely resembles a scorpion. It‘s long, low forward body contrasts sharply with the raised turret, the barrel coming forward over the cockpit like a scorpion‘s stinger. Four heavy treads shift and swivel as it rolls over a fallen enemy, and it‘s turret comes to bear.

The M808 Scorpion is an armored attack vehicle that has been in service for more than thirty years, and serves as the UNSC's main anti-vehicle platform. The M808B is considered "light" by standard definitions but has served as the UNSC's main battle tank well before the Human-Covenant War. Its four-track nacelles design with each track mounted on an independent, computer-controlled suspension system, allows the Scorpion to traverse, climb over, or maneuver around large debris or other battlefield obstacles, and prevents the vehicle from being easily disabled. The central chassis is simple in design containing the main armament at the stern of the hull, and the crew compartment forward of it; and the machine gun at the bow on certain variants. The chassis is covered with heavy titanium-ceramic armor plating, making it incredibly resilient to small-arms fire; however, it's still possible for infantry-portable anti-armor weapons to inflict catastrophic damage. The M808B only requires a crew of one, with complete weapons control allocated to the driver, provided the driver is equipped with a neural interface. Otherwise, it requires one driver and one gunner on a coaxial mounted machine gun. As time has progressed, the Scorpion has been modified into more then a half-dozen different versions, however, despite the modifications the Scorpion's psychological aspect and versatility remain unchanged.

Combat:
The scorpion usually opens up with it’s cannon, partially for sheer firepower and partially for the psychological effect. Then the chain gun begins to sweep, punctuated with cannon blasts.

Cannon:
Once/Round as a swift action, the pilot can fire the main cannon. This is a ranged touch attack with a range increment of 50 feet. If the attack hits, it deals 3d6 damage to the target. Even if the shot misses, it explodes, dealing 4d6 fire damage (Reflex DC 22 half) to all creatures within 10 feet of the target.

Chain Gun:
The chain gun is a rapid-fire weapon. The chain gun has a range increment of 30 feet. If you hit, roll 1d6 to determine the number of shots that hit the target. Each round deals 1d6 points of damage.

Vehicle Traits:
A scorpion offers total cover to it’s pilot, and deals 10d6 damage to it’s pilot when it reaches 0 HP.
{table=head]Piloting Use|DC
Move|5
Floor It|10
Attack|10
Full Attack|10
Maintain Control|15
Cover|10
Skill|Varies
Maneuver|20
Bail|20
[/table]

Warthog
http://images1.wikia.nocookie.net/__cb20100408173256/halo/images/thumb/b/b0/Halo_Reach_Warthog.png/408px-Halo_Reach_Warthog.png
Large construct [Vehicle]
Hit Dice:8d10+30
Initiative:+4
Speed: 60 (12 squares)
Armor Class: 22 (+9 natural, -1 size, +4 dex), 13 touch, 18 flat-footed
Base Attack/Grapple: +6/+18
Attack: Chain Gun +10/+5 Ranged (1d6/1d6)
Full Attack: Chain Gun +10/+5 Ranged (1d6/1d6)
Space/Reach:10 ft/5 Ft
Special Attacks: Trample (2d6+12)
Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
Saves: Fort +2, Ref +6, Will +2
Abilities Str 26, Dex 18, Con , Int , Wis , Cha
Skills:-
Feats:-
Environment: Any
Organization: Solitary or Patrol (3-6)
Challenge Rating: 6
Treasure: Standard
Alignment: Always Neutral
Advancement:
Level Adjustment:

Over a nearby ridge you hear the roar of an engine, suddenly, a large, four-wheeled vehicle soars clear of the peak. It‘s body is a dark green, with a clear windshield, and four large, heavily-textured tires. In the back, you can see a man standing behind a turret mounted in the rear of the vehicle. The vehicle fishtails in the loose dirt and comes to a stop, then kicks up again with a renewed roar as it takes off in a different direction.

The M12 FAV Warthog is the UNSC's primary ground vehicle, used for its scouting and reconnaissance capacity, or as an integral part of a mechanized infantry unit; the M12 has been a part of the UNSC's armored vehicle fleet for fifty years, and is the most recognizable vehicle in their arsenal. It is a highly mobile, all-wheel-drive, all-wheel-steering, ICE-powered (Internal combustion engine) vehicle equipped with a manual transmission

Combat:

The warthog is a highly mobile enemy. With a gunner on hand, the pilots will generally charge enemy units, trampling over them while their gunner wreaks havoc on their formations. Warthogs are not designed for taking down fortified positions, however, and usually do their best work against lightly-armored infantry.

Chain Gun:
The Warthog has a mounted Chain gun turret. This turret, however, cannot be used by the pilot. Instead, it requires a gunner. A gunner can fire the chain gun as a standard action or take a full-attack action with the chain gun as he wishes. The action does not affect the actions of the vehicle as a whole. The chain gun has a range increment of 30 feet. If you hit, roll 1d6 to determine the number of shots that hit the target. Each shot deals 1d6 points of damage.

Vehicle Traits:
A warthog offers improved cover to it’s pilot, and deals 4d6 damage to it’s pilot when it reaches 0 HP.
{table=head]Piloting Use|DC
Move|5
Floor It|10
Attack|15
Full Attack|15
Maintain Control|20
Cover|15
Skill|Varies
Maneuver|20
Bail|10
[/table]
Ghost
Medium Construct [Vehicle]
Hit Dice: 6d10+10
Initiative: +5
Speed: 60 (12 squares)
Armor Class: 20 (+5 Natural, +5 dex), 15 touch, 15 flat-footed
Base Attack/Grapple: +4/+8
Attack: Blaster +9 Ranged (1d6) or Slam +8 Melee (1d6+6)
Full Attack: Blaster +9 Ranged (1d6) or Slam +8 Melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful Charge +1d6
Special Qualities: Construct Traits, Vehicle traits, Hardness 5, Hover
Saves: Fort +2, Ref +7, Will +2
Abilities Str 18, Dex 20, Con , Int , Wis , Cha
Skills:-
Feats:-
Environment: Any
Organization: Solitary, Patrol (3-6) or Calvalry (10-30)
Challenge Rating:4
Treasure: Standard
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

Blaster
The ghost is equipped with a blaster. The blaster has a range increment of 30 feet and deals 1d6 damaga on a successful hit.

Hover
The ghost hovers 1-2 feet off the ground while active. Floating like this, the ghost takes a -4 to strength-based checks, including checks to avoid being bullrushed or tripped. However, the ghost can ignore most forms of difficult terrain, and can even float across the surface of water at it’s base land speed with no penalty.

Vehicle Traits:
A ghost offers cover to it’s pilot, and deals 3d6 damage to it’s pilot when it reaches 0 HP.
{table=head]Piloting Use|DC
Move|5
Floor It|5
Attack|10
Full Attack|10
Maintain Control|20
Cover|15
Skill|Varies
Maneuver|20
Bail|5
[/table]

Modern Vehicles:
Motorcycle:
http://fc00.deviantart.net/fs5/i/2004/365/9/5/Motorcycle_by_Veenan.jpg
Medium Construct [Vehicle]
Hit Dice: 2d10+10
Initiative: +3
Speed: 60 feet (12 squares)
Armor Class: 16 (+3 Natural, +3 Dex), touch 13, flat-footed 13
Base Attack/Grapple: +1/+5
Attack: Slam +5 Melee (1d6+6)
Full Attack: Slam +5 Melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Powerful Charge +1d6
Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
Saves: Fort +0, Ref +3, Will +0
Abilities Str 18, Dex 16, Con -, Int -, Wis -, Cha -
Skills:-
Feats:-
Environment: Any Urban
Organization: Solitary, Squad (3-6), Gang (20-50)
Challenge Rating: 1
Treasure: -
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

Combat

Vehicle Traits:
A motorcycle offers cover to it’s pilot, and deals 1d6 damage to it’s pilot when it reaches 0 HP.
{table=head]Piloting Use|DC
Move|10
Floor It|10
Attack|10
Full Attack|10
Maintain Control|25
Cover|15
Skill|Varies
Maneuver|20
Bail|5
[/table]
Car:

http://fc00.deviantart.net/fs12/i/2006/309/4/3/Muscle_Car_by_QieT.jpg
Large Construct [Vehicle]
Hit Dice: 4d10+30 (52 HP)
Initiative: +2
Speed: 60 (12 squares)
Armor Class: 16 (+5 Natural, +2 dex, -1 size), touch 11, flat-footed 14
Base Attack/Grapple: +3
Attack: Slam +12 Melee (1d8+15)
Full Attack: Slam +12 Melee (1d8+15)
Space/Reach: 10 ft./5 Ft.
Special Attacks: Trample 2d6+15
Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
Saves: Fort +1, Ref +3, Will +1
Abilities Str 30, Dex 14, Con -, Int -, Wis -, Cha -
Skills:-
Feats:-
Environment: Any Urban
Organization: Solitary or Team (4-8)
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

Combat:

Trample:
Reflex DC 22 half. The save DC is strength-based.

Vehicle Traits:
A car offers improved cover to it’s pilot, and deals 2d6 damage to it’s pilot when it reaches 0 HP.
{table=head]Piloting Use|DC
Move|10
Floor It|10
Attack|10
Full Attack|10
Maintain Control|15
Cover|10
Skill|Varies
Maneuver|20
Bail|10
[/table]
Fighter Plane

http://fc09.deviantart.net/fs26/f/2008/156/7/2/Jet_fighter_design_1_by_Hideyoshi.jpg
Huge Construct [Vehicle]
Hit Dice: 8d10+40
Initiative: +5
Speed: 20 feet (4 squares) Fly 120 feet (Poor)
Armor Class: 20 (+7 Natural, +5 Dex, -2 Size), 13 touch, 15 flat-footed
Base Attack/Grapple: +6/+19
Attack: Machine Gun +9 Ranged (1d6/1d8)
Full Attack: Machine Gun +9/+4 Ranged (1d6/1d8)
Space/Reach: 15 ft./10 ft.
Special Attacks: Missile
Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
Saves: Fort +2, Ref +7, Will +2
Abilities Str 20, Dex 20, Con -, Int -, Wis -, Cha -
Skills:-
Feats:-
Environment: Any
Organization: Solitary, Wing (3-5), or Squadron (15-30
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Combat:

Machine Gun:
Fighter Planes have mounted machine guns. The machine gun has a range increment of 60 feet. If you hit, roll 1d6 to determine the number of shots that hit the target. Each shot deals 1d8 points of damage.

Missiles:
As a standard action, a fighter plane can fire up to two missiles at a time. Each missile is a ranged touch attack with a range of 100 feet. The target takes 2d6 damage if the attack is successful. Even if the attack misses, the missile explodes, dealing 3d6 fire damage to all creatures within 5 feet of the target, reflex DC 19 half. The save DC is dexterity based. The pilot may fire all these missiles at one target, or divide them up as he chooses. A fighter plane is loaded with 6 missiles, and replacement missiles cost 150 GP.

Vehicle Traits:
A fighter plane offers total cover to it’s pilot, and deals 4d6 damage to it’s pilot when it reaches 0 HP.
{table=head]Piloting Use|DC
Move|15
Floor It|15
Attack|15
Full Attack|20
Maintain Control|20
Cover|10
Skill|Varies
Maneuver|25
Bail|15
[/table]
Robotech:

Robotech Fighter
http://fc07.deviantart.net/fs13/f/2007/033/5/0/Robotech_Battlecry_by_UdonCrew.jpg
Huge Construct [Vehicle]
Hit Dice:8d10+40
Initiative: +5
Speed: 40 feet (8 squares), Fly 40 feet (good)
Armor Class: 20 (+7 Natural, +5 Dex, -2 Size), 13 touch, 15 flat-footed
Base Attack/Grapple: +6/+19
Attack: Machine Gun +9 Ranged (1d6/1d8) Or Slam +9 Melee (1d8+5)
Full Attack:Machine Gun +9/+4 Ranged (1d6/1d8) Or Two slams +9 melee (1d8+5)
Space/Reach: 15 ft/15 ft
Special Attacks:
Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
Saves: Fort +2, Ref +7, Will +2
Abilities: Str 20, Dex 20, Con -, Int -, Wis -, Cha -
Skills:-
Feats:-
Environment: Any
Organization: Solitary, wing (3-5) or Squadron (15-30)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Machine Gun:
Robotech fighters wield machine guns. The machine gun has a range increment of 60 feet. If you hit, roll 1d6 to determine the number of shots that hit the target. Each shot deals 1d8 points of damage.

Alternate Form:
A robotech fighter can assume the form of a fighter plane or a hybrid form known as guardian mode. A robotech fighter in guardian mode has a fly speed of 80 feet with good maneuverability, and may use a fighter plane’s missiles. It loses the robotech fighter’s slam attacks, and it’s land speed decreases to 20 feet

Vehicle Traits:
A robotech fighter offers total cover to it’s pilot, and deals 4d6 damage to it’s pilot when it reaches 0 HP.
{table=head]Piloting Use|DC
Move|15
Floor It|15
Attack|15
Full Attack|20
Maintain Control|20
Cover|10
Skill|Varies
Maneuver|25
Bail|15
[/table]

The-Mage-King
2011-01-08, 12:24 PM
(Reserved for New Monsters/Mecha/Walkers)

You have my attention.

I shall be following this thread with great interest.

LOTRfan
2011-01-08, 12:38 PM
(Reserved for Warforged Template, Material Variants, and Feats)


(Reserved for New Monsters/Mecha/Walkers)

I agree with The-Mage-King, can't wait for these additions! :smallbiggrin:

Admiral Squish
2011-01-08, 01:19 PM
Well, that was certainly a fast response. I don't suppose I can interest you gentlemen in playing a T-100 or T-1000 series warforged for the moment? I'm still working on the rest of them.

By the way, if you're interesting in the mecha and walkers, check out the chest section of features to find the Pilot's Hollow feature. That's basically the mechanics of the whole piloting thing.

Which mecha/walkers do you want to see first? Star Wars? Gurren Lagann? Zoids? Effigy Dire Eagle Warplanes? FMP Arm Slaves?

The-Mage-King
2011-01-08, 01:23 PM
Well, that was certainly a fast response. I don't suppose I can interest you gentlemen in playing a T-100 or T-1000 series warforged for the moment? I'm still working on the rest of them.

By the way, if you're interesting in the mecha and walkers, check out the chest section of features to find the Pilot's Hollow feature. That's basically the mechanics of the whole piloting thing.

Which mecha/walkers do you want to see first? Star Wars? Gurren Lagann? Zoids? Effigy Dire Eagle Warplanes? FMP Arm Slaves?

*sigh*

Well, it'll work for now.


As for Mecha, well... I'll give you a hint! HOT BLOOD AND FIGHTING SPIRIT!


Ahem. Gurren Lagann style, thank you very much.

LOTRfan
2011-01-08, 01:31 PM
One that works like an AT-ST would be cool. So would Colossal AT-ATs. On second thought, anything Star Wars would be awesome.

T-1000 Warforged? That would be cool to see.

Admiral Squish
2011-01-08, 01:42 PM
*sigh*

Well, it'll work for now.


As for Mecha, well... I'll give you a hint! HOT BLOOD AND FIGHTING SPIRIT!


Ahem. Gurren Lagann style, thank you very much.

It shall be done. Probably just gonna be a lagann-style tiny guy, and a generalized ganmen statblock, though. In the meantime, there's already a drill arm feature you can go salivate at for the moment.


One that works like an AT-ST would be cool. So would Colossal AT-ATs. On second thought, anything Star Wars would be awesome.

T-1000 Warforged? That would be cool to see.

I'm thinking all three of the main walkers. Large-sized AT-PT, huge AT-ST, and then a colossal AT-AT.

As for T-1000, check out mirrorwater material variant.

Volthawk
2011-01-08, 01:47 PM
For mechas, I'd like to see tank-like things. So I guess Star Wars AT-TEs would be nice.

Admiral Squish
2011-01-08, 01:55 PM
For mechas, I'd like to see tank-like things. So I guess Star Wars AT-TEs would be nice.

Tanks you shall receive! so, going by order of request, it looks like it's Gurren and Lagann first, then four of the star wars walkers.

Ziegander
2011-01-08, 01:58 PM
Warforged Material Variants:

Crystalcraft
The Following abilities are in addition to warforged traits, except where noted.
+2 con, -2 dex, -2 wis. These adjustments replace the warforged's ability adjustments.
+2 Natural Armor. This replaces a Warforged's Composite Plating
Two 1d4 claw attacks. This replaces the Warforged's slam attack.
Dazzling Lights: A crystalcraft warforged is a thing of beauty, and while in an area of normal illumination, all opponents within 10 feet of a crystalcraft that can see it are automatically dazzled.

Dazzling Lights seems a bit too strong for a +0 LA race. All enemies within 10ft take a -1 penalty to attack rolls all the time. I'd do something to bump the Crystalcraft Warforged up to +1 LA personally. Give it +2 Cha and some Spell Resistance maybe that seems to work.


Emberforged
The Following abilities are in addition to warforged traits, except where noted.

+2 con, -2 wis. These adjustments replace the warforged's ability adjustments.
Burning Spirit: 3/day, and charisma modifier to a single attack roll, save, skill, or ability check.
Searing Touch: An emberforged deals 1d4 fire damage to any creature attacking him with natural weapons or unarmed strikes. Any creature hit with his slam attack takes an extra 1d4 fire damage. Metal weapons he wields conduct this heat.
LA +1


This one feels a little too weak to be LA +1 to me. I would go ahead and add +2 Cha and raise the Searing Touch to 1d6 fire.


Harvestforged
The Following abilities are in addition to warforged traits, except where noted.

+2 dex, -2 int, -2 wis. These adjustments replace the warforged's ability adjustments.
DR 5/slashing. This replaces the Warforged's composite plating.
Fire Vulnerability: A Harvestforged takes 50% more damage than normal from fire attacks.


This one seems to be getting the short end of the stick here compared with a normal Warforged. I'm also not getting the fluff here. So maybe give it an extra special ability to finish the thought on this one and give it a small bonus.


Mirrorwater
The Following abilities are in addition to warforged traits, except where noted.

+2 dex, +2 con, -2 int, -2 wis. These adjustments replace the warforged's ability adjustments.
A mirrorwater warforged does not gain a warforged's composite plating ability.
Amorphous: A mirrorwater warforged cannot be flanked and is immune to critical hits. This ability replaces the Warforged's light fortification ability.
Regeneration 5: The mirrorwater warforged takes normal damage from Fire and Cold.
Shapechange: A mirrorwater warforged can change it's appearance at will, as with the disguise self spell. This is not an illusory effect, but an actual physical change. The mirrorwater cannot create working pieces of equipment with this ability, but he can create imitations. In addition, he can use this ability to 'dissolve' and squeeze through tiny spaces like a liquid.
Shape Weapon: A mirrorwater warforged can shape his hands into blades or tools. As a move action, the mirrorwater can shape one or both hands into any one-handed or light melee weapon he is proficient with.
+5 LA


This seems really weak for a LA +5 race. I'd lower the Regen to 2, raise the Dex bonus to +4 and call it LA +2.


Stonecarved
The Following abilities are in addition to warforged traits, except where noted.

+2 con, -2 wis, -2 cha. These adjustments replace the warforged's ability adjustments.
+2 Natural Armor. This replaces the warforged's composite plating ability.
DR 2/adamantine.
A stonecarved warforged's base land speed is 20 feet.
Stability: A stonecarved gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).


Like the dwarf this is inspired by this feels like it's pushing the limits of LA +0 territory. Maybe tack on an additional -2 penalty to Int? I don't have a great idea how to cut this one down.


Vinebound
The Following abilities are in addition to warforged traits, except where noted.

+2 str, -2 int, -2 cha. These adjustments replace the warforged's ability adjustments.
Dr 5/slashing. This replaces the Warforged's composite plating ability.
Long Limbs: A vinebound warforged has a natural reach five feet longer than the norm for it's size.
Climb Speed 20.
Vinebound warforged gain a +4 bonus to grapple checks.


This one is definitely too strong for LA +0. Compared with a Warforged this gains 5ft of reach (which is awesome), a climb speed, and the +4 bonus to grapples and loses nothing. I'd say add a +2 bonus to Dex and call it LA +1.


Warforged Feats:

Aquatic Body:
Prerequisites: Warforged, first level only
Benefit: You gain plating streamlined and designed for aquatic use. Your armor bonus is increased to +4, and you have a +6 maximum dexterity bonus to AC, as well as an arcane spell failure chance of 15%. In addition, you gain a swim speed of 30 feet. This is treated as light armor.

Compared with Mithril Body this seems too good. I'd call it medium armor, give it a max dex of +4, and arcane spell failure of 30%.


Arcane Body
Prerequisites: Warforged, first level only
Benefit: Your body is covered in runes that offer protective magic. Your body is surrounded by a tangible field of force that grants you a +4 armor bonus to AC, but has no maximum dexterity bonus and no arcane spell failure chance. In addition, for every three levels you possess in an arcane spellcasting class, the armor bonus increases by one. Taking this feat removes your composite plating, but is still considered to take up your body slot.

This one is way too good compared to any other Warforged body feat, and it also rewards spellcasters who don't need any unnecessary bonuses. Reducing it to a +2 armor bonus makes it a bit more sane, but it's still going to become a +8 armor bonus by the time it's all said and done. But I have an idea - Allow the spellcaster to turn the armor bonus on and off. While it's on they take a penalty to caster level equal to half the bonus. It would be a free action to turn it on or off.


Stealth Body
Prerequisites: Warforged, first level only
Benefit: You gain special-stealth-focused armor designed to muffle sound and hide you. Your armor bonus is increased to +4, and you have a +6 maximum dexterity bonus to AC, as well as an arcane spell failure chance of 10%. You also gain a +4 bonus on hide and move silently checks. This is treated as light armor

Again, this is way better than Mithril Body. I'm not really sure what to suggest here. Maybe lower the armor bonus to +2 and raise the max dex to +8?


Livewood Body
Prerequisites: Warforged, Ironwood Body, Able to cast 2nd-Level Divine spells
Benefit: Your connection with nature allows your body to respond more like a living creature. You now receive the full benefit from spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage.[/quote]

There is already a Living Body feat that is actually better than this and requires Darkwood Body. The Living Body feat kinda sucks, and this is worse, so... I'm not sure what to suggest.

Admiral Squish
2011-01-08, 02:21 PM
A challenger! I shall boldy respond!


Dazzling Lights seems a bit too strong for a +0 LA race. All enemies within 10ft take a -1 penalty to attack rolls all the time. I'd do something to bump the Crystalcraft Warforged up to +1 LA personally. Give it +2 Cha and some Spell Resistance maybe that seems to work.

That sounds pretty fair.

This one feels a little too weak to be LA +1 to me. I would go ahead and add +2 Cha and raise the Searing Touch to 1d6 fire.

Also sounds fair.

This one seems to be getting the short end of the stick here compared with a normal Warforged. I'm also not getting the fluff here. So maybe give it an extra special ability to finish the thought on this one and give it a small bonus.

It's basically an animated scarecrow. Designed to be real cheap for farmers to buy so they could have some extra hands around, and it doubles as a crow-spooker. What would you suggest for a special ability? I'm honestly having trouble thinking of anything. I considered slight build for a bit, but they're not small of stature, they're just sorta lanky.

This seems really weak for a LA +5 race. I'd lower the Regen to 2, raise the Dex bonus to +4 and call it LA +2.

This sounds pretty good to me. I shall do it!

Like the dwarf this is inspired by this feels like it's pushing the limits of LA +0 territory. Maybe tack on an additional -2 penalty to Int? I don't have a great idea how to cut this one down.

I could see an int penalty. Maybe dex would fit better, though?

This one is definitely too strong for LA +0. Compared with a Warforged this gains 5ft of reach (which is awesome), a climb speed, and the +4 bonus to grapples and loses nothing. I'd say add a +2 bonus to Dex and call it LA +1.

Alright, this can be fixed, then.

Compared with Mithril Body this seems too good. I'd call it medium armor, give it a max dex of +4, and arcane spell failure of 30%.

It's the stats for a mithril chain shirt. I'll never understand why they went with breastplate, honestly. the main reason I wasn't going with heavier armor stats was because I wanted to make sure it was something with no ACP to get in the way of swimmin'.

This one is way too good compared to any other Warforged body feat, and it also rewards spellcasters who don't need any unnecessary bonuses. Reducing it to a +2 armor bonus makes it a bit more sane, but it's still going to become a +8 armor bonus by the time it's all said and done. But I have an idea - Allow the spellcaster to turn the armor bonus on and off. While it's on they take a penalty to caster level equal to half the bonus. It would be a free action to turn it on or off.

Valid, I didn't really think that through... Ooh, perhaps a +3 AC bonus, but you have to sacrifice a spell slot at the start of the day to make it go higher. The AC bonus increases by the spell level of the sacced spell.

Again, this is way better than Mithril Body. I'm not really sure what to suggest here. Maybe lower the armor bonus to +2 and raise the max dex to +8?

that would probably make sense to put some distance between it and the aquatic plate.

There is already a Living Body feat that is actually better than this and requires Darkwood Body. The Living Body feat kinda sucks, and this is worse, so... I'm not sure what to suggest.

Darkwood body? I've never head of it. Where can it be found?

Ziegander
2011-01-08, 02:37 PM
Darkwood body? I've never head of it. Where can it be found?

It's in Races of Eberron rather than the Eberron Campaign Setting. Now on to other points:

1) So Harvestforged is a scarecrow dude. Okay, I like that. Maybe give him a Frightful Presence that only effects creatures with Int 1 to 3 (so that it doesn't effect mindless creatures with Int 0 or --)?

2) Maybe you want to bump the Adamantine Body, Mithril Body, and Darkwood Body feats a bit so that they are a little cooler? Honestly, they could probably use it because Aquatic Body and Stealth Body aren't too powerful as they stand as feats, just more powerful than the existing Warforged feats.

3) I like your idea for the Arcane Body feat a good bit. Run with it!

Admiral Squish
2011-01-08, 03:05 PM
It's in Races of Eberron rather than the Eberron Campaign Setting. Now on to other points:

1) So Harvestforged is a scarecrow dude. Okay, I like that. Maybe give him a Frightful Presence that only effects creatures with Int 1 to 3 (so that it doesn't effect mindless creatures with Int 0 or --)?

2) Maybe you want to bump the Adamantine Body, Mithril Body, and Darkwood Body feats a bit so that they are a little cooler? Honestly, they could probably use it because Aquatic Body and Stealth Body aren't too powerful as they stand as feats, just more powerful than the existing Warforged feats.

3) I like your idea for the Arcane Body feat a good bit. Run with it!

No, that's Ironwood Body. I don't see a darkwood body.

1: that's pretty much the lamest power ever, to be brutally honest. "What do you do?"
Crystalcraft: 'I'm fabulous~!'
Emberforged: 'I BURN THINGS.'
Harvestforged: 'I... uh... I scare birds... And sometimes badgers...'
Perhaps bump their speed up to 40 and add in another +2 dex?:smallconfused:
This is tough. There are no cool scarecrows to work off of.

2: I dunno, adamantine body is pretty nice, at least from a monetary standpoint. It's like a free 16000 GP at level one. But that aside, I'm not even really sure what I'd do to bump up the other feats.

3: Run with it, aye!

Ziegander
2011-01-08, 03:36 PM
No, that's Ironwood Body. I don't see a darkwood body.

Weird. I don't know what I'm thinking of then. Carry on.


1: that's pretty much the lamest power ever, to be brutally honest. "What do you do?"
Crystalcraft: 'I'm fabulous~!'
Emberforged: 'I BURN THINGS.'
Harvestforged: 'I... uh... I scare birds... And sometimes badgers...'
Perhaps bump their speed up to 40 and add in another +2 dex?:smallconfused:
This is tough. There are no cool scarecrows to work off of.

Well, you're comparing two LA +1 races to an LA +0 race. Also, note that I didn't suggest only making the Frightful Presence scare Animal type monsters. In the Monster Manual alone it would be able to scare all Animals, Ankhegs, Basilisks, Bulettes, Cockatrices, Darkmantles, Digesters, all Dinosaurs, Frost Worms, Girallons, Gorgons, Gray Renders, Gricks, Hippogriffs, any Hydra, Owlbears, Purple Worms, Rasts, Razor Boars, Rust Monsters, Sea Cats, Shocker Lizards, Spider Eaters, Stirges, and last but not least the deadly Terrasque.

If you bumped the Int limit to 5 that would include, in the Monster Manual alone, Chimeras, Chokers, Elementals, Gibbering Mouthers, Griffons, Otyughs, Remorhazs, and Vargouilles.

That's A LOT of things for the Frightful Presence to be effective against actually including many classic monsters. So much so that it might actually be best to raise the Int limit to 5, but then limit it to effecting creatures at least the Harvestforged's size or smaller. Because even a Bulette being scared of a medium scarecrow is silly.


2: I dunno, adamantine body is pretty nice, at least from a monetary standpoint. It's like a free 16000 GP at level one. But that aside, I'm not even really sure what I'd do to bump up the other feats.

Well, but still, the Aquatic Body felt unnecessarily powerful to me. Compared to Mithril Body you're losing 1 AC to gain a 30ft swim speed, and if you've got the 22 Dex you're actually losing nothing. If you lower the max dex bonus and increase the arcane spell failure it's probably okay.

Admiral Squish
2011-01-08, 04:12 PM
Weird. I don't know what I'm thinking of then. Carry on.



Well, you're comparing two LA +1 races to an LA +0 race. Also, note that I didn't suggest only making the Frightful Presence scare Animal type monsters. In the Monster Manual alone it would be able to scare all Animals, Ankhegs, Basilisks, Bulettes, Cockatrices, Darkmantles, Digesters, all Dinosaurs, Frost Worms, Girallons, Gorgons, Gray Renders, Gricks, Hippogriffs, any Hydra, Owlbears, Purple Worms, Rasts, Razor Boars, Rust Monsters, Sea Cats, Shocker Lizards, Spider Eaters, Stirges, and last but not least the deadly Terrasque.

If you bumped the Int limit to 5 that would include, in the Monster Manual alone, Chimeras, Chokers, Elementals, Gibbering Mouthers, Griffons, Otyughs, Remorhazs, and Vargouilles.

That's A LOT of things for the Frightful Presence to be effective against actually including many classic monsters. So much so that it might actually be best to raise the Int limit to 5, but then limit it to effecting creatures at least the Harvestforged's size or smaller. Because even a Bulette being scared of a medium scarecrow is silly.



Well, but still, the Aquatic Body felt unnecessarily powerful to me. Compared to Mithril Body you're losing 1 AC to gain a 30ft swim speed, and if you've got the 22 Dex you're actually losing nothing. If you lower the max dex bonus and increase the arcane spell failure it's probably okay.

changes installed to stealth and aquatic body.

As for harvestforged, I added in that speed boost and gave them the ability to startle off 1 or 2-int beasts with a move action.

Bergor Terraf
2011-01-08, 07:03 PM
How about a pinser hand? Could help with grappling or make a grapple attempt with just one arm. Maybe add a special interaction with hydrolic driver?

A grappling hool hand would be usefull too (Get over here!)


As for the chest canon, how about adding the option of charging it? Can spend a full round to charge it, increasing damage, but needing a cooldown round (or more) after. It would also need to be undisturbed during charging, probably needing help from it's allies (cover me!)

Admiral Squish
2011-01-09, 01:39 AM
How about a pinser hand? Could help with grappling or make a grapple attempt with just one arm. Maybe add a special interaction with hydrolic driver?

A grappling hool hand would be usefull too (Get over here!)


As for the chest canon, how about adding the option of charging it? Can spend a full round to charge it, increasing damage, but needing a cooldown round (or more) after. It would also need to be undisturbed during charging, probably needing help from it's allies (cover me!)

I could see that, a giant mechanical crab-claw of destruction, the Guillotine grip.

Also, I could see a grappling spike launcher. An adamantine harpoon that can embed itself in any surface.

Oooh! I'm seeing an arm feature that turns your natural weapons into adamantium.

Also, I see your idea for the chest cannon, but the full-round firing time is already supposed to represent charging it to a degree. Think along the lines of iron man's chest repulsor.

Dencero
2011-01-09, 02:17 AM
No, that's Ironwood Body. I don't see a darkwood body.

Crystalcraft: 'I'm fabulous~!'
Emberforged: 'I BURN THINGS.'
Harvestforged: 'I... uh... I scare birds... And sometimes badgers...'
Perhaps bump their speed up to 40 and add in another +2 dex?:smallconfused:
This is tough. There are no cool scarecrows to work off of.


Note, all benefits from these feats are based on the character's total HD (I think that's the right wording....)

HarvestForged
(Seriously? No cool scarecrows? Think THE Scarecrow)
"Would you like to see my mask?"
"They scream and they cry, much as you're doing now."

1: You may use the spell "Cause Fear" as a spell like ability a number of times equal to your charisma modifier per day.
4: You may use the spell "Scare" as a spell like ability a number of times equal to your charisma modifier per day.
7: You may use the spell "Fear" as a spell like ability a number of times equal to your charisma modifier per day.
10: You may use the spell "Nightmare" as a spell like ability a number of times equal to your charisma modifier.

Maybe something like that. I don't know. That's how I would do it, honestly. I think the spell levels scale with the HD. If not, just do something that allows you to scare things that could pose a threat. I want to hear stories about the HarvestForged who scared an entire village of people or made a black dragon cower in fear.

Admiral Squish
2011-01-09, 02:41 AM
Note, all benefits from these feats are based on the character's total HD (I think that's the right wording....)

HarvestForged
(Seriously? No cool scarecrows? Think THE Scarecrow)
"Would you like to see my mask?"
"They scream and they cry, much as you're doing now."

1: You may use the spell "Cause Fear" as a spell like ability a number of times equal to your charisma modifier per day.
4: You may use the spell "Scare" as a spell like ability a number of times equal to your charisma modifier per day.
7: You may use the spell "Fear" as a spell like ability a number of times equal to your charisma modifier per day.
10: You may use the spell "Nightmare" as a spell like ability a number of times equal to your charisma modifier.

Maybe something like that. I don't know. That's how I would do it, honestly. I think the spell levels scale with the HD. If not, just do something that allows you to scare things that could pose a threat. I want to hear stories about the HarvestForged who scared an entire village of people or made a black dragon cower in fear.

The scarecrow is laaaaame. Nerdy little punk who thinks he's bad 'cause he's got some spooky gas.

Anyways, I think we're getting off point. The fact is, if fear is involved in the harvestforged's creation, it should be a minor, minor aspect. They're intended to be farmhands, not shock troopers. They just happen to look like scarecrows, 'cause those are the cheapest materials.

ocel
2011-01-09, 03:06 AM
why not make the Harvester like the Combination Harvester" from Terry Patchet's Discworld: Reaper Man?

Dencero
2011-01-09, 03:18 AM
The scarecrow is laaaaame. Nerdy little punk who thinks he's bad 'cause he's got some spooky gas.

Anyways, I think we're getting off point. The fact is, if fear is involved in the harvestforged's creation, it should be a minor, minor aspect. They're intended to be farmhands, not shock troopers. They just happen to look like scarecrows, 'cause those are the cheapest materials.

If you're referring to the 1960's Scarecrow, sure, lame. But the newer incarnations are great. And if they were intended to be farmhands, then you could have mentioned that. I get where you were going, but I thought they would be out in the field, scaring away stuff, not working tilling the field and such. I vaguely recall a Scarecrow construct here on GitP that I used before. His name was Hollow. He was a warlock and managed to scare the **** out of people. But I digress. It had a different kind of fire vulnerability. Something about the reflex save to not catch on fire 25. And I just remembered the name. Fieldguards. What saddens me about these scarecrows is the fact that you elected to give them a fear ability, but it's so ridiculous.... "Harvestforged can....stamp their feet or shout of flail about, tapping into latent fear magic to panic..." If that's true, then I tap into my latent fear magic anytime I want to scare my dog. Give them Cause Fear as a spell like ability, but a limit to how many times they can use it, and it's golden.

Now, excuse me if I'm coming off hostile. I don't mean to be. It's just you're doing something I can really sink my teeth into and I don't want to see it

Admiral Squish
2011-01-09, 05:19 AM
If you're referring to the 1960's Scarecrow, sure, lame. But the newer incarnations are great. And if they were intended to be farmhands, then you could have mentioned that. I get where you were going, but I thought they would be out in the field, scaring away stuff, not working tilling the field and such. I vaguely recall a Scarecrow construct here on GitP that I used before. His name was Hollow. He was a warlock and managed to scare the **** out of people. But I digress. It had a different kind of fire vulnerability. Something about the reflex save to not catch on fire 25. And I just remembered the name. Fieldguards. What saddens me about these scarecrows is the fact that you elected to give them a fear ability, but it's so ridiculous.... "Harvestforged can....stamp their feet or shout of flail about, tapping into latent fear magic to panic..." If that's true, then I tap into my latent fear magic anytime I want to scare my dog. Give them Cause Fear as a spell like ability, but a limit to how many times they can use it, and it's golden.

Now, excuse me if I'm coming off hostile. I don't mean to be. It's just you're doing something I can really sink my teeth into and I don't want to see it

The main reason I gave them the fear ability at all was because I was grasping at straws as to what to give the things to make them more balanced. As for the flavor of it, it's really up to you as long as you take a move action to make yourself physically intimidating. And while, yes, that could scare off a dog, this taps into a primal fear that can scare off anything from bears to bulettes. It's not strong enough to work on things that are intelligent, but animals find it quite unsettling. As for your suggestion of cause fear, the problem with that is that it targets one thing at a time, has an HD limit, and a fixed save mod. It would be useless after 5th level or so.

How about the latest version, demoralizing in combat as a swift action? How's that look?

Also, I added a little (very little) fluff to the material warforged variants, and I've posted Lagann's stats. I'm starting on a generic ganmen now.

EDIT: Added on ganmen. These are getting done really fast. I'm concerned that they only seem balanced to me because I'm all psyched up.

LOTRfan
2011-01-09, 10:04 AM
Fleshgarbed
The fleshgarbed are warforged designed to infiltrate enemy forces. Outwardly, they resemble humans perfectly. Looking deeper, however, a fleshgarbed warforged has a mechanical skeleton and musculature, covered with a layer of flesh and blood kept alive with magic. While they may look human, fleshgarbed warforged are generally cold and unfeeling, concerned with the mission and nothing more.

The Following abilities are in addition to warforged traits, except where noted.

+2 str, +2 con, -2 wis, -2 cha. These adjustments replace the warforged's ability adjustments.
Living Skin: It requires a DC 25 spot check to identify a fleshgarbed as non-human.
+2 Natural Armor. This replaces the Warforged's composite plating
Unnerving Presence: All creatures with int 2 or less have an initial attitude of hostile towards you.


Has anyone ever told you that you are just plain awesome? T-100 Terminators! You even included the animal detection system! :smallbiggrin:

Pyromancer999
2011-01-09, 10:17 AM
Don't know why, but all I can think about is this: Warforged Bear. :smallbiggrin:

Volthawk
2011-01-09, 10:19 AM
Don't know why, but all I can think about is this: Warforged Bear. :smallbiggrin:

With cannons :smallamused:

Elfstone
2011-01-09, 10:24 AM
I love it, but you need to get the prices out so I can play with the additions to constructs.
Also, you might want to make the shoulder cannon scale with HD as far as damage. 1d12(gatling) isn't great when you have 15HD.... And its affected by DR/1.....

LOTRfan
2011-01-09, 12:47 PM
The mechas are cool. I can't really add anything, because I haven't seen the material it is based off of.

EDIT: I like the general piloting feature, but I have two questions: While do the mechas have mental statistics? Please keep in mind that I haven't seen the series, so perhaps these mechas are capable of some independent thought, but what is your reason for giving them their own mental stats instead of just using those of their riders?

The-Mage-King
2011-01-09, 12:50 PM
The mechas are cool. I can't really add anything, because I haven't seen the material it is based off of.

Then watch it. Now. (http://www.youtube.com/show/gurrenlagann?pl=EBC5A46BBD1DE09B&ob=showav_n)

Really. You need to watch it.

Admiral Squish
2011-01-09, 02:56 PM
I love it, but you need to get the prices out so I can play with the additions to constructs.
Also, you might want to make the shoulder cannon scale with HD as far as damage. 1d12(gatling) isn't great when you have 15HD.... And its affected by DR/1.....

Well, the gatling does attack as a swift action, so that's in addition to any other attacks you make that round. But yeah, I'm TERRIBLE at pricing, so I was hoping the playground could help me out.


The mechas are cool. I can't really add anything, because I haven't seen the material it is based off of.

EDIT: I like the general piloting feature, but I have two questions: While do the mechas have mental statistics? Please keep in mind that I haven't seen the series, so perhaps these mechas are capable of some independent thought, but what is your reason for giving them their own mental stats instead of just using those of their riders?


Then watch it. Now. (http://www.youtube.com/show/gurrenlagann?pl=EBC5A46BBD1DE09B&ob=showav_n)

Really. You need to watch it.

He's pretty much right, there is nothing else in the world nearly as epic as Gurren Lagann. If you just watch the first... eight episodes, I think? After that, you will need no further encouragement to finish the series.

Anyways, I didn't really think of that. I just gave them mental stats 'cause I've never seen a - for wisdom or charisma. I might end up doing that.

Perhaps make [piloted] a subtype and just have pilot's hollow grant that subtype?

The-Mage-King
2011-01-09, 03:08 PM
He's pretty much right, there is nothing else in the world nearly as epic as Gurren Lagann. If you just watch the first... eight episodes, I think? After that, you will need no further encouragement to finish the series.

Anyways, I didn't really think of that. I just gave them mental stats 'cause I've never seen a - for wisdom or charisma. I might end up doing that.

Perhaps make [piloted] a subtype and just have pilot's hollow grant that subtype?

Hm... That could work.


Though I thought the Lagann sorta had sapience...

Dencero
2011-01-09, 04:07 PM
How about the latest version, demoralizing in combat as a swift action? How's that look?

Also, I added a little (very little) fluff to the material warforged variants, and I've posted Lagann's stats. I'm starting on a generic ganmen now.

EDIT: Added on ganmen. These are getting done really fast. I'm concerned that they only seem balanced to me because I'm all psyched up.

.....
:biggrin:

Yes, yes, yes. THIS is what I'm talking about.

I see you've edited the construct parts in general and added new ones, a lot of which I like.

And yes, I like where you went with the HarvestForged.

I've been planning on a construct campaign setting, where the players will be able to essential build themselves. At first, I was going to use d20 modern rules and the robot building mechanic from it, but then I happened to come across this. I like it and it better fits the setting I'm using. I can't wait to see how this goes.

And I hope you don't mind, I took the liberty of fleshing out the fluff of the warforged types:

Crystalcraft Warforged are created from magical glass and crystal of different colors and designs, making them the most aesthetically pleasing of the Warforged. While their design would make one think they are brittle and weak, they are actually tough and resistant thanks to magical treatments. Thanks to this treatment, they are more resistant to arcane attacks. While their design can be dazzling and hard to look at in the light, it does make them more susceptible to attacks of a sonic nature.

Dollface Warforged were created at the request of the wealthy and well to do of the city who wanted an exotic servant. Their construction is made of porcelain, which gives them a human-like appearance, but is obviously fake. This puts them in the uncanny valley, unnerving most normal folk. But thanks to their time working for the wealthy, they have become more adept at the social skills that other Warforged lack. And when need be, they may preform minor magic tricks and even disguise themselves.

Emberforged Warforged are created in the same way as normal Warforged, except for one major exception: The infusion of a fire elemental. This makes their body hot to the touch and allow them to call upon flames to scorch their enemies. Thanks to their new-found essence, they are more emotional than their brethren, having, excuse the pun, "hot" tempers and reckless ambition.

Fleshgarbed Warforged are indistinguishable from a normal human being, having everything from skin, hair, life-like eyes... Everything except what really matters. A heart. As their name suggest, they are covered in a flesh kept alive by the magic and blood coursing through it. When you peel the flesh back, you see them for what they truly are. A machine pretending to be something else. Fleshgarbed Warforged are emotionally cold and dead, only concerned with what is in front of them and what they must do to complete the mission.

Harvetsforged Warforged were built for or by farmers for basic labor. They have thin, wooden frame with a ball like head. Unsettled by this appearance, their owners usually dressed them up with whatever they could find at the time: Old ratty clothes, painted or bagged faces, and stuffed with straw, sawdust, goose-down or the like. Most Harvestforged are tasked with patrolling the fields of their owners and scaring off whatever tried to harm the crop. This has given them a knack for scaring and intimidating others.

Mirrorwater Warforged are the pinnacle of construct technology, being made of an animated mass of liquid metal. Mirrowater Warforged do not have a definite shape of their own and instead take on whatever form suits them at the time. Their form makes them hard to destroy and allows them to do everything from creating impromptu weapons and tools from their own body and even slip through the tiniest cracks.

Stonecarved Warforged are carved and shaped from a single piece of dense stone. Their massive size and structural integrity allows them to withstand attacks and push back foes with their weight alone. But their physical resiliency is traded off for speed and physical dexterity.

Vinebound Warforged are Druidic in nature and hail from deep rain forests and overgrown jungles. They are essential a wooden core wrapped tightly with vines and given a rough, humanoid shape. Thanks to their design, they can uncurl their limbs into long reaching vines that allow them to reach out and grapple foes with ease.

This is just my interpretation. You can use it if you want. If not, hey. It was fun doing it.

LOTRfan
2011-01-09, 05:02 PM
Well, the gatling does attack as a swift action, so that's in addition to any other attacks you make that round. But yeah, I'm TERRIBLE at pricing, so I was hoping the playground could help me out.

He's pretty much right, there is nothing else in the world nearly as epic as Gurren Lagann. If you just watch the first... eight episodes, I think? After that, you will need no further encouragement to finish the series.

Anyways, I didn't really think of that. I just gave them mental stats 'cause I've never seen a - for wisdom or charisma. I might end up doing that.

Perhaps make [piloted] a subtype and just have pilot's hollow grant that subtype?

1) I'm bad at pricing too, and I've never got a single critique on pricing for any of my work (even when I specifically asked for it), so I don't know how much help you are going to get there.

2) Eh, I'll get around to it eventually. How long is the series, by the way?

3) Thats because anything with Wis --- or Cha --- is defined as an object, not a creature. I like the idea of the (piloted) subtype, but I suggest (vehicle) as the name instead. It seems that Mage is under the impression that the mechas have some sort of intelligence, so I cannot give any further advice on its mental stats until I find the time to watch the source, but I think something along the lines I mentioned before is probably best for Star Wars walkers, unless you can come up with a fluff reason otherwise.

The-Mage-King
2011-01-09, 05:17 PM
3) Thats because anything with Wis --- or Cha --- is defined as an object, not a creature. I like the idea of the (piloted) subtype, but I suggest (vehicle) as the name instead. It seems that Mage is under the impression that the mechas have some sort of intelligence, so I cannot give any further advice on its mental stats until I find the time to watch the source, but I think something along the lines I mentioned before is probably best for Star Wars walkers, unless you can come up with a fluff reason otherwise.

Ah, carp. I meant sentience- an empathetic weapon (http://tvtropes.org/pmwiki/pmwiki.php/Main/EmpathicWeapon), so to speak.

LOTRfan
2011-01-09, 05:47 PM
Ah, carp. I meant sentience- an empathetic weapon (http://tvtropes.org/pmwiki/pmwiki.php/Main/EmpathicWeapon), so to speak.

Oh, well if it has the ability to feel and react, it definitely requires charisma and wisdom scores, which makes it a creature by D&D standards. I still suggest the (Vehicle) subtype idea for Star Wars walkers, though. It is fairly obvious the pilots control the walkers completely in that saga.

Thanks to sci-fi, I always mix up sapience and sentience too. :smalltongue:

Also, I just thought I'd post some warforged feats here to add some variety (if you would prefer this to be a solo project and just want input, not more material, just say the word and I'll take it down. Wouldn't want to step on your toes, here)

Aurorum Body [Warforged]
At the cost of protection, you gain the ability to self-repair.
Prerequisites: Warforged, 1st Level Only
Benefit: Your body is made of the celestial material aurorum, granting you a +2 armor bonus. You are considered to be wearing light armor at all times, and may not wear armor or any other item that occupies your torso/chest slot. You have a +6 maximum Dexterity bonus to AC and an arcane spell failure chance of 10%. In addition, you gain fast healing 1. At fifth level, and every five levels afterward, this increases by one (Fast healing 2 at five, fast healing 3 at ten, etc.). This feat grants the Warforged the Lawful and Good subtypes.
Special: Warforged druids who take this feat cannot cast druid spells or use any of a druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing armor.

Aurorum Metabolism [Warforged]
Your body becomes more resilient as your aurorum plating integrates throughout your body.
Prerequisites: Aurorum Body, Constitution 15+, Character Level 7
Benefit: Fast Healing caused by the Aurorum Body feat turns into regeneration of an equal amount. Sonic, acid, and evil weaponry deal damage as normal. Any spells or abilities that makes the warforged invulnerable to any of these types of damage suppresses the regeneration ability as well. Evil spells deal normal damage. Severed parts do not grow back, but they can be reattached as a full round action.
Special: This regeneration increases each time the fast healing would have.

Admiral Squish
2011-01-09, 11:09 PM
.....
:biggrin:

Yes, yes, yes. THIS is what I'm talking about.

I see you've edited the construct parts in general and added new ones, a lot of which I like.

And yes, I like where you went with the HarvestForged.

I've been planning on a construct campaign setting, where the players will be able to essential build themselves. At first, I was going to use d20 modern rules and the robot building mechanic from it, but then I happened to come across this. I like it and it better fits the setting I'm using. I can't wait to see how this goes.

And I hope you don't mind, I took the liberty of fleshing out the fluff of the warforged types:

*snip*

This is just my interpretation. You can use it if you want. If not, hey. It was fun doing it.

A construct campaign where the players build themselves? You mean like, the players build themselves mecha to ride around in? Or the players are warforged who somehow have a say in their own creation?

I like your fleshed-out fluff. I'll probably include most of it, though there are a few parts that may need editing.


1) I'm bad at pricing too, and I've never got a single critique on pricing for any of my work (even when I specifically asked for it), so I don't know how much help you are going to get there.

2) Eh, I'll get around to it eventually. How long is the series, by the way?

3) Thats because anything with Wis --- or Cha --- is defined as an object, not a creature. I like the idea of the (piloted) subtype, but I suggest (vehicle) as the name instead. It seems that Mage is under the impression that the mechas have some sort of intelligence, so I cannot give any further advice on its mental stats until I find the time to watch the source, but I think something along the lines I mentioned before is probably best for Star Wars walkers, unless you can come up with a fluff reason otherwise.

1) Yeah, I'm not sure why playgrounders don't offer pricing help so much.

2) I think it's 24 episodes or so. There's a false ending about halfway through, though, so don't be fooled.

3) Well, SOME mecha have intelligence, so it wouldn't be a hard-and-fast rule. Example of an intelligent (and surprisingly perceptive) mecha. (http://www.youtube.com/watch?v=imSANLtcEFM) However, like you mentioned, star wars vehicles and the like probably wouldn't have intelligence or charisma. So, perhaps two types, [Piloted] and [Vehicle]. [Vehicle] would be cars, tanks, planes, things without intelligence proper that still behave like creatures when piloted properly. vehicles would probably have their dex set as the 'maximum'. A clumsy pilot would not be able to gain the same split-second control as a more adept one, but at a certain point the pilot simply wouldn't be able to get any more speed out of the thing. Meanwhile [Piloted] would be constructs with wisdom and charisma scores, sometimes even intelligence scores. This would represent constructs and mecha able to provide sapient responses. They would retain their own dexterity scores because they would be able to provide feedback to the pilot.


Oh, well if it has the ability to feel and react, it definitely requires charisma and wisdom scores, which makes it a creature by D&D standards. I still suggest the (Vehicle) subtype idea for Star Wars walkers, though. It is fairly obvious the pilots control the walkers completely in that saga.

Thanks to sci-fi, I always mix up sapience and sentience too. :smalltongue:

Also, I just thought I'd post some warforged feats here to add some variety (if you would prefer this to be a solo project and just want input, not more material, just say the word and I'll take it down. Wouldn't want to step on your toes, here)

*Snip*

I like your warforged feats, and I'm probably just going to snatch them wholesale, to be honest.

I'd like to take this opportunity to assure all of you that if you have something you want to see, or something you've created that you think would work well, don't hesitate to tell me. If I don't like it, I might edit it or work with you a bit, but most likely, I'll gladly take the suggestion. I'm here to please, after all. :smallbiggrin:

LOTRfan
2011-01-09, 11:50 PM
Alright, I see that you've mostly been working on Warforged. Have you ever heard of the Golmoid race? Dragon Magazine published 'em, a race of intelligent stone golems created by Gnomes. They had the humanoid type. :smallsigh:

Recently, I've created a living construct version. If you feel like you can use it, feel free to go crazy with the imagination. Keep in mind that they need some serious PEACHing, and they received a whole lot of different opinions when I posted them here earlier last year.

Golmoid Racial Traits
• +2 Strength, +2 Con, -4 Dexterity, -2 Int, +2 Cha; Golmoids are large creatures with the brute strength and fantastic endurance. While the Gnomes attempts at making the Golmoids very intelligent might have failed, they did transfer the Gnomish outlook on like and the friendly personality many Gnomes share.
• Medium Construct (Living Construct): As Living Constructs, Golmoids share many bonuses and penalties of both the humanoids they mimic and the stone golems they are “descended” from. See the Living Construct subtype for more information.
• Base Speed 30 ft. Golmoids are not affected by medium loads, and heavy loads are treated as medium loads when it comes to penalties taken.
• +2 racial bonus to craft checks. Originally used as mindless laborers, Golmoids have been helping their gnome masters craft items for years. Craft is always a class skill for Golmoids.
• +2 Natural armor bonus (Golmoids do not qualify for Warforged armor feats)
• +2 bonus to saving throws from enchantment spells and effects.
• Powerful Build (Ex): The physical stature of Golmoids lets them function in many ways as if they were one size category larger. Whenever a Golmoid is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Golmoid is treated as one size larger if doing so is advantageous to him. A Golmoid is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Golmoid can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
• Light Fortification (Ex): When a critical hit or sneak attack is scored on a Golmoid, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally.
• Automatic Languages: Common, Gnome. Bonus Languages: Dwarven, Halfling, Terran.
• Favored Class: Fighter
• Level Adjustment: +1

The-Mage-King
2011-01-09, 11:53 PM
2) I think it's 24 episodes or so. There's a false ending about halfway through, though, so don't be fooled.

26, actually.

You can skip episode 15, though- it's a recap of the series so far.

LOTRfan
2011-01-10, 12:26 AM
Also, are you aware of the Self-Forged in 4e Eberron?

They are fantasy-theme cyborgs, members of humanoid races that see the warforged as the ideal form. They graft construct parts onto themselves to make them more construct than their original race. It is a paragon path in 4e, so I can see it as a template or prestige class in 3.5e. Its main ability is its battle fist that grants slam attacks (which eventually becomes a reach weapon), along with fortification and the eventual ability to add warforged components to themselves.

Another paragon path just made of win is the Clockwork Engineer. "I make my friends. Let's call it a hobby."

vasharanpaladin
2011-01-10, 12:54 AM
26, actually.

You can skip episode 15, though- it's a recap of the series so far.

Twenty-SEVEN, thank you, and it's episode 16 that's a recap. :smalltongue:

Admiral Squish
2011-01-10, 02:35 AM
Alright, I see that you've mostly been working on Warforged. Have you ever heard of the Golmoid race? Dragon Magazine published 'em, a race of intelligent stone golems created by Gnomes. They had the humanoid type. :smallsigh:

Recently, I've created a living construct version. If you feel like you can use it, feel free to go crazy with the imagination. Keep in mind that they need some serious PEACHing, and they received a whole lot of different opinions when I posted them here earlier last year.

*snip*

Those look pretty nice. They have a lot in common with the stonecarved, though. Might step on each other's toes if I put up both of them. Hmmm. Perhaps I shall squish the two together.


Also, are you aware of the Self-Forged in 4e Eberron?

They are fantasy-theme cyborgs, members of humanoid races that see the warforged as the ideal form. They graft construct parts onto themselves to make them more construct than their original race. It is a paragon path in 4e, so I can see it as a template or prestige class in 3.5e. Its main ability is its battle fist that grants slam attacks (which eventually becomes a reach weapon), along with fortification and the eventual ability to add warforged components to themselves.

Another paragon path just made of win is the Clockwork Engineer. "I make my friends. Let's call it a hobby."

It's a PrC called renegade mastermaker, IIRC. It's in the Magic of Eberron book, and it basically does exactly what you described. Though, I don't think you get a reach battlefist.

I will admit, I've never heard of clockwork engineer. First thing it brings up in my brain is the effigy master, but not sure if that's an accurate parallel. What's it do, exactly?

Admiral Squish
2011-01-10, 05:06 AM
[Piloted] subtype is almost done. I'm just figuring out if there's anything I should add to it beyond what's normally found in the piloted special quality.

I'm having a lot of conflicting ideas about [vehicle], though. A lot of vehicles aren't completely sealed, so at one point I was thinking about giving them differing degrees of cover. An AT-PT or a tank would offer total cover. A car or something like it would offer improved cover. A motorcycle or speeder bike would only offer regular cover.
Other ideas included that, unlike a piloted construct, vehicle operations would require special knowledge. This would be represented with a 'pilot' skill that you would make in place of other skill checks while in a vehicle. For example, you want to jump your motorcycle over an enemy. So, let's say the jump DC is 20. You would make a piloting check against DC 20. The piloting would probably be dex or int-based, but you would use the ability modifier and skill ranks of your pilot skill instead of your jump skill, but you would apply any additional modifiers that would normally apply to your jump check to the pilot check result. So, +12 for a 60 ft base land speed, not doubling the DC for a running start, yadda yadda yadda.
Another thing: Piloting would be used more like ride. You make a basic DC and you can pilot as a free action while you do other things, but you would have to sacrifice a standard action to use mounted blasters or a full-round action to full attack.

Of course, these are all the random ideas that pop into my head at 5 AM, so they're probably not worth so much.

The-Mage-King
2011-01-10, 06:42 AM
Twenty-SEVEN, thank you, and it's episode 16 that's a recap. :smalltongue:

Oh, yeah.

Man, I'm forgetful...

LOTRfan
2011-01-10, 06:46 AM
Those look pretty nice. They have a lot in common with the stonecarved, though. Might step on each other's toes if I put up both of them. Hmmm. Perhaps I shall squish the two together.

Oh, good point. Nevermind, perhaps its best that it remains Warforged, considering most of the material is made specifically for them.


It's a PrC called renegade mastermaker, IIRC. It's in the Magic of Eberron book, and it basically does exactly what you described. Though, I don't think you get a reach battlefist.

I will admit, I've never heard of clockwork engineer. First thing it brings up in my brain is the effigy master, but not sure if that's an accurate parallel. What's it do, exactly?

I'll have to look that up. Always wanted to play one. Checked effigy master, and it is not too similar to the clockwork engineer. Its pretty much an artificier prestige class. Off the top of my head, they gain a clockwork companion, a small construct with benefits similar to a druid's animal companion.

In the book, whoever starts their turn next to the clockwork companion gains 10 temporary hit points. Perhaps, to make them more versatile, they can have all sorts of uses. I'm thinking maybe a combat and a simple task version. Combat ones would gain an attack or two and have higher strength, while those best suited to out of combat checks would have a +10 bonus to a skill (Clockwork Engineer's choice), and is usually used to help its master in skill checks. Perhaps, as the Clockwork Engineer gains more levels in the prestige class, the companion gains one or two more +10 racial bonuses. If they are deemed to weak compared to regular animal companions, perhaps combine the two concepts.

Another power was Clockwork Soldiers, basically the engineer makes a swarm of tiny clockwork soldiers that attach themselves to their master's clothing. They defend the master against grapples, unarmed strikes, and natural attacks (possibly dealing damage to the attacker), and can, for a certain number of rounds per day, leave the engineer and be a self-sufficient swarm.

Dencero
2011-01-10, 05:34 PM
A construct campaign where the players build themselves? You mean like, the players build themselves mecha to ride around in? Or the players are warforged who somehow have a say in their own creation?

I like your fleshed-out fluff. I'll probably include most of it, though there are a few parts that may need editing.

Go ahead, please. I made it so you could use it. And it's the latter of what you said. They have a say in their creation. But I kinda went even farther and had and worked with them and helped create some interesting rules.

First is the power core. What their power supply is. This came about when one of them asked if he could be nuclear powered and have six legs. I loved the idea because he was basically a radioactive spider. The best kind. There were all sorts of power supplies, from the mundane like electrical, steam, nuclear, thermal, and the such. Then there were more fantastic like Zero Point Energy, Fusion, and Fission. Then came the magical like arcane energy, necrocarnum, and positive energy. I just named a few of what I designed and the players loved it.

Second was something another player suggested. Morphing Memory is what he called it. Basically, the warforged wouldn't gain an attack bonus normally or skill ranks normally. They learned by doing it. To best describe it, I have to refer to Star Trek. It's like Data creating new subroutines and programs for new activities he encounters. By succeeding, they got data that they could use to up the activity they did and increase the ranks. Even failure could yield data, but not as much as success. I'm still working on the mechanics, but it's looking good.

Then there were all sorts of other things like CPU's, Hard Drives, Skill Software and Feat Progits (From D20 Modern), and accessories. If you are okay with it and want to incorporate these kind of rules into the Time of Iron, I would love to work with you to, pardon the pun, iron out the wrinkles of my rules and get more input from you.

Admiral Squish
2011-01-10, 06:34 PM
Oh, good point. Nevermind, perhaps its best that it remains Warforged, considering most of the material is made specifically for them.

I'll have to look that up. Always wanted to play one. Checked effigy master, and it is not too similar to the clockwork engineer. Its pretty much an artificier prestige class. Off the top of my head, they gain a clockwork companion, a small construct with benefits similar to a druid's animal companion.

In the book, whoever starts their turn next to the clockwork companion gains 10 temporary hit points. Perhaps, to make them more versatile, they can have all sorts of uses. I'm thinking maybe a combat and a simple task version. Combat ones would gain an attack or two and have higher strength, while those best suited to out of combat checks would have a +10 bonus to a skill (Clockwork Engineer's choice), and is usually used to help its master in skill checks. Perhaps, as the Clockwork Engineer gains more levels in the prestige class, the companion gains one or two more +10 racial bonuses. If they are deemed to weak compared to regular animal companions, perhaps combine the two concepts.

Another power was Clockwork Soldiers, basically the engineer makes a swarm of tiny clockwork soldiers that attach themselves to their master's clothing. They defend the master against grapples, unarmed strikes, and natural attacks (possibly dealing damage to the attacker), and can, for a certain number of rounds per day, leave the engineer and be a self-sufficient swarm.

Ohhhkay, I get it. That sounds more like the artificer's homonculus. They get... *counts* eight options for their homonculi. The traditional winged thingie from the MM is first. Then there's the Dedicated Wright, which basically lets you spend an hour showing it what to do then it will work on magic items while you're off adventurin'. Kinda works like your 'craft' option. Then there's the Expeditious Messenger which is a high-speed flying scout with a telepathic bond to you that can go a full mile away from you. There's Furtive Filcher, which is a theif. Iron Defender, which is an iron dog that will totally eat your face off. Those ones are all from the ECS. Magic of Eberron also has three new ones. Persistant Harrier, which constantly sets up flanks and deals sneak attack damage. Arbalester. which is basically a walking crossbow that can fire and reload itself. And then, my favorite, Packmate, which is a four-legged multi-compartment chest with arms. It can throw slash weapons and the like, give potions to fallen allies, and predicts whatever items it's master will want so it can hand them off to him.

As for the clockwork soldiers, firstly, I can't say I've ever seen an ability like that. However, simultaneously, I have to say I have this mental image of a artificer walking around with a couple dozen of these (http://members.upnaway.com/~obees/soldiers/ggard.jpg) guys hanging off his clothes is hilarious. That aside, I could see creating a PrC for artificer that gives bonuses to his homonculus, possibly multiple homonculi, and granting something akin to that swarm you mention. Might even end up making a swarm homonculus of some sort.


Go ahead, please. I made it so you could use it. And it's the latter of what you said. They have a say in their creation. But I kinda went even farther and had and worked with them and helped create some interesting rules.

First is the power core. What their power supply is. This came about when one of them asked if he could be nuclear powered and have six legs. I loved the idea because he was basically a radioactive spider. The best kind. There were all sorts of power supplies, from the mundane like electrical, steam, nuclear, thermal, and the such. Then there were more fantastic like Zero Point Energy, Fusion, and Fission. Then came the magical like arcane energy, necrocarnum, and positive energy. I just named a few of what I designed and the players loved it.

Second was something another player suggested. Morphing Memory is what he called it. Basically, the warforged wouldn't gain an attack bonus normally or skill ranks normally. They learned by doing it. To best describe it, I have to refer to Star Trek. It's like Data creating new subroutines and programs for new activities he encounters. By succeeding, they got data that they could use to up the activity they did and increase the ranks. Even failure could yield data, but not as much as success. I'm still working on the mechanics, but it's looking good.

Then there were all sorts of other things like CPU's, Hard Drives, Skill Software and Feat Progits (From D20 Modern), and accessories. If you are okay with it and want to incorporate these kind of rules into the Time of Iron, I would love to work with you to, pardon the pun, iron out the wrinkles of my rules and get more input from you.

I think this could be interesting. I also think it might end up a little complicated, however. I would love to see what you've come up with so far and we'll see what comes out of it.

As an aside: Radioactive spiders are the worst kind! :smalleek:

LOTRfan
2011-01-10, 07:42 PM
Ohhhkay, I get it. That sounds more like the artificer's homonculus. They get... *counts* eight options for their homonculi. The traditional winged thingie from the MM is first. Then there's the Dedicated Wright, which basically lets you spend an hour showing it what to do then it will work on magic items while you're off adventurin'. Kinda works like your 'craft' option. Then there's the Expeditious Messenger which is a high-speed flying scout with a telepathic bond to you that can go a full mile away from you. There's Furtive Filcher, which is a theif. Iron Defender, which is an iron dog that will totally eat your face off. Those ones are all from the ECS. Magic of Eberron also has three new ones. Persistant Harrier, which constantly sets up flanks and deals sneak attack damage. Arbalester. which is basically a walking crossbow that can fire and reload itself. And then, my favorite, Packmate, which is a four-legged multi-compartment chest with arms. It can throw slash weapons and the like, give potions to fallen allies, and predicts whatever items it's master will want so it can hand them off to him.

Wow, I didn't realize there were so many options. Forget the Clockwork Companion, homunculi are awesome! They could fill the niche no problem, without having to homebrew.


As for the clockwork soldiers, firstly, I can't say I've ever seen an ability like that. However, simultaneously, I have to say I have this mental image of a artificer walking around with a couple dozen of these (http://members.upnaway.com/~obees/soldiers/ggard.jpg) guys hanging off his clothes is hilarious. That aside, I could see creating a PrC for artificer that gives bonuses to his homonculus, possibly multiple homonculi, and granting something akin to that swarm you mention. Might even end up making a swarm homonculus of some sort.

Well, that's what homebrewing is for. I'm just thinking, maybe those who use natural weapons (or unarmed strikes) against you suffer 1d6 piercing damage. Maybe this increases as you level. A certain amount of times per day, the soldiers can leave your body and form a swarm (depriving you of the piercing defense), probably a large-sized one, that deals swarm damage equal to the piercing damage bonus the Clockwork Engineer usually gets. I've been looking at the paragon path, and nothing else makes much sense mechanically in 3.5e. Maybe add animate object as a spell-like ability a certain number of times per day, and infusion progression.

Admiral Squish
2011-01-10, 08:49 PM
Wow, I didn't realize there were so many options. Forget the Clockwork Companion, homunculi are awesome! They could fill the niche no problem, without having to homebrew.



Well, that's what homebrewing is for. I'm just thinking, maybe those who use natural weapons (or unarmed strikes) against you suffer 1d6 piercing damage. Maybe this increases as you level. A certain amount of times per day, the soldiers can leave your body and form a swarm (depriving you of the piercing defense), probably a large-sized one, that deals swarm damage equal to the piercing damage bonus the Clockwork Engineer usually gets. I've been looking at the paragon path, and nothing else makes much sense mechanically in 3.5e. Maybe add animate object as a spell-like ability a certain number of times per day, and infusion progression.

Hmm. How about we just make a swarm homonculus and give the thing swarm damage. Give it the option to ride around on your body. Then, whenever you strike with or are struck with a natural weapon, the swarm deals that damage to the opponent. It also deals the damage each round when in a grapple.

Another idea for a swarm homunculus would be a repairing swarm. It swarms over a damaged object or construct and repairs them by X. Not sure on specifics yet, but it would most definitely scale.

also, I could help but notice the top three topics in homebrewing right now are robot-related. :smallamused:

Also, preliminary drafts of the [Piloted] and [Vehicle] subtypes, along with the Pilot skill, which, oddly enough, is used with [vehicle], not [piloted] constructs.

Piloted:
A piloted construct has the following traits, unless otherwise noted in the creature’s entry


Piloted:
A construct with this quality . A construct so inert can still speak or perform purely mental actions if able. A creature sitting in the pilot’s seat has complete control of the construct‘s body, but must spend actions to grant the same actions to the construct. The piloted construct uses the pilot’s mental scores, feats, and BaB instead of it’s own. It may also use any extraordinary special abilities of the pilot, provided the construct is physically capable of using them as well. The pilot shares senses with the piloted construct, and can see, hear, and feel anything the piloted construct can. The pilot gains a bonus to any spot or listen checks he makes equal to the piloted construct’s wisdom modifier.
Pilot Protection:
While inside a piloted construct, the pilot is considered to have total cover in all directions, and thus cannot be affected by area effects and cannot be targeted by any attack, spell, or ability that requires a line of sight or line of effect. A sucessful critical hit by a creature attacking the construct does not deal additional damage to the construct, but instead, the attack deals its normal damage to the pilot as well. If this attack carries an additional affect, such as poison or energy drain, the pilot suffers those effects as well, but the attack does not carry any effects that would otherwise activate on a critical hit.


Vehicle:
A vehicle has the following traits, unless otherwise noted in the creature’s entry


Pilot Dependant: A vehicle is somewhere between construct and object. A creature in the pilot’s seat has control over the vehicle, but must make pilot checks to operate the vehicle properly. A vehicle takes no actions on its own unless the pilot makes a successful piloting check. The vehicle uses the pilot’s BaB instead of it’s own. The vehicle uses it’s own dexterity modifier or it’s pilots, whichever is lower.
Pilot Protection: Most vehicles offer cover of some degree or another from enemy attacks. Some off full cover in all directions, others offer improved cover, other regular cover, and some don’t even provide any cover. A sucessful critical hit by a creature attacking the construct does not deal additional damage to the construct, but instead, the attack deals its normal damage to the pilot as well. If this attack carries an additional affect, such as poison or energy drain, the pilot suffers those effects as well, but the attack does not carry any effects that would otherwise activate on a critical hit.


Piloting Skill:
Move: You make a piloting check to make your vehicle take a move action. This requires one hand and can be done as a free action.

Floor it: You make a piloting check to make your vehicle take a double move or run action. This requires one hand and can be done as a move action.

Attack: You can make a piloting check to make your vehicle attack with it’s natural or attached weapons as a standard action. This requires two hands and can be done as a standard action.

Full Attack: You can make a piloting check to make your vehicle make a full attack action. This requires two hands and can be made as a full-round action.

Maintain Control: You must make a piloting check to avoid losing control of your vehicle when you take damage. Failing this check means your vehicle can only take a stardard or move action on the following round.

Cover: You may make a piloting check to take cover inside your vehicle as a swift or immediate action. This improves the cover granted by your vehicle by one step until the start of your next turn. You cannot attack or cast spells while using your vehicle for cover, though you may use your vehicle’s weapons.

Skill: You make make a special piloting check to make your vehicle use a strength or dexterity based skill. Use your ranks in piloting plus the vehicle’s appropriate ability modifier plus any relevant modifiers to determine the result of this check. Using a skill requires the appropriate action described in the skill entry from both the vehicle and the pilot.

Maneuver: You may make a piloting check to have your vehicle perform a combat maneuver. Maneuvers that can be used include Bull rush, Charge, Disarm, Feint, Grapple, Overrun, Sunder, and Trip. These maneuvers use the pilot’s BaB, skills, and any appropriate feats, and the vehicle’s strength or dexterity. Using these maneuvers requires the appropriate actions described in their entries from both the vehicle and pilot.

Bail: You may make a piloting check to dive from your vehicle safely, avoiding damage associated with the destruction of your vehicle. You make this check as an immediate action.

Move: DC 5
Floor It: DC 10
Attack: DC 10
Full Attack: DC 15
Maintain Control: DC 10
Cover: DC 10
Skill: Varies
Maneuver: DC 20
Bail: DC

Elfstone
2011-01-10, 09:05 PM
I would say that those DC should get harder as the vehicle gets more complicated... And you should have the option of encrypting your vehicles controls so only you, or some one familiar with them can use them with out a penalty.

LOTRfan
2011-01-10, 09:12 PM
Hmm. How about we just make a swarm homonculus and give the thing swarm damage. Give it the option to ride around on your body. Then, whenever you strike with or are struck with a natural weapon, the swarm deals that damage to the opponent. It also deals the damage each round when in a grapple.

Another idea for a swarm homunculus would be a repairing swarm. It swarms over a damaged object or construct and repairs them by X. Not sure on specifics yet, but it would most definitely scale.

Cool beans


also, I could help but notice the top three topics in homebrewing right now are robot-related. :smallamused:

A little math:
Robots = Awesome
D&D = Awesome
D&D + Robots = Doubly Awesome.
Disgustingly unrealistic math. Is there anything it can't fix?


Also, preliminary drafts of the [Piloted] and [Vehicle] subtypes, along with the Pilot skill, which, oddly enough, is used with [vehicle], not [piloted] constructs.

Piloted:
A piloted construct has the following traits, unless otherwise noted in the creature’s entry


Piloted:
A construct with this quality . A construct so inert can still speak or perform purely mental actions if able. A creature sitting in the pilot’s seat has complete control of the construct‘s body, but must spend actions to grant the same actions to the construct. The piloted construct uses the pilot’s mental scores, feats, and BaB instead of it’s own. It may also use any extraordinary special abilities of the pilot, provided the construct is physically capable of using them as well. The pilot shares senses with the piloted construct, and can see, hear, and feel anything the piloted construct can. The pilot gains a bonus to any spot or listen checks he makes equal to the piloted construct’s wisdom modifier.
Pilot Protection:
While inside a piloted construct, the pilot is considered to have total cover in all directions, and thus cannot be affected by area effects and cannot be targeted by any attack, spell, or ability that requires a line of sight or line of effect. A sucessful critical hit by a creature attacking the construct does not deal additional damage to the construct, but instead, the attack deals its normal damage to the pilot as well. If this attack carries an additional affect, such as poison or energy drain, the pilot suffers those effects as well, but the attack does not carry any effects that would otherwise activate on a critical hit.


Vehicle:
A vehicle has the following traits, unless otherwise noted in the creature’s entry


Pilot Dependant: A vehicle is somewhere between construct and object. A creature in the pilot’s seat has control over the vehicle, but must make pilot checks to operate the vehicle properly. A vehicle takes no actions on its own unless the pilot makes a successful piloting check. The vehicle uses the pilot’s BaB instead of it’s own. The vehicle uses it’s own dexterity modifier or it’s pilots, whichever is lower.
Pilot Protection: Most vehicles offer cover of some degree or another from enemy attacks. Some off full cover in all directions, others offer improved cover, other regular cover, and some don’t even provide any cover. A sucessful critical hit by a creature attacking the construct does not deal additional damage to the construct, but instead, the attack deals its normal damage to the pilot as well. If this attack carries an additional affect, such as poison or energy drain, the pilot suffers those effects as well, but the attack does not carry any effects that would otherwise activate on a critical hit.


Piloting Skill:
Move: You make a piloting check to make your vehicle take a move action. This requires one hand and can be done as a free action.

Floor it: You make a piloting check to make your vehicle take a double move or run action. This requires one hand and can be done as a move action.

Attack: You can make a piloting check to make your vehicle attack with it’s natural or attached weapons as a standard action. This requires two hands and can be done as a standard action.

Full Attack: You can make a piloting check to make your vehicle make a full attack action. This requires two hands and can be made as a full-round action.

Maintain Control: You must make a piloting check to avoid losing control of your vehicle when you take damage. Failing this check means your vehicle can only take a stardard or move action on the following round.

Cover: You may make a piloting check to take cover inside your vehicle as a swift or immediate action. This improves the cover granted by your vehicle by one step until the start of your next turn. You cannot attack or cast spells while using your vehicle for cover, though you may use your vehicle’s weapons.

Skill: You make make a special piloting check to make your vehicle use a strength or dexterity based skill. Use your ranks in piloting plus the vehicle’s appropriate ability modifier plus any relevant modifiers to determine the result of this check. Using a skill requires the appropriate action described in the skill entry from both the vehicle and the pilot.

Maneuver: You may make a piloting check to have your vehicle perform a combat maneuver. Maneuvers that can be used include Bull rush, Charge, Disarm, Feint, Grapple, Overrun, Sunder, and Trip. These maneuvers use the pilot’s BaB, skills, and any appropriate feats, and the vehicle’s strength or dexterity. Using these maneuvers requires the appropriate actions described in their entries from both the vehicle and pilot.

Bail: You may make a piloting check to dive from your vehicle safely, avoiding damage associated with the destruction of your vehicle. You make this check as an immediate action.

Move: DC 5
Floor It: DC 10
Attack: DC 10
Full Attack: DC 15
Maintain Control: DC 10
Cover: DC 10
Skill: Varies
Maneuver: DC 20
Bail: DC

Cool. I was wondering how you would go about the whole pilot/vehicle damage thing. Nicely done. What ability score is the skill tied to?

Have you ever seen District 9?

Admiral Squish
2011-01-10, 09:30 PM
I would say that those DC should get harder as the vehicle gets more complicated... And you should have the option of encrypting your vehicles controls so only you, or some one familiar with them can use them with out a penalty.

This is a good idea. Perhaps vehicles have different DCs for each task? Like, a vehicle with a simple forward-mounted gun would be easier to fire than a highly complicated turret, and a flying vehicle would be harder to maneuver than a ground-based one. there would also be an 'encrypted controls' feature you could buy to add +10 to all pilot checks for everyone who doesn't know, say, a command word, or a special button sequence.



Cool. I was wondering how you would go about the whole pilot/vehicle damage thing. Nicely done. What ability score is the skill tied to?

Have you ever seen District 9?

I was thinking Dex, really. It's more about how well you can handle the controls than how smart you are.

I have, actually seen district 9. Are you going to try to get me to make the mech-suit from the end?

LOTRfan
2011-01-10, 09:33 PM
I have, actually seen district 9. Are you going to try to get me to make the mech-suit from the end?

Ya got me.:smallbiggrin:

Although, at this point, I think I probably should slow down with the requests. It sucks when people pile on more requests than can be handled, especially if its one specific person. So I'll let others handle requesting stuff from you for now.

I will be here to critique/help when needed, though.

Admiral Squish
2011-01-10, 09:43 PM
XD. I'll have to dig up the DVD again so I can look up it's abilities, but I'll see what comes up. It's on the list, after the rest of the star wars walkers. It's probably a large [piloted] construct.

Mostly, the reason there wasn't any new content was 'cause I was still trying to figure out the statistics of the subtypes themselves. Can't make a vehicle without a steering wheel. It just don't work.

LOTRfan
2011-01-10, 09:49 PM
Abilities that I can remember:

It functions by itself (so it would have the piloted subtype, not the vehicle)
One of its arms functions like a magnet, slowing metallic projectiles and aiding it in its ability to rip apart other metal objects
An arm that makes people explode violently (http://tvtropes.org/pmwiki/pmwiki.php/Main/ChunkySalsaRule) (TV tropes)

Admiral Squish
2011-01-10, 10:42 PM
Alright, we have the first of the walkers up. AT-PTs for everyone! I've also posted the Piloting skill, and both new subtypes. I'm going to keep working my way through the walkers for now. Then I need to make a Tank, Car, and Motorcycle, then the mechsuit from District 9. Anyone else desiring things?

Dencero
2011-01-10, 10:54 PM
Guess who just watched Gurren Lagann in the span of two days? This guy. Changed my life it did. It isn't just about giant robots, bouncing bosoms, and pure manliness. It's about throwing logic out the window and having the balls to do the impossible.

Me gushing aside, I have something that you could chew on for the Construct Power Cores. I have no clue if these are balanced, so you're gonna have to help me out here. :/ (Note to self; Include Spiral Energy at later time. Just who the hell do you think I am?!?)

Electricity
Benefit:
-When exposed to a source of electricity, you may attempt to absorb the energy into your Power Core, granting you temporary hit points equal to how much damage the electrical source would normally do.
-If you gain temporary hit points equal to 1/2 of your total hit points, you gain a +2 bonus to attack rolls and strength checks.
Drawback:
-If you gain temporary hit points equal to your total hit points, you are rendered staggered for 1d4 rounds+1 for every point of your total hit points.
-If you gain temporary hit points equal to twice your total hit points, you must make a fortitude save (DC ???) or explode in a 30 foot radius.

Arcane Energy
Benefit:
-You gain the ability to invest your very energy into your spells, effectively increasing your caster level by 1. You may do this a number of times equal to your constitution modifier per day, but you may go over that number (See Drawback). The spell that is invested cannot be invested for another 24 hours.
Drawback:
-If you go over the amount of times you may invest your energy into your spells, you are rendered Disabled for 1d4 rounds+Caster Level of the spell you tried to cast.
-You are susceptible to spells that dispel or neutralize magic. (How, I don't know. :/)

I've got a lot other power supplies planned and in my notebook. I'll try to list as may as I can from memory. After which, I must sleep....

Electrical
Steam
Thermal
Fusion
Fission
Mechanical (Gear;Wind-up)
Necrocarnum
Incarnum
Negative Energy
Positive Energy
Psionics
Arcane Energy
Solar

The-Mage-King
2011-01-10, 11:36 PM
Guess who just watched Gurren Lagann in the span of two days? This guy. Changed my life it did. It isn't just about giant robots, bouncing bosoms, and pure manliness. It's about throwing logic out the window and having the balls to do the impossible.


Another brother has been intiated into the fold. Welcome. Have a look at my Spiral Warrior (http://www.giantitp.com/forums/showthread.php?p=9807991) class. That shall soon be edited with the caveat that adding the Piloting skill to the class skills is acceptable, should you use the material in this thread.

LOTRfan
2011-01-10, 11:38 PM
Hey, at one point I was working on a Droid type, which is basically the middle ground between the Construct and the Living Construct. Would you like me to post 'em?

Admiral Squish
2011-01-10, 11:59 PM
Guess who just watched Gurren Lagann in the span of two days? This guy. Changed my life it did. It isn't just about giant robots, bouncing bosoms, and pure manliness. It's about throwing logic out the window and having the balls to do the impossible.

Me gushing aside, I have something that you could chew on for the Construct Power Cores. I have no clue if these are balanced, so you're gonna have to help me out here. :/ (Note to self; Include Spiral Energy at later time. Just who the hell do you think I am?!?)

*snip*

Don't believe in the me who believes in you! Don't believe in the you who believes in me! BELIEVE IN THE YOU WHO BELIEVES IN YOURSELF!

Oh, yeah. :smallcool:

Anyways, those look pretty cool. I shall sink my teeth into them once I'm done with my AT-ST.


Another brother has been intiated into the fold. Welcome. Have a look at my Spiral Warrior (http://www.giantitp.com/forums/showthread.php?p=9807991) class. That shall soon be edited with the caveat that adding the Piloting skill to the class skills is acceptable, should you use the material in this thread.

Well, the piloting skill actually has nothing to do with piloted constructs. It's for Vehicles. Though, having Kamina ride around in a tank would be pretty awesome, too...


Hey, at one point I was working on a Droid type, which is basically the middle ground between the Construct and the Living Construct. Would you like me to post 'em?

Sure, go on ahead. Do you have creatures WITH the droid type too, or shall they too become part of my list?

LOTRfan
2011-01-11, 12:11 AM
Sure, go on ahead. Do you have creatures WITH the droid type too, or shall they too become part of my list?

I have stats laying around somewhere. I started stating up stuff for a Star Wars campaign before finding out there was already one in existence.

I just saw the AT-PT. I like it, but I haven't gone into too much detail, yet.

EDIT: I like them both. The DCs seem reasonable. A full attack could easily mow down level 1 warriors, so I think you fit the descriptions pretty well. :smallsmile:

PEACH away.

Droid Type
Droids are superficially similar to constructs, but they have regulated interior parts and weak points in their body, similar to living creatures. At the same time, they have much in common with constructs, and are a form of middle ground between living constructs and constructs.

Features
A Droid has the following features.
10-sided Hit Die
Base Attack Bonus dependent on subtype.
Saving throws dependent on subtype.
Skill points dependent on subtype.

Traits
A Droid has the following traits (unless otherwise mentioned in the creature's entry):
Droids have a constitution score. Wires and internal components act very much like a biological being's organ systems.
Lowlight vision.
Darkvision 60 ft.
Immunity to mind effecting affects (charms, compulsions, phantasms, patterns, and morale effects)
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Cannot heal damage naturally, but they can be repaired and repair themselves through the use of the repair skill.
Droids are subject to critical hits, but are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect requiring a Fortitude save (unless it also works for objects).
Droids are suffer from massive damage. A Droid with 0 hit points is disabled, just like a living creature. It can take only a single move action or standard action each round, but strenuous activity does not risk further injury. When hit points are less than 0 and more than -10, a droid is left inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert Droid does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable.
Since it was never alive, a droid cannot be raised or resurrected.
Because its body is made up of unliving matter, a droid is hard to destroy. It gains extra hit points based on size, as shown on the table.
Proficient with any weapons mentioned in its entry.
Proficient with no armor.
Constructs do not eat or breathe, but much recharge 4 hours in a state that resembles sleep. Droids do not gain the bonuses from consumable items.

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

Subtypes

First Degree: These Droids are capable of creative thought, and the most intelligent droids are usually placed in this category. Mathematicians, scientists, artists, and medical droids fit into this category.
Base Attack equals 1/2 its HD
Good Will saves
Skill points equal to (8 + INT modifier)

Second Degree: These Droids are engineers and technical experts. These droids are skilled in the use of computers, and can be deployed in combat situations. Scouting droids and pilots also fit into this category.
Base Attack Bonus equals 3/4 its HD
Good Will Saves
Skill points equal to (6 + INT modifier)

Third Degree: Third Degree Droids are social droids, such as political servants, translators, and interaction droids. This type of droid interacts with humanoids the most.
Base Attack equals 1/2 its HD
No good saves
Skill Points equal to (8 + INT modifier)

Fourth Degree: Combat droids are generally used as security or military units. With the end of the Clone Wars, most Fourth Degree droids have been outlawed.
Base Attack equals its HD
Good fortitude saves
Skill Points equal (2 + INT modifier)

Fifth Degree:The least advanced type of droid, fifth degree droids are menial laborers. They often participate in easy tasks humanoids cannot be bothered with, like window washing and sanitation.
Base Attack equals 1/2 its HD
No good saves
Skill Points equal to (2 + INT modifier)

Bergor Terraf
2011-01-11, 12:39 AM
Cool, Gurren lagann! Though I would have added a kind of activated powerup ability for lagann to represent an increase in fighting spirit (and thus spiral energy). Maybe a charisma check? What do you think?


Also, good job with the new skill and subtypes, but I think that a skill check for everything is a little too much. How about if you have at least 1 rank in piloting, you can do basic stuff (attack, move) without a check, 5 or 10 for more complexe stuff (full attack, run) and keep the checks for the rest?

This would assume a kind of standardised control scheme. When trying to pilot something with variant controls, checks become necessary again.

Or you could make a feat (basic trainning) that removes checks for baic stuff.



Speaking of feats, how about a feat for the good pilots (Ace Pilot maybe), that seem to get more out of his vehicle than normal pilot. Could act as a kind of weapon focus, but with a specific type of vehicle and would boost the stats of the vehicle.



Finally, what happens when a vehicle his big enough to warrant multiple pilots? I suppose the "gunner" gives his AB, the "pilot" the stats, etc.

But I think they would need to make a kind of piloting check to synchronize their efforts.

LOTRfan
2011-01-11, 01:01 AM
Also, good job with the new skill and subtypes, but I think that a skill check for everything is a little too much. How about if you have at least 1 rank in piloting, you can do basic stuff (attack, move) without a check, 5 or 10 for more complexe stuff (full attack, run) and keep the checks for the rest?

I think the point of the skill checks is so that random, unqualified people cannot just go around using the walkers. I think it should stay, as is.


Speaking of feats, how about a feat for the good pilots (Ace Pilot maybe), that seem to get more out of his vehicle than normal pilot. Could act as a kind of weapon focus, but with a specific type of vehicle and would boost the stats of the vehicle.

I agree whole heartedly, feats would rock.

Admiral Squish
2011-01-11, 02:11 AM
All right, all three of the classic walkers are up. AT-PT, AT-ST, and AT-AT. AT-AT was a tad disappointing, that colossal size penalty to attack really nerfed 'em. Still, they should be fine for targets that don't move much.

Anywho, respondin' in turn.


I have stats laying around somewhere. I started stating up stuff for a Star Wars campaign before finding out there was already one in existence.

I just saw the AT-PT. I like it, but I haven't gone into too much detail, yet.

EDIT: I like them both. The DCs seem reasonable. A full attack could easily mow down level 1 warriors, so I think you fit the descriptions pretty well. :smallsmile:

PEACH away.

*snip*

Okay, going into it, let's see... Immunity to mind-affecting. I'm not sure this is accurate. Didn't Qui-Gonn use the mind trick on a droid at one point?

Immunity to anything requiring a fortitude save overlaps a lot of the things you mentioned in the specific immunities list.

You mention they must recharge four hours, but you need to mention 'each day', and that a droid spellcaster must still rest for 8 hours to restore spells.

Beyond that, however, I see no issues. I'll go add it into the post and make sure you get credit.

EDIT: Oh! Just noticed you mention 'repair' skill. Do you mean 'craft'?


Cool, Gurren lagann! Though I would have added a kind of activated powerup ability for lagann to represent an increase in fighting spirit (and thus spiral energy). Maybe a charisma check? What do you think?

Also, good job with the new skill and subtypes, but I think that a skill check for everything is a little too much. How about if you have at least 1 rank in piloting, you can do basic stuff (attack, move) without a check, 5 or 10 for more complexe stuff (full attack, run) and keep the checks for the rest?

This would assume a kind of standardised control scheme. When trying to pilot something with variant controls, checks become necessary again.

Or you could make a feat (basic trainning) that removes checks for baic stuff.

Speaking of feats, how about a feat for the good pilots (Ace Pilot maybe), that seem to get more out of his vehicle than normal pilot. Could act as a kind of weapon focus, but with a specific type of vehicle and would boost the stats of the vehicle.

Finally, what happens when a vehicle his big enough to warrant multiple pilots? I suppose the "gunner" gives his AB, the "pilot" the stats, etc.

But I think they would need to make a kind of piloting check to synchronize their efforts.

Hmm... I could see a charisma-based booster check. Would you say just double the regular fighting spirit bonuses?

Well, you've gotta keep in mind, most of these DCs are pretty low. Mid-level characters should be pulling these off no problem, even the harder ones.

I could, however, see a feat in the future based on removing most of the piloting checks for a machine you're intimately familiar with. You'd still have to make piloting checks to bail or perform skills, but you could perform most things without issue.

Also, I like the idea for 'ace pilot'. I think I'll add that in. Since it's a little more situational than weapon focus, it would probably be stronger. A plus to vehicle dex, perhaps, and maybe a +2 to attacking with the construct's weapons. Hey, maybe the feat that removes the pilot checks is a precursor to this one.

Also, I was thinking about multi-pilot vehicles. But I'm not honestly sure how I would make it work. I don't want it to be just 'add extra pilots, get infinite actions'.


I think the point of the skill checks is so that random, unqualified people cannot just go around using the walkers. I think it should stay, as is.

I agree whole heartedly, feats would rock.

'Zactly. Most people with a focus on piloting would have no trouble with the DCs. Oh, also, I just thought of the masterwork tool for piloting: Fuzzy dice. :smallcool: Oh, yeah.

Don't worry, there will be feats. Also, classes. Mech Warrior, and Ace Pilot (working names). Mech Warrior would focus on piloted constructs, while Ace Pilot would do his work with vehicles. Possibly an artificer PrC based on multiple homonculi/constructs and giving them bonuses.

Bhu
2011-01-11, 02:40 AM
sweet!

Why didn't I notice this before now?

Admiral Squish
2011-01-11, 03:01 AM
sweet!

Why didn't I notice this before now?

Blinded by the brilliance of my AWESOME, perhaps? :smallcool:

LOTRfan
2011-01-11, 09:28 AM
Okay, going into it, let's see... Immunity to mind-affecting. I'm not sure this is accurate. Didn't Qui-Gonn use the mind trick on a droid at one point?

Yes, he attempted to at one point. The droid was slightly confused at first, but was ultimately unaffected, which leads me to believe it just did not understand what Qui-Gon was attempting. The droid's response was (paraphrased): "That does not compute. Await for response. Oh, your under arrest!" Still, just in case.... bah, now I need to look through the force power articles on wookieepedia to see exactly what did and what didn't affect droids.


Immunity to anything requiring a fortitude save overlaps a lot of the things you mentioned in the specific immunities list.

Yes, but the construct type feels like that is important enough to give it its own bullet point in the MM, so I think I should do the same.


You mention they must recharge four hours, but you need to mention 'each day', and that a droid spellcaster must still rest for 8 hours to restore spells.

That will be added immediately.

Beyond that, however, I see no issues. I'll go add it into the post and make sure you get credit.


EDIT: Oh! Just noticed you mention 'repair' skill. Do you mean 'craft'?

Yes, that was another holdout from the homebrew Star Wars project I was working on. Man, I really need to work on following a project all the way through. :smallfrown: Anyways, I'll change it to craft right away.

EDIT: I've been thinking, since the walkers are objects, shouldn't they have hardness? I was originally going to mention damage reduction, but nothing bypasses hardness. :smallamused: I'm thinking maybe 10 for most walkers (Iron and steel have hardness 10, after all), and 20 for the AT-ATs (just for that indestructible feel).

Admiral Squish
2011-01-11, 10:43 AM
EDIT: I've been thinking, since the walkers are objects, shouldn't they have hardness? I was originally going to mention damage reduction, but nothing bypasses hardness. :smallamused: I'm thinking maybe 10 for most walkers (Iron and steel have hardness 10, after all), and 20 for the AT-ATs (just for that indestructible feel).

...And we think of this AFTER I've finished six vehicle entries. Blaaarg. I shall go fix.

On that note, I decided to... diverge slightly from the original plan for the RL tank, car, and bike. I'm just finished with Scorpion and Warthog, and I'm going to get to work on Ghost once I go install this 'hardness' idea. I think all the heavy-armor vehicles should have hardness 20. AT-AT, AT-TE, and Scorpion are all pretty epically indestructible.

LOTRfan
2011-01-11, 01:33 PM
...And we think of this AFTER I've finished six vehicle entries. Blaaarg. I shall go fix.

Yeah, I just woke up this morning and the thought popped into the swirling maelstrom of insanity that is my mind. Sorry for it being a little late.

Anyways, after on and off research, I've come to the conclusion that droids are immune to mind affects. It seems that Lobot was immune to mind affects because of his cybernetic neurological enhancement. I assume this, by extension, means that droids as a whole are immune to them as well.

Bergor Terraf
2011-01-11, 02:50 PM
Hmm... I could see a charisma-based booster check. Would you say just double the regular fighting spirit bonuses?


That would be good. But I'd also add a risk to it. Miss by less than 5 and nothing happens. Miss by more and you lose the fighting spirit bonus (despair sets in). Now we just need to find how to determine the check, the duration and htimes per encounter it can be used.


Well, you've gotta keep in mind, most of these DCs are pretty low. Mid-level characters should be pulling these off no problem, even the harder ones.

I know. I just wanted a way to implement the fact that after using something for a while, the basics become second nature. Sure, the more complex stuff would still need a check, but I think thatif the player can eventually move without the need to make a check, it would convey the sense that his character is realy getting the hang of piloting this thing.


I could, however, see a feat in the future based on removing most of the piloting checks for a machine you're intimately familiar with. You'd still have to make piloting checks to bail or perform skills, but you could perform most things without issue.

Also, I like the idea for 'ace pilot'. I think I'll add that in. Since it's a little more situational than weapon focus, it would probably be stronger. A plus to vehicle dex, perhaps, and maybe a +2 to attacking with the construct's weapons. Hey, maybe the feat that removes the pilot checks is a precursor to this one.

That would be great!



Also, I was thinking about multi-pilot vehicles. But I'm not honestly sure how I would make it work. I don't want it to be just 'add extra pilots, get infinite actions'.



Here's a rough version of how I see it.

A construct with the piloted subtype can acomodate 1 pilot's hollow sized for a creature of the same size, two sized 1 step smaller, 4 sized 2 steps smaller, etc.

When their is more than 1 pilot's hollow, each must have a designated function. They are "navigator" and "gunner". The navigator controls the movements of the construct and use his dexterity mod. The gunner controls 1 or more weapons. He uses his BAB to attack with them and his own dexterity mod if the weapon gains an bonus from it.

Multiple pilot can control the same thing. In this case, one is determined to be the "main" pilot and the others "helpers". The main pilot provides the stats for the construct. The helpers can make a piloting skill check (DC ??) to give a +2 bonus to the piloting skill or the stats (dex, BAB...) of the main pilot. If they miss by 5 or more however, they give a -2 penalty instead.

Each pilot must spend actions to give them to the construct. However if this gives more actions to the construct than a normal character would have (moving and making a full attack action for exemple) the pilots must make a piloting check to coordinate their efforts or suffer penalties.

It's still rough (and I would like a better name than gunner) but the basic idea is there.

LOTRfan
2011-01-11, 04:21 PM
Alright, I found the stats I made for the Baktoid Combat Automata B1-series battle droid (or simply Battle Droid, for those only familiar with the movies).


http://images1.wikia.nocookie.net/__cb20060424211827/starwars/images/thumb/a/a8/Battledroid.jpg/133px-Battledroid.jpg

B1-series Battle Droid
Medium Droid (Fourth Degree)
Hit Dice: 1d10+19 (24 hp)
Initiative: +2
Speed: 30 ft.
Armor Class: 13 (+1 natural, +2 Dex), touch 12, flat footed 11
Base Attack/Grapple: +1/+1
Attack: Blaster Rifle +3 ranged (2d6 damage)
Full Attack: Blaster Rifle +3 ranged (2d6 damage), or Blaster Pistol +3 ranged (1d6 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: -----
Special Qualities: Darkvision 60 ft., Lowlight vision, droid traits
Saves: Fort +1, Ref +2, Will +0
Abilities: Str 11, Dex 15, Con 8, Int 12, Wis 10, Cha 8
Skills: Listen +4, Spot +4, Search +5
Feats: Rapid Shot
Environment: Any Battlefield
Organization: Solitary, or Squad (3-8 plus one OOM-series leader)
Challenge Rating: 2
Equipment: E-5 Blaster Rifle, SE-14 Blaster Pistol
Manufacturer: Baktoid Combat Automata
Level Adjustment: +3


B1-series Battle Droid (CCC-Controlled)
Medium Droid (Fourth Degree)
Hit Dice: 1d10+19 (24 hp)
Initiative: +2
Speed: 30 ft.
Armor Class:
Base Attack/Grapple: +1/+1
Attack: Blaster Rifle +3 ranged (2d6 damage)
Full Attack: Blaster Rifle +3 ranged (2d6 damage), or Blaster Pistol +3 ranged (1d6 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: -----
Special Qualities: Darkvision 60 ft., Lowlight vision, droid traits
Saves: Fort +1, Ref +2, Will +0
Abilities: Str 11, Dex 15, Con 8, Int ---, Wis 10, Cha 8
Skills: -----
Feats: -----
Environment: Any Battlefield
Organization: Solitary, or Squad (3-8 plus one OOM-series leader)
Challenge Rating: 2
Equipment: E-5 Blaster Rifle, SE-14 Blaster Pistol
Manufacturer: Baktoid Combat Automata
Level Adjustment: -----

Admiral Squish
2011-01-11, 08:53 PM
Yeah, I just woke up this morning and the thought popped into the swirling maelstrom of insanity that is my mind. Sorry for it being a little late.

Anyways, after on and off research, I've come to the conclusion that droids are immune to mind affects. It seems that Lobot was immune to mind affects because of his cybernetic neurological enhancement. I assume this, by extension, means that droids as a whole are immune to them as well.

That makes sense. If the force is all about manipulating living energy, then something not alive wouldn't be affected.


I boldly respond.

That would be good. But I'd also add a risk to it. Miss by less than 5 and nothing happens. Miss by more and you lose the fighting spirit bonus (despair sets in). Now we just need to find how to determine the check, the duration and htimes per encounter it can be used.

Hmmm. Perhaps that's more a feature of the pilot, though. Perhaps I shall make a ToB class based off Kamina with an eventual focus on piloting ganmen. The pilot gets 'spirit surge' x/day.

I know. I just wanted a way to implement the fact that after using something for a while, the basics become second nature. Sure, the more complex stuff would still need a check, but I think thatif the player can eventually move without the need to make a check, it would convey the sense that his character is realy getting the hang of piloting this thing.

I think the vehicles would usually be different enough from one-another that it wouldn't be a general 'no longer need to make checks'. You'd be trained on that one sort of vehicle.

Here's a rough version of how I see it.

A construct with the piloted subtype can acomodate 1 pilot's hollow sized for a creature of the same size, two sized 1 step smaller, 4 sized 2 steps smaller, etc.

When their is more than 1 pilot's hollow, each must have a designated function. They are "navigator" and "gunner". The navigator controls the movements of the construct and use his dexterity mod. The gunner controls 1 or more weapons. He uses his BAB to attack with them and his own dexterity mod if the weapon gains an bonus from it.

Multiple pilot can control the same thing. In this case, one is determined to be the "main" pilot and the others "helpers". The main pilot provides the stats for the construct. The helpers can make a piloting skill check (DC ??) to give a +2 bonus to the piloting skill or the stats (dex, BAB...) of the main pilot. If they miss by 5 or more however, they give a -2 penalty instead.

Each pilot must spend actions to give them to the construct. However if this gives more actions to the construct than a normal character would have (moving and making a full attack action for exemple) the pilots must make a piloting check to coordinate their efforts or suffer penalties.

It's still rough (and I would like a better name than gunner) but the basic idea is there.

Well, first of all, a pilot's hollow grants it the [piloted] subtype, not the [vehicle] subtypes, so that's different.

Second, take a look at the Warthog and AT-TE. I've already somewhat addressed the gunnery issue. If I add in a clause about having it take a standard action to take the pilot/gunner's seat, I think it should be perfectly fine.


Alright, I found the stats I made for the Baktoid Combat Automata B1-series battle droid (or simply Battle Droid, for those only familiar with the movies). Added a new feat, converted from KotOR, which may need some PEACHing.

*snipsnipsnip*

Sweet! Are those the stick-like ones, or the headless ones with the blaster in their arm?

Also, rapid shot... >.> *cough* (http://www.d20srd.org/srd/feats.htm#rapidShot) <.<

LOTRfan
2011-01-11, 09:06 PM
Sweet! Are those the stick-like ones, or the headless ones with the blaster in their arm?

Also, rapid shot... >.> *cough* (http://www.d20srd.org/srd/feats.htm#rapidShot) <.<

The B1-series refers to the weaker, skeletal version. I am working on the B2-series Super Battle Droid right now, actually.

And.... I'll fix that right now. :smallredface:

EDIT: The Baktoid Combat Automata B2-series Super Battle Droid is done. I've decided to add pictures, to minimize confusion.


http://images4.wikia.nocookie.net/__cb20070213205656/starwars/images/thumb/d/db/B-2superbattledroid_1.jpg/188px-B-2superbattledroid_1.jpg

B2-series Battle Droid
Medium Droid (Fourth Degree)
Hit Dice: 3d10+32 (48 hp)
Initiative: +0
Speed: 20 ft.
Armor Class: 15 (+4 natural, +1 Dex), touch 11, flat footed 14
Base Attack/Grapple: +3/+4
Attack: Wrist blaster +3 ranged (2d6 damage)
Full Attack: Wrist blaster +5 ranged (2d6 damage), or wrist trishot +5 ranged (3d4 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: Wrist rocket launcher
Special Qualities: Darkvision 60 ft., Lowlight vision, droid traits, fortification
Saves: Fort +1, Ref +2, Will +0
Abilities: Str 13, Dex 15, Con 16, Int 8, Wis 10, Cha 8
Skills: Listen +3, Spot +3
Feats: Improved Toughness, Point Blank Shot
Environment: Any Battlefield
Organization: Solitary, or Pair
Challenge Rating: 4
Equipment: None
Manufacturer: Baktoid Combat Automata
Level Adjustment: +5

Wrist Rocket Launcher (Ex): A B2-series battle droid has three rockets loaded into its right arm rocket launcher. These rockets are small, compact kinetic weapons that deal 1d4 piercing damage, followed by 2d4 untyped damage resulting from the explosion of laser energy. This is treated as a ranged touch attack. It takes a standard action to fire one. Reloading takes five minutes for each rocket.

Fortification (Ex): Super battle droids have their important systems buried deeply inside their torso, an improvement compared to the earlier B1-series. This makes it extremely hard to score a critical hit against or sneak attack, as there is a 75% chance of the critical hit being nullified.

Admiral Squish
2011-01-11, 10:57 PM
The B1-series refers to the weaker, skeletal version. I am working on the B2-series Super Battle Droid right now, actually.

And.... I'll fix that right now. :smallredface:

EDIT: The Baktoid Combat Automata B2-series Super Battle Droid is done. I've decided to add pictures, to minimize confusion.

*snip*


Awesome. Only thing that occurrs to me is that fortification is usually expressed in chance for the crit to be nullified, not chance for the crit to happen.

Also, you should look at the weapon's damage. A large-sized grenade launcher does less damage than his rockets. The wrist blaster deals more damage than the AT-ST's blasters.

Also, the dex strikes me as low. The B1s weren't particularly more agile than the B2s.

LOTRfan
2011-01-11, 11:01 PM
Awesome. Only thing that occurrs to me is that fortification is usually expressed in chance for the crit to be nullified, not chance for the crit to happen.

Also, you should look at the weapon's damage. A large-sized grenade launcher does less damage than his rockets. The wrist blaster deals more damage than the AT-ST's blasters.

Also, the dex strikes me as low. The B1s weren't particularly more agile than the B2s.

Changes shall be made. How about 1d6 for the blaster pistol, and 2d6 for the blaster rifle? I'm thinking maybe 3d4 for the trishot, then?

I'll increase the B2-series' Dex to the B1-series'.

I'll change 25% chance to 75% chance, a switch the wording, then.

Admiral Squish
2011-01-12, 08:26 AM
Changes shall be made. How about 1d6 for the blaster pistol, and 2d6 for the blaster rifle? I'm thinking maybe 3d4 for the trishot, then?

I'll increase the B2-series' Dex to the B1-series'.

I'll change 25% chance to 75% chance, a switch the wording, then.

You'll have to include an entry for the blasters, by the way. At least for the installed blasters on B2, and probably the trishot (On that note, maybe the trishot could be 3d6, but it has a cooldown of some sort?). I might end up making a section with rules for guns of all sorts. Pistols, rifles, heavy weapons, blasters, energy weapons, maybe a couple designs cribbed from games and the like.

Well, maybe not that far. They ARE much bulkier. Perhaps 13?

Alright, then.

At this point, I think LA +5 is completely uneccesary. They get a couple stat bonuses, but they've got 3 RHD, which in my book would be more than enough to pay that off.

The Tygre
2011-01-12, 05:03 PM
(Coming soon)

...

What the **** does that mean?! What, that you haven't done -enough-? Damn it, Squish, there's only so much this board can take!

Admiral Squish
2011-01-12, 05:23 PM
...

What the **** does that mean?! What, that you haven't done -enough-? Damn it, Squish, there's only so much this board can take!
It means soon. Yes, soon... soon... Muahahahaha...

Also: NEVER! NEVER ENOUGH! I WILL STOP WHEN I'M DEAD! *twitch*

LOTRfan
2011-01-12, 05:29 PM
You'll have to include an entry for the blasters, by the way. At least for the installed blasters on B2, and probably the trishot (On that note, maybe the trishot could be 3d6, but it has a cooldown of some sort?). I might end up making a section with rules for guns of all sorts. Pistols, rifles, heavy weapons, blasters, energy weapons, maybe a couple designs cribbed from games and the like.

Well, maybe not that far. They ARE much bulkier. Perhaps 13?

Alright, then.

At this point, I think LA +5 is completely uneccesary. They get a couple stat bonuses, but they've got 3 RHD, which in my book would be more than enough to pay that off.

Savage Species fails me again, then. It says just having the Construct type is worth +2 LA, and since droid has more advantages I upped it to LA +3 (not including the other bonuses). What would you suggest?

Also, speaking of LA, I think I might need to add in some mechanical rules for playing droids.

Admiral Squish
2011-01-12, 05:58 PM
Savage Species fails me again, then. It says just having the Construct type is worth +2 LA, and since droid has more advantages I upped it to LA +3 (not including the other bonuses). What would you suggest?

Also, speaking of LA, I think I might need to add in some mechanical rules for playing droids.

Well, actually, you took away a lot of the advantages of playing a construct. Overall, I'd say droid as a creature type is less powerful than living construct, and warforged are LA 0.

Look at it:
{table=head]Factor|Construct|Living Construct|Droid
Critical Hits|Immune|Vulnerable|Vulnerable
Mind-Affecting|Immune|Vulnerable|Immune
Healing|Repair Only|Repair or Healing|Repair Only
Raised/Ressurected|No|Yes|No
Sleep|No|No|4 hours
Consumable Items|No|Yes|No
Fortitude Saves|Immune|Vulnerable|Immune
[/table]

There are some pluses and minuses, but overall, I think droids take a big hit as PCs in terms of healing and raising.

But yeah, it would be nice to see some rules for PCs. Not sure what would be different than any other monster race, though.

LOTRfan
2011-01-12, 06:07 PM
But yeah, it would be nice to see some rules for PCs. Not sure what would be different than any other monster race, though.

Good point, alright. What LA would you suggest?

As for rules for droid PCs, It just seems odd to me that physically, droids of the same model would have different ability scores. Golems and constructs are hand made, and each has that bit of uniqueness, but droids are being churned out in mass numbers in factories.

I just thing there needs to be a mechanical thing (what sort of thing, I don't yet), or a fluff reason.

Admiral Squish
2011-01-12, 06:17 PM
Good point, alright. What LA would you suggest?

As for rules for droid PCs, It just seems odd to me that physically, droids of the same model would have different ability scores. Golems and constructs are hand made, and each has that bit of uniqueness, but droids are being churned out in mass numbers in factories.

I just thing there needs to be a mechanical thing (what sort of thing, I don't yet), or a fluff reason.

Hmm. Well, in this star wars game I played in, you could choose to be factory-standard, generate your own mental scores and keep the standard physical ones, generate your physical scores and keep the standard mental ones, or be fully customized. The PCs got to choose which and got certain benefits based on their choices. I ended up going with standard physical and generated mental. My character was a generator droid engineer with a custom brain, able to power his own creations.

LOTRfan
2011-01-12, 06:25 PM
Hmm. Well, in this star wars game I played in, you could choose to be factory-standard, generate your own mental scores and keep the standard physical ones, generate your physical scores and keep the standard mental ones, or be fully customized. The PCs got to choose which and got certain benefits based on their choices. I ended up going with standard physical and generated mental. My character was a generator droid engineer with a custom brain, able to power his own creations.

That's pretty cool. I'll have to do something along those lines.

Silverscale
2011-01-12, 06:39 PM
Yeah don't forget that even though C-3PO looks like other protocol droids (except of course he's gold not silver) he is anything but factory standard given the fact that he was put together from parts by Anakin and is therefore pretty much completely custom.

Admiral Squish
2011-01-12, 09:50 PM
Anyways, hunting through youtube for videos of the district 9 mech's abilties. So far, I see a mid-range electro-death-shot-thing, a long-range slugthrower of some sort, the ability to stop, then reflect projectiles, the ability to pick up and throw any (medium or smaller?) object, a nasty slam attack (Maybe awesome blow or a knockback effect?), some missiles, a lightning cannon... this thing is tricked OUT.

Also, I was thinking of brewing up a 'base' droid for each category, then maybe expanding the list a bit later. Of course, we can't go without astromech and protocol droids, either. I think I might steal a couple ideas for droid designs off a star wars D20 book I've got stashed away.

LOTRfan
2011-01-12, 11:12 PM
I own a copy of The New Essential Guide to Droids (http://starwars.wikia.com/wiki/The_New_Essential_Guide_to_Droids). That has roughly 100 droid types, along with many unique droid characters. That, combined with your d20 books, opens up a large amount of opportunities.

Yes, the District 9 mech is tricked out. I'm sure it will be cool. :smallbiggrin:

A base unit for each subtype would make sense. Maybe as a starting point for future droid types and custom, player-made droids (like C-3PO).

Admiral Squish
2011-01-12, 11:59 PM
I own a copy of The New Essential Guide to Droids (http://starwars.wikia.com/wiki/The_New_Essential_Guide_to_Droids). That has roughly 100 droid types, along with many unique droid characters. That, combined with your d20 books, opens up a large amount of opportunities.

Yes, the District 9 mech is tricked out. I'm sure it will be cool. :smallbiggrin:

A base unit for each subtype would make sense. Maybe as a starting point for future droid types and custom, player-made droids (like C-3PO).

The D-9 Battlesuit is posted! I fluffed it as a relic the Illithid brought to the world from their home planet, instending to use it as a force multiplier. One soldier becomes the equivalent of several dozen. Seriously, this thing will just wreck your day in new and interesting ways.

Anyways, I was wondering if someone could go over the rules I've created and, now that we have some examples and a bigger picture to look at, tell me how I'm doing in general.

Admiral Squish
2011-01-13, 07:21 AM
Added Guardian Thorns, a swarm homunculus that fits the spikey soldier thing you mentioned before. Not sure what I should charge for it, though... Anyways, I like the idea. Basically a bajillion tiny caltrop-constructs.

LOTRfan
2011-01-13, 08:10 PM
The D-9 Battlesuit is posted! I fluffed it as a relic the Illithid brought to the world from their home planet, instending to use it as a force multiplier. One soldier becomes the equivalent of several dozen. Seriously, this thing will just wreck your day in new and interesting ways.

:smallbiggrin:
...
I cannot add anything else. It is awesome, heavily armed, and all in all well done.


Anyways, I was wondering if someone could go over the rules I've created and, now that we have some examples and a bigger picture to look at, tell me how I'm doing in general.

I think its pretty good. The rules you established allows people to use these massive vehicles without being invulnerable, which is a plus compared to most rules I see concerning this.

Personally, I like the rule about using which ever dexterity score is lower, the pilot's or the mech/vehicle's, because it emphasizes the maneuverability of the craft itself.


Added Guardian Thorns, a swarm homunculus that fits the spikey soldier thing you mentioned before. Not sure what I should charge for it, though... Anyways, I like the idea. Basically a bajillion tiny caltrop-constructs.

Pretty cool. You know, I can't think of any cool construct swarms besides this one, which is disappointing, to say the least. :smallfrown:

Anyway, I'll see if I can help out with the price later tonight (along with the prices for the components and stuff). Just keep in mind that I am not exactly great at this.

Ziegander
2011-01-13, 08:47 PM
Slugthrower:
The slugthrower is a rapid-fire weapon with a range increment of 50 feet. If you hit, roll 1d4 to determine the number of shots that hit the target. Each shot deals 2d6 points of damage.

This is comparable to a Fire Giant's Rock Throwing ability. The average damage is around the same, but the maximum damage is much higher, and finally it's range increment is more than halved. Of course, the D-9 can full attack with this and the Fire Giant can't full attack with a thrown rock (for whatever reason). I'd say since the Fire Giant is CR 10 and this is supposed to be CR 8 that this is a bit too powerful. 1d6 shots each dealing 1d6 damage and no full attack is probably more balanced.


Tesla Rifle:
Firing the teals is a standard action. Make a ranged touch attack with a range of 100 feet. The target takes 2d6 electricity damage, then 5d6 untyped damage as the energy disrupts their internal organs. A target that dies from the teals rifle explodes in a shower of blood and gore.

This also seems too powerful. A 7d6 ranged touch attack is a lot for a CR 8 to be throwing around. I'd add a Fort save to negate the 5d6 extra damage.


Missiles:
As a standard action, a D-9 can fire up to six missiles at a time. Each missile is a ranged touch attack with a range of 60 feet. The target takes 1d8 damage if the attack is successful even if the attack misses, the missile explodes, dealing 2d6 fire damage to all creatures within 5 feet of the target. The pilot may fire all these missiles at one target, or divide them up as he chooses. The D-9 is loaded with 12 missiles, and replacement missiles cost 100 GP.

This is pretty much insane for a CR 8 to be doing. We have an attack capable of dealing 12d6 automatic damage to the target and all creatures within 5ft of it, and if the missiles actually hit that's 6d8+12d6 fire. I think you need to reduce the number of missiles it can fire at once to 4 and allow a Reflex save to halve the Fire damage.


Bolt Returner:
As a standard action, the D-9’s pilot may raise a protective field around itself for the next round. All ranged attacks made against the D-9 are negated. At the beginning of the next round, the D-9 may make a single ranged attack roll as a swift action and hurl all the stopped rounds back at his attackers.

At-will, better than Protection from Arrows is pretty nuts. Also, the swift action rebound effect doesn't really make any sense to me. Say you activate the field and then before your next turn three creatures attack you. One of them attacks with a crossbow, another attacks with a hurled boulder, and the third attacks with scorching ray firing two rays at you. On your next turn, you spend a swift action and make a single ranged attack roll. What is your attack bonus for this single attack roll? Who do you actually hurl the rounds back at? Their original attackers, anyone you want? Are the rebounded scorching rays touch attacks when they are rebounded or not? Too many unanswered questions.

*****

All in all the D-9 seems more like a CR 10 monster to me, and really if you just upped its HP, attack bonus, and saving throws its capabilities are in line with CR 11 or 12 critters.

Admiral Squish
2011-01-13, 10:11 PM
Well, First, here's (http://www.youtube.com/watch?v=T_AaBbnBbms) the scene I'm basing all of this off.


This is comparable to a Fire Giant's Rock Throwing ability. The average damage is around the same, but the maximum damage is much higher, and finally it's range increment is more than halved. Of course, the D-9 can full attack with this and the Fire Giant can't full attack with a thrown rock (for whatever reason). I'd say since the Fire Giant is CR 10 and this is supposed to be CR 8 that this is a bit too powerful. 1d6 shots each dealing 1d6 damage and no full attack is probably more balanced.

Well, as show in the video, the slugthower isn't quite as fast as a machine gun, but each shot does significantly more damage. Since the machine gun on the warthog deals 1d6/1d6, I figured it would make sense to have less shots, but more damage/shot. I could bump the CR up a notch or two, though, to compensate


This also seems too powerful. A 7d6 ranged touch attack is a lot for a CR 8 to be throwing around. I'd add a Fort save to negate the 5d6 extra damage.

Maybe fort half would be best, yeah.


This is pretty much insane for a CR 8 to be doing. We have an attack capable of dealing 12d6 automatic damage to the target and all creatures within 5ft of it, and if the missiles actually hit that's 6d8+12d6 fire. I think you need to reduce the number of missiles it can fire at once to 4 and allow a Reflex save to halve the Fire damage.

I forgot the reflex half, yeah. I thought I put it in there, but I guess I missed it. I could lower it to four missiles, though.


At-will, better than Protection from Arrows is pretty nuts. Also, the swift action rebound effect doesn't really make any sense to me. Say you activate the field and then before your next turn three creatures attack you. One of them attacks with a crossbow, another attacks with a hurled boulder, and the third attacks with scorching ray firing two rays at you. On your next turn, you spend a swift action and make a single ranged attack roll. What is your attack bonus for this single attack roll? Who do you actually hurl the rounds back at? Their original attackers, anyone you want? Are the rebounded scorching rays touch attacks when they are rebounded or not? Too many unanswered questions.

Well, protection from arrows doesn't require a standard action every round to maintain, either. A ranged attack roll is a ranged attack roll. BaB+dex+any other attack bonuses. It does NOT affect medium or larger objects thrown, or touch attacks, just physical projectiles. It reflects the rounds back at the ones who launched them. I'll be sure to go and clarify this.


All in all the D-9 seems more like a CR 10 monster to me, and really if you just upped its HP, attack bonus, and saving throws its capabilities are in line with CR 11 or 12 critters.

Hmm. I think I'm just going to take the CR up to 10. The suit was tough, but not THAT tough.

Jota
2011-01-14, 12:08 AM
This also seems too powerful. A 7d6 ranged touch attack is a lot for a CR 8 to be throwing around.


Um... what?

7d6 damage averages out to 24.5 damage. Considering nearly everyone plays with either maximum of average hit points per die, most level eight characters will have between 41 (the wizard, using average hit points except at first and 14 Constitution) and 112 (barbarian with maximum hit points and 14 Constitution). More realistically, most people have d8 hit dice on average, since d6 and d4 do exist, but warblade, Spirit Lion barbarian, and fighter are popular dips, with about 14 Constitution (because that's a number pointbuy favors), so let us say for a moment that the average 8th level character will have about 56 hit points. So this creature can, on average, do just under enough to two-shot an "average" PC.

Now, an rogue 8 with Two-Weapon Fighting has +6/+6/+1 base attack routine, an since he'll be flanking with a Dexterity of 24, probably, his full attack will probably look something like +11/+6 and +9, and he adds 4d6+8 on each of those attacks with Craven. Now this is not wholly optimized, but if you're wielding acid flasks/Greek fire (admittedly expensive, but you're saving a craptonne by not having magic weapons, and wealth is a river), those are also ranged touch attacks, just like the one's you're complaining about, except the rogue is doing 12d6+24 (plus the base acid damage, so an extra 3d6, for a grand total of 76.5 on average. Now, the creature in question is a construct (with about 85 hit points on average), so with Penetrating Strike this becomes a mere 54.5, but on everything that's not a construct/undead/whatever, it's nearly the full 80.

A straight-up Whirling Frenzy barbarian 8 with the Spirit Lion Totem attacks at +6/+6/+1, and he charges with Shock Trooper with a final routine of something like +19/+19/+14 (9 Strength, 2 charging, 2 weapon). If it's a -8 penalty on attack rolls (assigned to AC, you might be able to do more, can't remember if PA is limited to BAB right now) with Leap Attack, that's what, an extra 24 damage per attack (depending on your interpretation)? So again, 72 damage set in stone, more or less, before rolling any damage dice.

These are solid, tier three/rogue level/whatever options, not even going into god/clerk/drood territory, so... yeah. Dunno what you're on about, but... yeah.

Ziegander
2011-01-14, 01:48 AM
I'm comparing it to existing CR 8 or CR 10 monsters. I'm all about upping the ante on giving character classes solid, tier 3, level appropriate options, including damage dealing, but when it comes to designing monsters I try to keep things in line with comparable CR'd abilities. 7d6, an average of around 25 damage, as a ranged touch attack is quite large for a CR 8 to be able to throw around at will.

Also, your examples are both using full attacks and both using melee, non-touch attacks. Let's try to play the same game here.

Jota
2011-01-14, 08:19 AM
I'm comparing it to existing CR 8 or CR 10 monsters. I'm all about upping the ante on giving character classes solid, tier 3, level appropriate options, including damage dealing, but when it comes to designing monsters I try to keep things in line with comparable CR'd abilities. 7d6, an average of around 25 damage, as a ranged touch attack is quite large for a CR 8 to be able to throw around at will.

Also, your examples are both using full attacks and both using melee, non-touch attacks. Let's try to play the same game here.

The quoted attack was a standard action. Since your limited to one standard action or one full attack in a round, the comparison seemed more than fair to me. Also, the rogue is using ranged touch attacks. That's made quite clear in my post. It requires grease, acting in the first turn, a ring of blinking, or similar methods, but it works. Wraithstrike on your physical attack routine can do the same. Furthermore, the nature of the attack rolls isn't particularly relevant. It's simply about DPR. Range, however, does matter, but 100' isn't exactly a monumental hurdle to overcome.

Looking through CR 8 monsters, they fall into five categories.

Category 1 - Flight and **** You - Elder Arrowhawk, Efreeti
Category 2 - Grapplelol - Athach, Behir, Dire Tiger
Category 3 - Save or Fellate Me - Advanced Mummy, Bodak
Category 4 - [Awesome] Subtype - Brass, Blue Dragons
Category 5 - Miscellanea - Dark Naga, Destrachan

In short, these play out (mostly) like this:

Category 1 - Better be flying too. Or have a damned awesome ranged attack.
Category 2 - Kite or die.
Category 3 - Save or fellate.
Category 4 - Guess.
Category 5 - The destrachan has an at will, 80' cone, 6d6 breath weapon (Reflex half). The naga has scorching ray, which is, wait for it... an 8d6 ranged touch attack.

Now, I don't really feel the need to continue this, but 8th level monsters are generally capable of some all right ish, and if they're not, they can do other ish. Like fly. So I think you'll find 7d6 is really quite average in terms of those monsters who will actually fight you instead of kiting or be subject to said same tactic.

Cidolfas
2011-01-14, 10:18 AM
If you're giving a save (more commonly Reflex saves due to the seemingly huge number of characters with evasion at low levels) against an attack that scales by d6's (such as a breath weapon), it actually makes more sense to give double the base damage so that you actually have a high damage amount to offset things totally avoiding it with evasion and taking a reduced effect with Improved Evasion. Or else its damage ceases to be credible. This can be said for both characters and monsters, but I'll keep it with monsters for now.

Dragons, for example, uniformly have damaging breath weapons that deal around 2 damage dice per dice category (less in the case of the white dragon, which only deals 1 damage die per size category, making it weaker than cone of cold), which in most cases equates to one damage die per CR of the dragon. Assuming you don't have evasion at all, the damage dealt is reduced by half if you make a Reflex save. If the damage were increased to four damage dice per size category, their breath weapon would actually be a viable option instead of perhaps the worst one they have after spells and grappling/natural attacks.

Now, on ranged touch attacks, 1d6 damage per character level or CR of a monster as a standard action should be standard assuming no save is offered (such as the orb spells, although their damage unnecessarily caps at Caster Level 15). This is what the warlock's eldritch blast should look like, really, or else it has no value unless it is optimized to add EB damage to every attack. But when a save is offered, the damage has to increase. There's a precedent for this set by Wizards: the disintegrate spell, which deals 2d6 damage per caster level on a ranged touch attack and offers a save for reduced damage. So offering the higher damage is definitely feasible in my opinion (it could even be bumped up one more die to make it even at CR 8).

On a final note, you could probably also throw in the Bodak and Gorgon under the "save-or-fellate" column. Save to avoid death or permanent petrification is a pretty big deal, I think.

Admiral Squish
2011-01-14, 05:31 PM
Maah, this thing is stirring up a surprising amount of controversy...

I'm going to edit it once again, it seems.

Also, does anyone else have requests for monsters/devices/vehicles/specific droids/mecha?

Also, do you think Robotech fighters would be [vehicle] or [piloted]?

Silverscale
2011-01-14, 09:15 PM
Has any one come up with a way to Homebrew using Spiral Energy like they have in Gurren Laggan?

Elfstone
2011-01-14, 09:39 PM
Courtesy of The mag king, here it is. spirally stuff (http://www.giantitp.com/forums/showthread.php?t=176262)

The-Mage-King
2011-01-14, 09:49 PM
Courtesy of The mag king, here it is. spirally stuff (http://www.giantitp.com/forums/showthread.php?t=176262)

*Twitch*

The Mage King; Noun. Thing with a hair trigger temper. Dislikes his name being misspelled, even when it's promoting his own work. Reminds people that you capitalize all words in his name. Presumed to have levels in Rage Mage.




*Twitch*

Yeah, I noticed how psionics could be best used to represent Spiral Energy (or, for that matter, any other type of energy used by Shonen heroes.). And I figured that maneuvers would be a fun addition, so I made that.

Also, Krimm made other gunmen (http://www.giantitp.com/forums/showthread.php?t=105858), with an ability that works.

Elfstone
2011-01-14, 09:57 PM
*Twitch*

The Mage King; Noun. Thing with a hair trigger temper. Dislikes his name being misspelled, even when it's promoting his own work. Reminds people that you capitalize all words in his name. Presumed to have levels in Rage Mage.




*Twitch*

Yeah, I noticed how psionics could be best used to represent Spiral Energy (or, for that matter, any other type of energy used by Shonen heroes.). And I figured that maneuvers would be a fun addition, so I made that.

Also, Krimm made other gunmen (http://www.giantitp.com/forums/showthread.php?t=105858), with an ability that works.
Yes, well I saw your signature, and well... It was to tempting.

I do like the psionic aspect of the homebrew. Quite clever.

The-Mage-King
2011-01-14, 10:00 PM
Yes, well I saw your signature, and well... It was to tempting.

You mean that it was leading you towards tempting?

If not, then you meant "too". [/GrammarPolice]

Welknair
2011-01-15, 06:56 PM
Wow, how have I not read this before? This is quite the expansion on basic construct system, and I look forward to reading it more thoroughly.

I've been making a comprehensive Magitech System for D&D 3.5 (http://www.giantitp.com/forums/showthread.php?p=10168891#post10168891) which is placed before the creation of the True Warforged, but allows for all sorts of neat technological doohickies, including Mechs. It may provide some inspiration.

Admiral Squish
2011-01-16, 12:13 AM
Sorry I was silent for most of today/yesterday. I was stranded off in the land of no internet, and was forced into a long, perilous journey to come back.

Anyways, looking at the Ganmen subtype, looks surprisingly similar to my own ganmen as a final product. Though, my fighting spirit ability is passive and constant, while that one's is an active ability that causes you to take cha damage.

Also, I've glimpsed the Magitech D&D thread, though I haven't really given it a really deep look-through, though I will now.

Welknair
2011-01-16, 11:08 AM
Pardon me if this has been discussed, but how would these feature in a game? Would it be an entire game world based off of this, or would there be a scattering? How would having Mechs fit in with Wizards?

The Warforged Expansion seems like it could be easily added to almost any campaign, but adding Halo and Starwars Vehicles and Mechs is a little out of place, in my opinion.

Also, how does a medium-sized creature fit in a medium-sized suit? (Besides Ironman)

LOTRfan
2011-01-16, 11:18 AM
Pardon me if this has been discussed, but how would these feature in a game? Would it be an entire game world based off of this, or would there be a scattering? How would having Mechs fit in with Wizards?

I'd suggest either a steampunk campaign where this stuff is powered by magic, and artificers are the dominant magic-users.


The Warforged Expansion seems like it could be easily added to almost any campaign, but adding Halo and Starwars Vehicles and Mechs is a little out of place, in my opinion.

I cannot speak for Admiral Squish, but I just sort of viewed those as a "just for fun" sort of homebrew. Perfect for Star ars Campaigns if you do not want to use Saga, though. Same with the Halo vehicles.


Also, how does a medium-sized creature fit in a medium-sized suit? (Besides Ironman)

... Magic!

.... Technology?

... I don't know, maybe the machines are mostly hollow or something. I'll let the Admiral answer that.

Welknair
2011-01-16, 11:23 AM
Hmmm. I guess I could live with that.

As for the Starwars and Halo, wouldn't you want some classes to go along with the vehicles? It takes more than a vehicle system to recreate the Starwars or Halo settings...

I kinda want to go make myself a Warforged.

Elfstone
2011-01-16, 11:30 AM
Master cheif is obviously just a an epic stated lv 5 wiz with kick ass armor.

LOTRfan
2011-01-16, 11:38 AM
Hmmm. I guess I could live with that.

As for the Starwars and Halo, wouldn't you want some classes to go along with the vehicles? It takes more than a vehicle system to recreate the Starwars or Halo settings...

I kinda want to go make myself a Warforged.

Admiral Squish has stated an interest in piloting PrCs.

And Warforged are great, aren't they? :smallbiggrin:

Welknair
2011-01-16, 11:48 AM
If you like the cool tech-based stuff that's compatible with the base D&D 3.5, I'd suggest you check out the link in my sig. It explains the origin of the Warforged, is generally a good read, and needs review.

I wonder how one of my Mechs would do against one of Squish's... Mine can fire Scorching Rays. :smallbiggrin:

Admiral Squish
2011-01-16, 01:29 PM
Pardon me if this has been discussed, but how would these feature in a game? Would it be an entire game world based off of this, or would there be a scattering? How would having Mechs fit in with Wizards?

The Warforged Expansion seems like it could be easily added to almost any campaign, but adding Halo and Starwars Vehicles and Mechs is a little out of place, in my opinion.

Also, how does a medium-sized creature fit in a medium-sized suit? (Besides Ironman)

It's all a matter of fluff. For example, look at the D-9. The source material had nothing to do with illithids. But it seems like it fits, no? It'd basically be like that. You redesign them a little to fit whatever vision you have. Perhaps ganmen are giant construction machines from the days of the ancients. Perhaps the scorpion is actually a mechanical scorpion, the stinger replaced with the cannon and the claws with rapid-fire crossbows.

Well, yeah. If you drop an AT-AT into the elven capital for no reason, things get weird. Perhaps star wars walkers are the tools of an invading force from beyond the stars. You're basically playing the ewoks. You can't just plug and play a lot of these things, but if you set up the campaign right, then yeah, I wouldn't see much of an issue.

Well, if you want to be REALLY exacting, lagann would probably be medium with powerful build. Short, stubby arms and legs on a slightly larger-than-medium body. Plus, the actual interior is really sparse. It's basically a seat, a screen, and two handles.


I'd suggest either a steampunk campaign where this stuff is powered by magic, and artificers are the dominant magic-users.

I cannot speak for Admiral Squish, but I just sort of viewed those as a "just for fun" sort of homebrew. Perfect for Star ars Campaigns if you do not want to use Saga, though. Same with the Halo vehicles.

... Magic!

.... Technology?

... I don't know, maybe the machines are mostly hollow or something. I'll let the Admiral answer that.

Which reminds, I should do some work on that power-core thing suggested earlier. They could help explain How Things Work.

It is partially just for fun, though I will admit, it would be awesome to see some of this material get used in a real game.

It's mostly hollow, yeah. I don't think it could actually work in a practical way.


Hmmm. I guess I could live with that.

As for the Starwars and Halo, wouldn't you want some classes to go along with the vehicles? It takes more than a vehicle system to recreate the Starwars or Halo settings...

I kinda want to go make myself a Warforged.

Yes, there are two (Possibly three) classes in the works. One for [piloted], one for [vehicle] and one for constructs in general.

Feel free! I always enjoy seeing my work used.


Master cheif is obviously just a an epic stated lv 5 wiz with kick ass armor.

Mmm, nah. I'm thinking ranger, honestly... Crap. Now you've got me thinking and I'm going to have to make master cheif stats. Possibly a spartan template?


If you like the cool tech-based stuff that's compatible with the base D&D 3.5, I'd suggest you check out the link in my sig. It explains the origin of the Warforged, is generally a good read, and needs review.

I wonder how one of my Mechs would do against one of Squish's... Mine can fire Scorching Rays. :smallbiggrin:

Yours have scorching ray, mine have missiles. :smallamused:

Oh, that reminds, I need to make a feature that lets you embed wands into a construct so it can use them automatically without making checks.

Admiral Squish
2011-01-17, 01:00 PM
Ugh. I been quite busy today reviewing, editing, and trying to generally help out in the GitP monster competition, so I haven't made much progress. However, to keep this from dropping off the front page, I can show you what I HAVE done so far. I'm not exactly sure on the mechanics, but I'm working on it.


Spellbound Core
+/- Arcane Overchannel

Spiral Core
+ 3/day, add cha mod to any attack roll, damage roll, save, skill or ability check.
(-?) -2 to saves against morale, emotion and fear effects? (Not sure, I need something to represent an 'emotional vulnerability' thing.)

Searing Core
+Steam Jet: Breath weapon 1d4 fire/HD, 15 ft cone
-Must be ‘fed’ coal each day, costing 10 GP/HD (too much cost? Too little?

Shocking Core
+Conductive: Immunity to Electricity. Any damage the construct would take is instead channeled into a pool with a maximum size equal to 5x HD. This pool can be discharged as a melee touch attack that deals electricity damage equal to the number of points in the pool and resets the pool o 0.
-Must ‘charge’ each night for 4 hours in a state superficially resembling sleep.

LOTRfan
2011-01-17, 09:08 PM
I know you've been looking for pricing help, so I'll take a swing at it. Homunculus, I've guesstimated (this comes up as a real word in the grammar check :smallsigh:), is roughly 850 gp and 68 XP.

Admiral Squish
2011-01-18, 08:03 AM
And I'm going to take your word for it. :smallamused:

Also, I'm looking through MoI, and I can't find a hard-and-fast description of what necrocarnum IS. It just just gets described as evildarkspookybadstuff whenever it's mentioned. I'm trying to make incarnum/necrocarnum cores, and I can't do either until I find something on it.

Also, some new, vague ideas that have ocurred to me:

Shield Generator feature. Grants a scaling amount of temporary HD that slowly regenerates each turn.

A quartet of constructs, possibly [piloted]. It's actually two pairs. Each pair has an attacker and a defender, but while one pair is traditional construct, the other is druidic. The traditional attacker is a sort of harvester/lumberjack device. The druidic defender was created to stop these things and protect the forest. Then they made the druidic attacker, which is designed to destroy constructs and structures and drive out the interlopers. In response, they produced the traditional defender, to hold back the druid's assault. These ideas sorta came to me while I was brainstorming for the latest monster competition, and while they weren't my contest pick, I still want to see them made.

Transformers

Voltron

Robotech

A colossal [piloted]. I want something capable of fighting giant monsters on equal terms.

MOAR VEHICLES. Fighter jets, cars, construction vehicles?

LOTRfan
2011-01-18, 06:19 PM
The druidic defender/attack sounds awesome, I'd like to see that.

As for vehicles... Ever watched BSG? Regardless, I'd like to see fighter planes as well.

Admiral Squish
2011-01-18, 09:18 PM
The druidic defender/attack sounds awesome, I'd like to see that.

As for vehicles... Ever watched BSG? Regardless, I'd like to see fighter planes as well.

Of course, I literally have no more detailed ideas than just attacker/defender. This is the very, very beginning of an idea.

As for BSG, I have not, sadly. I will be doing fighter planes, though.

Also, I'm ALMOST done with cores. I'm still stumped on advantages for the wood, divine, clockwork, and incarnum cores.

jojolagger
2011-01-18, 11:10 PM
Also, I'm ALMOST done with cores. I'm still stumped on advantages for the wood, divine, clockwork, and incarnum cores.

Wood= really light? sounds lame. Dryad
Divine=Lay on hands?
Clockwork= X/day, may fire a bolt fast via a set of springs, dealing HDd4 damage, must be wound up for 1/hour every day?
Incarnium= basic incarnium ability?

The-Mage-King
2011-01-18, 11:16 PM
Also, I'm looking through MoI, and I can't find a hard-and-fast description of what necrocarnum IS. It just just gets described as evildarkspookybadstuff whenever it's mentioned. I'm trying to make incarnum/necrocarnum cores, and I can't do either until I find something on it.

Alright, I'll give you a quick, made up on the spot definition with some help from MoI's description in the blurb before the Necrocarnate PrC- the power of tourtured souls. It basically says that even Evil (with a capital E) Incarnum users hate Necrocarnates, due to them (Necrocarnates) actually burning through pure souls for power. So... Tourtured Souls. (http://tvtropes.org/pmwiki/pmwiki.php/Main/PoweredByAForsakenChild)

Admiral Squish
2011-01-19, 01:38 AM
Wood= really light? sounds lame. Dryad
Divine=Lay on hands?
Clockwork= X/day, may fire a bolt fast via a set of springs, dealing HDd4 damage, must be wound up for 1/hour every day?
Incarnium= basic incarnium ability?

Hmmm, but what part of the dryad? Tree stride? Speak with plants?
Lay on hands is already taken by the positive energy core.
Well, that's not really a function of the core itself, however. Steam gives you a steam breath weapon, but that's sort of core-related I think.
So, like, a bonus essentia or something?


Alright, I'll give you a quick, made up on the spot definition with some help from MoI's description in the blurb before the Necrocarnate PrC- the power of tourtured souls. It basically says that even Evil (with a capital E) Incarnum users hate Necrocarnates, due to them (Necrocarnates) actually burning through pure souls for power. So... Tourtured Souls. (http://tvtropes.org/pmwiki/pmwiki.php/Main/PoweredByAForsakenChild)

Okay, so necrocarnum is souls in the process of being tormented? I can work with that... Oooh, perhaps something like soulreaving aura?

jojolagger
2011-01-19, 10:01 AM
Hmmm, but what part of the dryad? Tree stride? Speak with plants?

No, an actual Dryad.


Lay on hands is already taken by the positive energy core.
Then casting as a cleric of HD/X.


Well, that's not really a function of the core itself, however. Steam gives you a steam breath weapon, but that's sort of core-related I think.
Use of energy from the core to do damage, and the only thing I could think of.



So, like, a bonus essentia or something?

Yeah.

Admiral Squish
2011-01-19, 10:11 AM
No, an actual Dryad.


Then casting as a cleric of HD/X.


Use of energy from the core to do damage, and the only thing I could think of.


Yeah.

A dryad companion? That's... That's kinda awesome. I could certainly see a liveoak construct being made of a dryad's tree, which would definitely allow the dryad mobility. However, I think that's been done before. I can't recall the name exactly, but it was actually a treant/dryad combo. Also, no, because that's way too powerful. The cores are supposed to be relatively minor benefits.

Also no, since a warforged could get it's hands on these, and I REALLY don't want to give away free spellcasting. Plus, mindless constructs probably wouldn't know what to do with it.

Hmm. Maybe if I... *Strokes chin*

Yeah, I already finished that one at this point.

Admiral Squish
2011-01-19, 10:36 AM
Alright, cores are finally finished! I'm going to go pop over to my totem barbarian thread and make a totem or two, but I'll be back to make the big three RL vehicles: Cars, bikes, and planes.

Here's the cores. I posted them up in the first post at the bottom of 'features'.
Cores
When crafting a construct, the crafter may choose to replace the traditional construct core with a different sort of core. These cores have a number of effects, and often require the construct to be designed around the core in question, but they provide unique benefits to the constructs including them. Cores are generally around the size of a large fist, and sit well-protected deep in a construct’s chest.

Spellbound Core
This core is a six-inch cylinder, with a dozen parallel band wrapped around it. The ends are open, each opening ringed with a circle of geometric lines. Each band has several dozen runes scribed into it, circling around the tube. When installed properly, the runes glow a faint blue and begin generating pulses of energy that shoot out each end of the cylinder.

A construct with this core gains the ability to tap into it’s arcane lifeblood to empower it’s arcane spells and spell-like abilities. When using an arcane spell or spell-like ability, the construct may choose to increase it’s caster level for the effect by one and take 1d8 points of damage. If the construct has more that 8 HD, it may increase it’s caster level by two and take 2d8 points of damage, and if it has more than 15 HD, it may increase it’s caster level by 3 and take 3d8 points of damage. This caster level increase increases all caster level related effects, including range, damage, duration, and overcoming spell resistance.
(Price?)
Spiral Core
This core is a pointed cone of gold, etched with a spiral that goes down the length of it, all the way from the tip to the base. It glows softly from within, and the base is set into an angular, metallic seat. When installed properly, the cone begins to spin, slowly at first, then faster and faster, the glow brightening until it’s almost painful to look at.

Three times per day, a construct with this core may add it’s charisma modifier as a morale bonus to any attack roll, damage roll, save, skill check, or ability check. However, constructs with this core are more vulnerable than others, taking a -2 penalty to saves to resist charm, morale, fear, and emotional effects.
(Price?)
Searing Core
This core requires the most custom work to accommodate. Constructs with this core are usually made of brass and bronze, and bear chimneys or vents that constantly belch steam. This core involves a fist-sized mass of elemental fire, a coal chamber, and a boiler that powers the construct. Simple constructs with this core often have a locking grate over their abdomen that allows the coal that fuels them to be shoveled directly in, while more complex ones often will mimic eating the coal.

A construct with this feature gains a breath weapon attack that takes the form of a 15-foot cone of scalding steam and deals 1d4 points of fire damage for every hit die the construct possesses, allowing a reflex save for half damage (DC 10+wis+½ HD). After using this attack, the construct may not use it again for 1d4 rounds. However, a construct with this core must consume an amount of coal each day. One day’s coal costs 10 GP and weighs one pound for a medium construct. For every size category larger than medium, the amount doubles. For every size category smaller than medium, the amount is halved.
(Price?)
Shocking Core
This core is a cylinder of tightly-coiled wire around a central mass. When installed properly, the core begins to spin rapidly, and electricity arcs between the wires around the edge.

A construct with this ability is fitted with conductive plates. These plates grant the construct electricity resistance 5 +5 for every 5 HD it possesses. Any points of electricity damage negated by this resistance are funneled into a pool of points, with a maximum size equal to 5x the construct’s HD. If a construct with this core hits with a natural weapon, unarmed strike, or a melee touch attack, it may choose to expend any number of points in its pool to deal an equal amount of electricity damage to the target. The construct may divide up these points as it wishes. However, a construct with this core is not as efficient as most. A construct with this feature must enter a state resembling sleep for four hours each day to charge.
(Price?)
Clockwork Core
A construct with this core is powered by gears, springs, levers and pulleys. Constructs of this sort constantly produce a low sound of grinding gears, shifting metal-on-metal, and the periodic twang of a spring. The core of such a construct is a specially enchanted gear, about six inches across, ringed with teeth and emblazoned with runes on both sides. Once set in place, the gear turns a slow but steady pace, ticking softly.

A construct with this core can choose to deal 2d6 additional damage on any melee attack as a free action. However, the construct takes 1d6 damage whenever he uses this ability, as the additional surge of power wears on the joints and gears and strains springs. This damage cannot be reduced by damage reduction or any other method, and is always lethal damage.
(Price?)
Soulbound Core
This core is compsed of a thick-walled glass cylinder filled with an eternally roiling sapphire mist. Both ends are capped off with brass, and a single glyph on each ends maintains the core’s integrity. When properly installed, the mist glows softly inside the chest, and periodically the mist shapes itself into faces of men and beasts.

A construct with this core has it’s essentia pool permanently increased by 1. If it doesn’t have an essentia pool, this core grants it one with a single point of essentia.
(Price?)
Soulburn Core
This core closely resembles the soul bound core, but the roiling mist is instead a deep purple, and the faces it shapes itself into are screaming in pain. Over time, the core’s mist grows thinner, and needs to be replenished by using the core’s ability.

A construct with this core can spend a swift action to deal 1 damage to all living creatures within 15 feet that are at or below -1 HP, stealing a tiny fragment of their soul to fuel it’s core. If the construct kills a creature with this ability, it gains temporary HP equal to the creature’s HD. These temporary hit points fade after one round.
(Price?)
Atomic Core
This core is a basketball-sized shell of lead surrounding the true core, a fist-sized mass of relatively unremarkable metal. The core sprouts a number of connections and valves and sports a small window of specially-treated glass that opens onto the core, allowing it to be observed while the core is exposed. The core is remarkably volatile, but it can provide impressive power to the construct.

A construct with this core gains a +2 bonus to strength. However, when a construct with this core dies, it explodes violently. All creatures within 30 feet (+10 feet per size category larger than medium) take 1d6 force damage for every 2 HD the construct possesses. In addition, the creatures take 1d6 points of fire damage for per HD it possesses. Targets may make a reflex save (DC 15+½ HD) to halve the fire damage, but not the force damage.
(Price?)
Life Core
This core is a living heart in a glass globe. The heart floats in fluid infused with positive energy and the beating heart provides the energy for the construct. A construct with this core gains some semblance of true life.

A construct with this core is healed normally by positive energy, and takes normal damage from negative energy. The construct also gains the ability to heal as positive enrgy floods it’s body. It gains the lay on hands ability, as though it were a paladin of a level equal to it’s HD. This connection to life makes the construct vulnerable, however, and it is not immune to death and necromancy effects.
(Price?)
Death Core
This core consists of a necrotic heart in a glass globe. The heart is suspended in a fluid infused with negative energy, and gains a semblance of unlife. The heart beats, pumping negative energy all through the body of the construct.

A construct with this core is healed by negative energy and damaged by positive energy, like an undead creature. The construct can also inflict harm with a touch, gaining the deadly touch ability, as though it were a paladin of tyranny (http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinofTyrannyClassF eatures)of a level equal to it’s HD. The connection to undeath, however, makes in vulnerable to turning and rebuking like an undead creature.
(Price?)
Mindgem Core
This core is a fist-sized, flawless crystal bound tightly in a coiled wire cage that holds it in place. The core glows faintly from within. A construct with this core often incorporates crystal into it’s construction somehow.

A construct with this core gains a pool of power points equal to 2 per HD. In addition, the construct acts as a living cognizance crystal, storing up to 1 PP for every 2 HD it possesses. However, a construct with this core is vulnerable to mind-affecting spells and abilities.
(Price?)
Solar Core
This core is simple metallic cylinder, but it is connected to a number of black, glossy plates on the shoulders, head and back of the construct. These plates convert sunlight to energy, granting the construct additional energy while operating in such conditions.

A construct with this core gains a +1 bonus to attack and damage rolls, as well as saves, skills and ability checks while in areas of direct sunlight due to the excess energy. However, in areas of shadowy or darker illumination, they instead take a -1 penalty to the same rolls.
(Price?)
Wood Core
This core is a six-inch ball of living wood embedded in the heart of many druidic creations. When not installed, the core is a featureless orb but for a single pair of tiny leaves emerging from the top. The wood is green and vital, but clear of bark. When installed properly, the core rapidly extends roots into the construct’s body.

A construct with this core bears a deep bond with nature. It gains the wild empathy ability as a druid of a level equal to it’s HD. In addition, if the construct possesses at least 5 HD, it may use speak with animals and speak with plants as spell-like abilities at will. However, the construct becomes vulnerable to spells or abilities that would affect creatures of the plant type.
(Price?)
Sanctified Core
This core is usually comprised of a mechanized prayer wheel or a wheel of divine scriptures, set in the core of the construct. When properly installed, the core spins and the words of the prayers glow. The construct is constantly accompanied by the faint sound of soft prayer and whispered sermons.

A construct with this core becomes aligned, gaining one of the following subtypes: [Evil] [Good] [Lawful] or [Chaotic]. In addition, any attack the construct makes against a creature of an alignment opposed to it’s subtype deals an additional 1d6 points of damage.
(Price?)

Elfstone
2011-01-19, 12:24 PM
Atomis is undoubtedly the strongest(love it), and everything above it is pretty weak. Especially the soulbound one. 1 essentia? what can you do with that? the psionic version gives many more powerpoints. Admitted im not an expert in incarnum but it sounds weak to me.

Admiral Squish
2011-01-19, 01:08 PM
Atomis is undoubtedly the strongest(love it), and everything above it is pretty weak. Especially the soulbound one. 1 essentia? what can you do with that? the psionic version gives many more powerpoints. Admitted im not an expert in incarnum but it sounds weak to me.

Well, they were originally intended so a warforged character or a character with constructs could apply these without seriously affecting CR/LA. I figure +2 str wouldn't really be game-breaking if using it carried a significant chance of your character's body exploding and taking out your teammates, as well as leaving any remaining allies without a body to resurrect.

As for incarnum/PP, they are very much not the same. A psion get 350 PP/day, BEFORE ability bonus points, at 20th. An incarnate gets 26 essentia at 20th. They are very different systems.

Admiral Squish
2011-01-19, 05:40 PM
Alright, posted motorcycle!

Also, I had an idea that since vehicles are mostly objects, then a convenient way to move them about would be under the influence of shrink item. So, I'm thinking a 'keystone chain' of some sort. Each one is keyed to a specific vehicle. Only the holder of the keystone can activate said vehicle, and the holder can 1/day shrink down his vehicle to fit on the chain so he can carry it around.

Silverscale
2011-01-19, 08:05 PM
Alright, posted motorcycle!

Also, I had an idea that since vehicles are mostly objects, then a convenient way to move them about would be under the influence of shrink item. So, I'm thinking a 'keystone chain' of some sort. Each one is keyed to a specific vehicle. Only the holder of the keystone can activate said vehicle, and the holder can 1/day shrink down his vehicle to fit on the chain so he can carry it around.

I like this idea although it would have to be pretty expensive.....though is you car afford the car in the first place.......anyway cool idea

Admiral Squish
2011-01-20, 04:40 PM
Alright, I also provided statistics for cars! This is built more to model muscle cars than lightweight cars. Because, frankly, muscle cars are more awesome.

Soulblazer87
2011-01-20, 05:48 PM
Well, I really like this but only have one problem; what is the 'standard' for the construct? Specifically the Warforged. For example, in the 'Core' section, you say that you can replace the existing, default, core with another. Which is a good and jolly idea. But, what do you LOOSE in order to gain these benefits? What's the 'default' core that is replaced?

Also, maybe making a PrC or three (one for casters, one for fighters and one for rogues) to mkae a construct out of a character would be usefull. For example, a human that starts replacing parts of him with costruct components.

There are a couple like that around the forums, I was just thinking of how YOU would do it so they would be compatible with your creation.

Admiral Squish
2011-01-20, 06:10 PM
All right, I just finished the fighter plane. Unfortunately, that kicked the whole 'one post for all constructs' thing out the window. It got too long, so I split it up into piloted/normal constructs and vehicles.


Well, I really like this but only have one problem; what is the 'standard' for the construct? Specifically the Warforged. For example, in the 'Core' section, you say that you can replace the existing, default, core with another. Which is a good and jolly idea. But, what do you LOOSE in order to gain these benefits? What's the 'default' core that is replaced?

Also, maybe making a PrC or three (one for casters, one for fighters and one for rogues) to mkae a construct out of a character would be useful. For example, a human that starts replacing parts of him with construct components.

There are a couple like that around the forums, I was just thinking of how YOU would do it so they would be compatible with your creation.

Well, generally speaking, most constructs tend to have a magical core of a nondescript variety (Mostly, I leave it up to the DM). It grants no benefits and no penalties, but it doesn't cost anything. Well, no more than it does to normally create the construct. The alternative cores cost extra and, as such, grant extra benefits.

I DEFINITELY like that idea. I'm going to have to make those, now.

LOTRfan
2011-01-20, 08:49 PM
Green Star Adept turns casters into constructs (despite its rather "meh" mechanics, I love it for the flavor).

Anyways, I made this D&D version of Adam from Buffy the Vampire Slayer. Is it any good? Also, I know I went beyond treasure by CR here, but hey, he's supposed to be a minor BBEG. This guy might use your core idea, cause I like how its looking so far.

EDIT: Just looked through your cores again. Atomic core, anyone? :smallamused:

http://images2.fanpop.com/images/photos/3000000/Adam-buffy-the-vampire-slayer-3094632-492-985.jpg
Adam
Medium Construct
Hit Dice: 6d10+26; Hit Points: 62
Initiative: +0
Speed: 20 ft.
Armor Class: 22 (+12 natural), touch 10, flat footed 22
Base Attack/Grapple: +4/+13
Attack: Slam +13 melee (2d6+9 damage)
Full Attacks: 2 Slams +13 melee (2d6+9 damage), or Claw +13 melee (1d6+7 damage)
Space/Reach: 5 ft./5 ft.
Special Attacks: -----
Special Qualities: Construct traits, Immunity to magic, damage reduction 15/adamantine, darkvision 60 ft., low-light vision, Powerful Build, Sneak Attack +3d6
Saves: Fort +2, Ref +2, Will +8
Abilities: Str 29, Dex 11, Con ---, Int 24, Wis 19, Cha 11
Skills: Decipher Script +16, Gather Information +13, Intimidate +9, Jump +48, Knowledge (The Planes) +16, Listen +13, Sense Motive +13, Search +16, Spot +13
Feats: Iron Will, Improved Toughness, Power Attack
Environment: Any
Organization: Solitary
Challenge Rating: 4
Equipment: Grafts (Enervating Arm*, Clawed Arm**, Plated Skin**, Springing Leg**; already in stats)
Alignment: Lawful Evil
*Libris Mortis
** Fiend Folio

A hulking mass of flesh can be seen on the battlefield. It is picking up pieces of several corpses, which it seems to be made out of itself. Despite this hideous appearance, it seems very meticulous in its work.

Adam is a complex creature, created by a mad fleshgrafter hired by a local kingdom to create a supersoldier. He was meant to rival the warforged in physical power and intelligence. The fleshgrafter went out of her way to make as many improvements to her “child” as possible, including pieces of beholders, fiends, and undead creatures in addition to standard humanoid body parts. Her hard work turned out to be the end of her, however, when her creation killed and dissected her to learn more about humanoid biology. After spending his first few days locked in the dungeon he was created in, he broke the locks containing him inside, and quickly learned he was the only one of his kind. After several more forced dissections, he discovered that his own anatomy was far more resilent than any of his component parts. From that point, he had a new mission in life: construct a race of constructs in his own image. To perform such a daunting task, Adam plans to open a portal to the Abyss in a heavily populated area. When the dust settles, he hopes enough bodies would have been produced to create his army of demonic cadaver golems.

Combat
Adam prefers to fight on his terms, in areas where he can put his grafts (particularly his Springing Leg) into good use. As a result, he often chooses areas with multiple levels where he can jump from one to another, squashing opponents from above.

Powerful Build (Ex): The physical stature of Adam lets him function in many ways as if he was one size category larger. Whenever a Adam is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), Adam is treated as one size larger if doing so is advantageous to him. Adam is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. Adam can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Immunity to Magic (Ex): Adam is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals cold or fire damage slows Adam (as the slow spell) for 2d6 rounds, with no saving throw. A magical attack that deals electricity damage breaks any slow effect on Adam and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause Adam to exceed its full normal hit points, it gains any excess as temporary hit points. For example, if Adam was hit by a lightning bolt, he would heal 3 points of damage if the attack would have dealt 11 points of damage. Adam gets no saving throw against attacks that deal electricity damage.

Enervating Slam (Ex): Twice per day, Adam may bestow a negative level to a target hit with his slam attack (Fortitude DC 14 negates).

Soulblazer87
2011-01-21, 01:53 AM
Yes, well, I know of the Green Star Adept (and its infamy), but the point is to make a PrC that is compatible with the tome of Iron. Maybe a PrC that allows you to change only parts of yourself, such as eyes or hands... Progressively getting more and more 'warforged-ized'.

A spellcaster could cast through runes embedded on the metal plates. A fighter type would more than likely just smash people's faces in while a rogue would depend on cloaking devices and the like.

Admiral Squish
2011-01-21, 07:01 AM
Yes, well, I know of the Green Star Adept (and its infamy), but the point is to make a PrC that is compatible with the tome of Iron. Maybe a PrC that allows you to change only parts of yourself, such as eyes or hands... Progressively getting more and more 'warforged-ized'.

A spellcaster could cast through runes embedded on the metal plates. A fighter type would more than likely just smash people's faces in while a rogue would depend on cloaking devices and the like.

Also, GSA is TERRIBLE. I'm going to be making a good version.

Although, there is the renegade mastermaker, which sort of does the spellcaster human-> warforged thing already, though I may fiddle with it...

LOTRfan, unfortunately, I haven't watched that much of buffy, so I really can't comment on Adam.

Stycotl
2011-01-21, 01:02 PM
Also, GSA is TERRIBLE. I'm going to be making a good version.

Although, there is the renegade mastermaker, which sort of does the spellcaster human-> warforged thing already, though I may fiddle with it...

LOTRfan, unfortunately, I haven't watched that much of buffy, so I really can't comment on Adam.

vorpal tribble has a pretty cool rewrite:
http://www.giantitp.com/forums/showthread.php?t=177627

Admiral Squish
2011-01-23, 01:30 PM
vorpal tribble has a pretty cool rewrite:
http://www.giantitp.com/forums/showthread.php?t=177627

That is pretty good. Still, I think I'll stick with coming up with my own.

LOTRfan
2011-01-25, 04:56 PM
I've been looking through the cores, to see if I can come up with prices.

Clockwork Core: Its identical to vicious, so +2,000 gp.
Wood Core: +8,000? Perhaps I did something wrong in calculating it?

Oh, and for weapon arm, I'd just multiply the weapon's cost by 10.

Dencero
2011-01-26, 11:24 AM
You don't know how much I love what you've done with this. The stuff in here is perfect for the campaign that I'm going to be doing sooner or later. I picked up so source books that deals with Steampunk and constructs, which allowed me to help customize my player's power source. I'll give them a chance to replace what they've got already with a core from the list you've made, but I don't know what the chances will be. They kind of like what they have right now, and I can understand why. This is the party so far. I warn you, it's pretty long. And I'm only telling you this stuff so you can get some ideas.

1) True Xenotheurgist Construct, level 1. He has a custom body I designed for him: Replicator Form. He wanted something along the line of being made out of a bunch of smaller robots with a core controlling them all. I really did like the idea, so I went with it. I drew my inspiration off of the Replicators from the Stargate Series (A construct you really should do) and rolled with it. Right now, he can create diminutive objects out of a small portion of his body a certain number of times per day. They function just like the original object it's trying to mimic, but he can't go over diminutive and it's obviously made out of a bunch of interlocking pieces of metal. Later on, he'll be able to make creatures, turn into a swarm, and let critical and sneak attacks pass right through him. But that's at higher levels. As a trade off, he can't modify his body, since it's always changing. He's powered by a core that draws off of power from the Far Realm, so this should be pretty interesting. I'm wondering if constructs can go insane? :P

2) Demolitionist (Custom Base Class I made, based off the Inventor from the WotC forum. Think Demo-Man) Construct Level 1. He's got a translucent armor that can absorb shocks well and is powered by a Corpse Burner Engine, a necromantically powered steam engine. It does exactly what it sounds like. He burns the bodies of his enemies for fuel. He plans to blow people to bits and shovel them inside his body. He's got a pretty large smokestack on his back, which exudes a sickening smell (Gee, I wonder why :P). As for Mods, he has an interchangeable hand which can be swapped out for a hand cannon. He wants something that can plant himself into the ground, probably so he can increase the size of the cannon.

3) Inventor Human Cyborg Level 1. This one is Interesting. He's 75 years old, 55% of his body is replaced with Cybernetic grafts, including an eye, lungs, heart, and three limbs. In one arm, he's got a couple sets of tools embedded into it, so he always has them on hand, no pun intended. What's interesting is the fact that he wants to create a robot army, basically. Mobile Sentry Guns and the like. Like the others, he also needs a power source. At first, he wanted a reverse entropy engine, but I said that it was too rigged for level 1. So we settled on an electrical power source. He has to keep himself charged, or else he could die. I suspect he'll build some sort of hand crank generator so he's always got a power source on hand.

4) Paladin Human Cyborg Level 1. Okay, when I said the previous one was interesting, then this one is freaky. But in a good way. He's missing a good portion of his body as well, about the same amount as the previous player. But here's where it takes a left turn. He wants to be a Blackguard, so he wanted a Blood Drinker Engine, another necromantic engine, which basically needs blood from a sentient creature to function. I thought "Okay, this good. He can roleplay how he has been turned into something that is pretty much a vampire and he can try to keep his code while sating his hunger." Then he wanted his mod. And what did I suggest? A Skull Homunculus. This thing is awesome and creepy at the same time. Basically, think of a human skull supported by six metal legs that allow it to climb up walls, just like a spider. And it doesn't stop there. IT TALKS. It can speak two languages and it actually has more intelligence than the Paladin. He liked it and then I asked him what he thought of a port that the skull can enter on his body, like on his shoulder so it looks like he has a skull shoulder pad. He really like that idea and went for it. What I plan to do, however, is give the skull control over the player's arm when docked. Not all the time, but it can make him do things.

This is a really interesting party, I must say.

And I can't wait to see what comes next.

Admiral Squish
2011-01-26, 12:21 PM
All right, LOTRfan, I added the suggested prices.

Also, Dencero, I do like that party. There's a bunch of ideas in there I should work on.

Let's see... I'm thinking I'll go down the list o' ideas like so:
Shield Generator
Druidic Constructs/Tradional Constructs (does anyone have any ideas they'd like to see in here?)
Transforming Robots/Vehicles
Combining Robots
Construction Vehicles (Bulldozer, Wrecking Crane, Dump Truck, others?)
Colony Robots
Cyborgs (a component-by-component breakdown)

Admiral Squish
2011-01-26, 09:51 PM
Added in the shield generator under 'plating' features. What do you guys think? Not strong enough? Too strong? Just not the right mechanic?

Also, I'm still stumped (hur hur, punny) as to what I should do for the druidic constructs. I know I want one of the 'normal' constructs to be a lumberjack mech, with sawblades and maybe a tree-carrying bed on it. But beyond that, I've got nothing. I'm not even sure what CR I should be aiming for.

Dencero
2011-01-26, 10:54 PM
Added in the shield generator under 'plating' features. What do you guys think? Not strong enough? Too strong? Just not the right mechanic?

Also, I'm still stumped (hur hur, punny) as to what I should do for the druidic constructs. I know I want one of the 'normal' constructs to be a lumberjack mech, with sawblades and maybe a tree-carrying bed on it. But beyond that, I've got nothing. I'm not even sure what CR I should be aiming for.

I like what's happening so far, but I'm pretty mad right now. Not at the Thread, but at the fact I accidentally closed out of my post and lost everything I wrote.... SO!

Here are the cliff notes:

1) The Shield Generator seems more like a Repair Module, if the temporary hit points became a pool per day that it could use to repair itself in a pinch. Damage Resistance or even Damage Immunity for stronger shields seems more appropriate.

2) Druid Constructs: Four Words: Shadow of the Colossus. Think giant creatures with earth that seems to have just grown on it naturally. Like so:
http://turbo.inquisitr.com/wp-content/2010/09/shadow-of-the-colossus-top.jpg

Next, try to get into the mindset of a Druid. How would you build a defender of the forests without actually tearing down the forest? Bend the forest to form it. A mass of stone, wood, and other natural materials that vaguely resemble a humanoid form in some cases. Ancient runes carved into it. That sort of thing.

Hope that helps.

Jota
2011-01-27, 01:45 AM
Since it has come up, I will now shamelessly introduce what I had created as an energy shield (http://www.dnd-wiki.org/wiki/Energy_Shield_(3.5e_Equipment)) way back when I was playing the Halo.


An armor enchanted with this ability grants its bearer a given number (X) of temporary hits points every few (Y) rounds. These temporary hit points are lost before the wearer's actual hit points take damage.

Notes:
A shield may not take more than 5 rounds to recharge.
A shield recharges at the beginning of the user's turn if an appropriate number of rounds have passed.
A [Death] effect immediately removes all temporary hit points granted by the shield and the wearer must then save against the original DC or be dazed for one round.
A shield confers no special immunity to grappling or status effects, though it does protect the bearer from other types of damage, such as from energy sources.

The cost of this enhancement depends on the shield's deflective power and how quickly it regenerates once overwhelmed.

The formula for determining shield value is as follows: X * (1/Y). To determine price this figure is first divided by 5, then squared, then multiplied by 1000. A table is given below for quick consultation.

{table=head]Shield Value | Cost (in GP)
5 | 1000
10 | 4000
15 | 9000
20 | 16000
25 | 25000
30 | 36000
35 | 49000
40 | 64000
45 | 81000
50 | 100000
55 | 121000
60 | 144000
65 | 169000
70 | 196000
75 | 225000
80 | 256000
85 | 289000
90 | 324000
95 | 361000
100 | 400000[/table]



I'd generally use math from PC attack routines to determine what is appropriate at any given CR, but also consider other defenses (fast healing, overall AC, etc) before making a decision. Wealth by level (since that's more or less what the numbers are based around) might also function, keeping in mind that an equivalent shield will again depend on whatever other goodies the creature in question has. I don't think the formula holds up quite as well at higher end, but the lower end should be a bit better.

jojolagger
2011-01-27, 07:10 PM
Since it has come up, I will now shamelessly introduce what I had created as an energy shield (http://www.dnd-wiki.org/wiki/Energy_Shield_(3.5e_Equipment)) way back when I was playing the Halo.



I'd generally use math from PC attack routines to determine what is appropriate at any given CR, but also consider other defenses (fast healing, overall AC, etc) before making a decision. Wealth by level (since that's more or less what the numbers are based around) might also function, keeping in mind that an equivalent shield will again depend on whatever other goodies the creature in question has. I don't think the formula holds up quite as well at higher end, but the lower end should be a bit better.
Level 3, WBL 2700.
40 hp energy shield which charges every 5 rounds
40*(1/5)=8
Shield value is 8.
((8/5)^2)*1000= 2560.
That's 2560 gp for 40 extra hp every combat.

Or, for 1 point every 5 rounds, it has a shield value of 0.2, and costs 1 gp and 6 sp.
For 1 point every round, or 5 points every 5 rounds, it has a shield value of 1, and costs 40 gp. By all means, walk into every combat with a 5 extra hp for just 40 gp. I could outfit an army with that and troops would have just under double the normal hp.
For just 160 gp, you can get 10 hp every 5 rounds. That means you walk into every combat with 10 extra hp.
For just 774 gp, 4 sp, you can get a 22 hp shield with a 5 round charge. That's just over the cost of a belt of healing, which costs an action and averages 27 points of healing per day.
And at level 20, for half your WBL, a pool of 95 hp that regenerates every round, or 475 hp every five rounds?

Jota
2011-01-27, 08:50 PM
Level 3, WBL 2700.
40 hp energy shield which charges every 5 rounds
40*(1/5)=8
Shield value is 8.
((8/5)^2)*1000= 2560.
That's 2560 gp for 40 extra hp every combat.

Or, for 1 point every 5 rounds, it has a shield value of 0.2, and costs 1 gp and 6 sp.
For 1 point every round, or 5 points every 5 rounds, it has a shield value of 1, and costs 40 gp. By all means, walk into every combat with a 5 extra hp for just 40 gp. I could outfit an army with that and troops would have just under double the normal hp.
For just 160 gp, you can get 10 hp every 5 rounds. That means you walk into every combat with 10 extra hp.
For just 774 gp, 4 sp, you can get a 22 hp shield with a 5 round charge. That's just over the cost of a belt of healing, which costs an action and averages 27 points of healing per day.
And at level 20, for half your WBL, a pool of 95 hp that regenerates every round, or 475 hp every five rounds?

In order:

1) If you spend all your money on 40 extra hit points, you'll have limited AC and weaponry. A moderately optimized third level character (barbarian, warblade) should be able to do about 15/20 per round to something with limited AC. In one on one combat you might have some advantage, but you can always be ignored until it's many versus one, and there's also point number two.

2) A rule I've often seen bandied about is not spending more than half or perhaps a third of your wealth on any single item. This is what the price was based on. If one subscribes to this, then extreme examples like yours are no longer an issue, if they even were to begin with.

3) Do you have any idea how much money 40 gold pieces is? The typical level one commoner might earn 6 gold pieces a week, assuming both of their skill points were put into Profession, and they had no Wisdom or Intelligence penalty. A person without ranks in Profession earns a single silver piece a week. At that rate, it'd take about 10 months to afford the type of shield you're talking about, and that's before food and shelter and whatever else. Even for people for whom money is not an issue, one hit point per round or five extra at the beginning of the battle is hardly worth it, when you can pay for three first level warriors for a little over a month at the same cost. At the point in the game (level-wise), numbers and luck count more than skill and equipment.

4) There's a distinct difference between healing and temporary hit points. Try again.

5) Numbers without significance or context...

6) Belts of healing suck. 27 hit points for 774 gold pieces is 28 gold pieces per hit point, more or less. Yes, it recharges everyday, but a wand of lesser vigor has a rate of 1.36 gp per hit point. How long do you really expect your campaign to last? Long enough for the belt to pay for itself? Jaright. And the uses in combat aren't comparable either, since you're almost always better off killing the other person than healing yourself, high level spells like heal aside.

7) Do you know what a level 20 attack routine looks like? Most people don't play the game at that level so it is a bit foreign to them, but I have seen my fair share of optimized builds. 475 is a round (http://dnd-wiki.org/wiki/Clever_Critfighter_(3.5e_Optimized_Character_Build )) or (http://dnd-wiki.org/wiki/Eternal_Blade_of_the_Revenant_(3.5e_Optimized_Char acter_Build)) two (http://dnd-wiki.org/wiki/Feral_Shifter_(3.5e_Optimized_Character_Build)) (or less) worth of damage (http://dnd-wiki.org/wiki/Knightly_Charger_(3.5e_Optimized_Character_Build)) . If you want to spend your money on that, great. It's done what you intended it do. But may I direct you to the cost of the Big Six? Let's skimp and say +6 weapon (you're casting GMW each day or whatever), +5 armor, ring of deflection +5, amulet of natural armor +5, cloak of resistance +5, and stat-boosting item +6. 72000 + 25000 + 50000 + 50000 + 25000 + 36000 = 258,000. Congrats on not being able to afford other integral stuff, like the aforementioned healing, flight, teleportation, whatever, etc. You're even more screwed if you happen to need two weapons.

Admiral Squish
2011-01-27, 09:21 PM
Now, now, no need to argue.

Back to the point, though, I was thinking on the shield thing. I realized that the shield protects you from anything aimed at you, not anything that gets through your armor and DR. It's more like touch AC. I'm not entirely sure how to work it, but I was thinking the shield would count as a separate object that provides you with total cover. The shield would use your touch AC as it's regular AC.

Also, the druidic construct thing is not making much progress. The colossus (just watched a 2.5-hour play-through of the entire game on youtube) would work nicely for the druidic attacker, but the defender still has me stumped.

I DID have a cool idea for the forest-attacker though. Four arms, two with saw blades, and two with big, industrial claws. Then it's got a 'mouth', which it feeds the trees into to strip them of bark and branches (swallow whole with slashing damage).

Admiral Squish
2011-01-28, 06:42 PM
Alright, we've got the stats for the first of the transforming vehicles, the Robotech fighter.

http://fc07.deviantart.net/fs13/f/2007/033/5/0/Robotech_Battlecry_by_UdonCrew.jpg
Huge Construct [Vehicle]
Hit Dice:8d10+40
Initiative: +5
Speed: 40 feet (8 squares), Fly 40 feet (good)
Armor Class: 20 (+7 Natural, +5 Dex, -2 Size), 13 touch, 15 flat-footed
Base Attack/Grapple: +6/+19
Attack: Machine Gun +9 Ranged (1d6/1d8) Or Slam +9 Melee (1d8+5)
Full Attack:Machine Gun +9/+4 Ranged (1d6/1d8) Or Two slams +9 melee (1d8+5)
Space/Reach: 15 ft/15 ft
Special Attacks:
Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
Saves: Fort +2, Ref +7, Will +2
Abilities: Str 20, Dex 20, Con -, Int -, Wis -, Cha -
Skills:-
Feats:-
Environment: Any
Organization: Solitary, wing (3-5) or Squadron (15-30)
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Machine Gun:
Robotech fighters wield machine guns. The machine gun has a range increment of 60 feet. If you hit, roll 1d6 to determine the number of shots that hit the target. Each shot deals 1d8 points of damage.

Alternate Form:
A robotech fighter can assume the form of a fighter plane or a hybrid form known as guardian mode. A robotech fighter in guardian mode has a fly speed of 80 feet with good maneuverability, and may use a fighter plane’s missiles. It loses the robotech fighter’s slam attacks, and it’s land speed decreases to 20 feet

Vehicle Traits:
A robotech fighter offers total cover to it’s pilot, and deals 4d6 damage to it’s pilot when it reaches 0 HP.
{table=head]Piloting Use|DC
Move|15
Floor It|15
Attack|15
Full Attack|20
Maintain Control|20
Cover|10
Skill|Varies
Maneuver|25
Bail|15
[/table]


After them, it's transformers. does anyone have a transformer to request? (Other than Optimus Prime, he's already on the list.)

Soulblazer87
2011-01-28, 08:36 PM
Seeing as you started on homonculi, here's an idea; the burrower. This thing looks much like a minature Sentry drone from the Matrix, only with an even smaller body and only sixtentacles (at least the basic versions, gods know what an artificer can really do). Their job is simple; they have a burrow speed which they use to launch surprise grapple checks against flatfooted enemies. After grabbing them, with four tentacles, they begin to drag them underground where the poor sod begins to suffocate and suffer the crushing weight of the earth around. Quite a nasty thing huh? Oh, and the four tentacles thing is for medium sized enemies; they wouldn't be able to pull down a giant or, god forbid, a dragon unless you set loose a whole freakin' battalion of the things.

Dencero
2011-01-29, 01:48 PM
This is my attempt at adding some new Construct Features and Warforged Material. Got nothing better to do, so here it goes:

Hands:


Utility Hands: The construct's hand has been hollowed and modified to fit a variety of tools. Upon choosing this feature, a set of tools must be chosen, which can be everything from Masonry, Blacksmithing, Metalworking, Alchemy, or the like. Once chosen, the construct may, as a free action, draw these tools. The tools that are chosen for the Construct are considered to be Masterwork and grant such bonuses that a normal Masterwork tool set confers. Because of this integrated design, the construct is always considered to have the required tool set for a craft or profession check. It takes a Spot check DC 25 to notice that the Construct has these tools incorporated into their design.

Remote Control: The construct's hands have been designed so they may be removed and controlled remotely by the construct themselves. As a move action, the construct may remove one or both hands from their body. If one hand is removed, the construct takes a -4 penalty to all checks requiring manual dexterity and may not wield weapons that require two hands. If both hands are removed, then the construct cannot wield any weapons, automatically fails any checks that require the use of their hands, and cannot preform many rudimentary tasks. When detached, the hand has the following stats (A little help would be nice here. How strong would a disembodied hand be?) and is considered to be diminutive in size. The hand has blindsight out to 30 feet. To move itself, the construct must use a move action and move the hand itself. The construct sees everything its hand sees, but cannot hear anything from it and cannot read through its hand, unless there are exigent circumstances (Construct can read braille and sends out its hand and finds a book written in braille. That kind of stuff.) If destroyed, the construct must pay a price equal to 1/2 of the hand's original cost for repairs. If both hands are destroyed, then the construct must totally replace their hands.

Head:


Bloodsight:
The construct's eyes are tinged a crimson red and are designed to specifically seek out blood. As a move action, the construct may activate its Bloodsight. While active, the construct no longer sees fine details or color, taking a -4 to spot and search checks. But any living creature with a heartbeat is lit up and seen more easily to the construct. The construct has a maximum viewing distance of 60 feet while using Bloodsight and may see through any material, except lead, at least 5 feet thick. When looking through materials, creatures with a heartbeat are seen only as mass vaguely resembling the creature. If the construct focuses on a target with a heartbeat for a full round, the construct clearly sees the creature's circulatory system, allowing it to target more vital areas. Once focused, the construct threatens a critical hit to the target. During the time that the Construct focuses, it may not partake in any other action and must succeed a concentration check, DC 10 + HD.

Gnashing Teeth:
The construct's mouth has been fitted with sharp, jagged teeth meant for battle. A construct with this feature gains a bite attack equal to its size and a critical threat range of 19-20.

AAAAND now I'm out of steam.... I'm going to work on more later. Feel free to change and modify as you see fit. I definitely know it needs balancing. :/

Admiral Squish
2011-01-29, 08:23 PM
Seeing as you started on homonculi, here's an idea; the burrower. This thing looks much like a minature Sentry drone from the Matrix, only with an even smaller body and only sixtentacles (at least the basic versions, gods know what an artificer can really do). Their job is simple; they have a burrow speed which they use to launch surprise grapple checks against flatfooted enemies. After grabbing them, with four tentacles, they begin to drag them underground where the poor sod begins to suffocate and suffer the crushing weight of the earth around. Quite a nasty thing huh? Oh, and the four tentacles thing is for medium sized enemies; they wouldn't be able to pull down a giant or, god forbid, a dragon unless you set loose a whole freakin' battalion of the things.

Hmmm. Well, I like the idea of one of those floaty things as a homunculus, though I dunno about the whole dragging underground thing. I could, however, see something like that as a repair-bot or something... I DO want to use the design for something.


This is my attempt at adding some new Construct Features and Warforged Material. Got nothing better to do, so here it goes:

Hands:


Utility Hands: The construct's hand has been hollowed and modified to fit a variety of tools. Upon choosing this feature, a set of tools must be chosen, which can be everything from Masonry, Blacksmithing, Metalworking, Alchemy, or the like. Once chosen, the construct may, as a free action, draw these tools. The tools that are chosen for the Construct are considered to be Masterwork and grant such bonuses that a normal Masterwork tool set confers. Because of this integrated design, the construct is always considered to have the required tool set for a craft or profession check. It takes a Spot check DC 25 to notice that the Construct has these tools incorporated into their design.

Remote Control: The construct's hands have been designed so they may be removed and controlled remotely by the construct themselves. As a move action, the construct may remove one or both hands from their body. If one hand is removed, the construct takes a -4 penalty to all checks requiring manual dexterity and may not wield weapons that require two hands. If both hands are removed, then the construct cannot wield any weapons, automatically fails any checks that require the use of their hands, and cannot preform many rudimentary tasks. When detached, the hand has the following stats (A little help would be nice here. How strong would a disembodied hand be?) and is considered to be diminutive in size. The hand has blindsight out to 30 feet. To move itself, the construct must use a move action and move the hand itself. The construct sees everything its hand sees, but cannot hear anything from it and cannot read through its hand, unless there are exigent circumstances (Construct can read braille and sends out its hand and finds a book written in braille. That kind of stuff.) If destroyed, the construct must pay a price equal to 1/2 of the hand's original cost for repairs. If both hands are destroyed, then the construct must totally replace their hands.

Head:


Bloodsight:
The construct's eyes are tinged a crimson red and are designed to specifically seek out blood. As a move action, the construct may activate its Bloodsight. While active, the construct no longer sees fine details or color, taking a -4 to spot and search checks. But any living creature with a heartbeat is lit up and seen more easily to the construct. The construct has a maximum viewing distance of 60 feet while using Bloodsight and may see through any material, except lead, at least 5 feet thick. When looking through materials, creatures with a heartbeat are seen only as mass vaguely resembling the creature. If the construct focuses on a target with a heartbeat for a full round, the construct clearly sees the creature's circulatory system, allowing it to target more vital areas. Once focused, the construct threatens a critical hit to the target. During the time that the Construct focuses, it may not partake in any other action and must succeed a concentration check, DC 10 + HD.

Gnashing Teeth:
The construct's mouth has been fitted with sharp, jagged teeth meant for battle. A construct with this feature gains a bite attack equal to its size and a critical threat range of 19-20.

AAAAND now I'm out of steam.... I'm going to work on more later. Feel free to change and modify as you see fit. I definitely know it needs balancing. :/

Utility hands: This seems pretty cool, I might tweak the wording a little, but it's pretty solid.

Remote hand: Perhaps it should instead be tiny. A rat is tiny, and your hand is not smaller than a rat. Other than that, there's nothing really wrong with it. Again, I'll probably tweak he wording a bit, but it should be fine.

Bloodsight: Again, looks solid, though I might need to fiddle with the wording.

Gnashing teeth: Well, technically there is no 'normal' bite damage. Secondly, 19-20 is usually reserved for blades or things with long cutting surfaces. A x3 crit mod would make more sense.

jojolagger
2011-01-29, 08:41 PM
Well, technically there is no 'normal' bite damage.

There is. It's Piercing and slashing.

Admiral Squish
2011-01-29, 08:57 PM
There is. It's Piercing and slashing.

There's a normal damage type, but not a normal damage dice. There is a sort of 'suggested' die size, but it's hardly set in stone.

Silverscale
2011-01-29, 09:27 PM
I say for the bite gained by the Gnashing Teeth it should grant whatever amount of damage is listed in the DMG for one size bigger then the size of the construct since we're talking about metal teeth in a metal jaw.

Soulblazer87
2011-01-30, 03:44 AM
Agreed. Also, here are some I made. No time (or motivation really) to clean them up. Feel free to mess with them as you like.


Barrier Shield
Cost: 1000gp Caster Level: 5
This upgrade is stored in the arm, the bracer to be specific. Upon command, this attachment brings into being a semi-opaque shield of energy with 10 feet by 10 feet dimensions. This effect is identical to a Wall Of Force but moves with the gauntlet, and therefore not only can be re-directed but also repositioned. This is a magical, evocation (force) effect.

Battlefist
Cost: 400gp
This is a purely mechanical contraption, strapped onto the arm of a warforged. This increases the damage of their slam attack by one step and allows them to use their slam attack as many times as their Base Attack Bonus would allow them for normal attacks. Additionally, if both arms have a Battlefist equipped, the Warforged receives a +1 shield bonus to AC due to their large size. Battlefists are considered weapons and are therefore often enhanced further. Alternatively, instead of gaining extra natural attacks, you may use the battlefist as a simple weapon, retaining the ability to hit once during a full attack with it.

Grappling Arm
Cost: 600gp
This is a mechanical contraption of unmatched ingenuity. It enables the warforged to launch their hands to a distance of 40 feet. There, they may make a grapple check against their target (or use their slam attack). If the grapple check succeeds, and for the duration of the grapple, the warforged may manipulate his enemy. They may push, pull, trip or even toss them around if they are strong enough. The arm is connected to the warforged via steel wire, cutting it would not only free the target but also disarm the warforged.

Pincer Sword
Cost: 500gp
Pincer Swords do justice to their name; they look much like the pincers of a giant bug, only made of metal and sharp on both the inside and the outside. When attacking, the user may attempt to make a grapple check against his target. If it succeeds, then the sword is lodged into the target. By then activating a series of pulleys, the next attack is considered an automatic critical hit, though it won't activate on-critical effects. The enemy may attempt an opposed grapple check to release themselves from the grasp before the system is activated to escape the guaranteed critical. Otherwise, this weapon acts like a longsword. Warforged with this upgrade consider this weapon a simple weapon if they have practiced with it for more than one week or used it for more than five battles (whichever comes first).

Propulsion Wings
Cost: 1200gp Caster Level: 7
This is a series of metal protrusions, usually three or four on each side, protruding at an angle from the warforged's back. When activated, they glow with power and produce a high amount of force. It is enough to grant the user flight speed 60 feet (clumsy) or enhance the land speed by 60 feet. This is a magical, evocation effect.

Shoulder Rocket Launcher
Cost: 1000gp Caster Level: -/5
This upgrade can be purely mechanical or magically improved. The main difference is that mechanical ones need manual reloading which takes two minutes of uninterrupted work, while a magical one reloads automatically in one minute without any work on the user's part. Either way, it enables the user to make an AoE attack at a range of up to 200 feet with a radius of 20 feet, dealing 5D6 damage to all affected. However, a Reflex save DC 18 halves the damage. The effect can be targeted to a spot in the air or a spot on the ground. Alternate payloads are also possible. This is either an extraordinary effect or a magical evocation/transmutation effect. Further upgrading increases damage, the DC or the number of shots that can be fired before needing reload.

Vial Launcher
Cost: 400gp
A relatively simple contraption, this one uses compressed air and steam in conjunction with physics to launch vials or similarly small items with increased accuracy and range. A vial or similar item (such as a pebble), now receives a range increment of fourty feet and it may make rolls as if proficient with it. This is considered to be a simple weapon for purposes of feats and proficiencies.

Combat Helmet
Cost: 15000gp Caster Level: 7
This complex helmet fits snugly over the head of the warforged equipped with it and provides real time information pertaining on a fight. This grants a warforged access to several feats that are pre-programmed inside it. The creator must either have knowledge of these feats or have someone by with access to said feats (alternatively, a Use Magic Device check could be substituted if the DM agrees). These feats must have to do with combat in a direct way. For example, Power Attack could be coded in but Skill Focus couldn't. This price is for two feats. Increase the price by 8000gp per aditional feat.


Most of them are for a warforged artificer I'm going to play soon, so I do need some balance checking.

jojolagger
2011-01-30, 11:39 AM
Barrier Shield
Cost: 1000gp Caster Level: 5
This upgrade is stored in the arm, the bracer to be specific. Upon command, this attachment brings into being a semi-opaque shield of energy with 10 feet by 10 feet dimensions. This effect is identical to a Wall Of Force but moves with the gauntlet, and therefore not only can be re-directed but also repositioned. This is a magical, evocation (force) effect.

Way to cheap. Wall of force has a minimum CL of nine, And I'm not sure if this has a maximum duration on it. By DMG item creation rules, A similar item that works 1/day for 9 rounds would cost 16,200 gp.



Battlefist
Cost: 400gp
This is a purely mechanical contraption, strapped onto the arm of a warforged. This increases the damage of their slam attack by one step and allows them to use their slam attack as many times as their Base Attack Bonus would allow them for normal attacks. Additionally, if both arms have a Battlefist equipped, the Warforged receives a +1 shield bonus to AC due to their large size. Battlefists are considered weapons and are therefore often enhanced further. Alternatively, instead of gaining extra natural attacks, you may use the battlefist as a simple weapon, retaining the ability to hit once during a full attack with it.
Not too sure about this. The normal battle fist raises by 2 steps, doesn't allow extra attacks, doesn't have the shield line, and can't be used as a weapon itself. And remember that a normal enchanted battlefist costs 600.



Grappling Arm
Cost: 600gp
This is a mechanical contraption of unmatched ingenuity. It enables the warforged to launch their hands to a distance of 40 feet. There, they may make a grapple check against their target (or use their slam attack). If the grapple check succeeds, and for the duration of the grapple, the warforged may manipulate his enemy. They may push, pull, trip or even toss them around if they are strong enough. The arm is connected to the warforged via steel wire, cutting it would not only free the target but also disarm the warforged.
Not sure on this, but I'd expect some penalty due to the distance for the warforged, and I'd like to see AC, hardness, and HP for the wire. Probably also a bit cheap for the effect.


Pincer Sword
Cost: 500gp
Pincer Swords do justice to their name; they look much like the pincers of a giant bug, only made of metal and sharp on both the inside and the outside. When attacking, the user may attempt to make a grapple check against his target. If it succeeds, then the sword is lodged into the target. By then activating a series of pulleys, the next attack is considered an automatic critical hit, though it won't activate on-critical effects. The enemy may attempt an opposed grapple check to release themselves from the grasp before the system is activated to escape the guaranteed critical. Otherwise, this weapon acts like a longsword. Warforged with this upgrade consider this weapon a simple weapon if they have practiced with it for more than one week or used it for more than five battles (whichever comes first).

I'd expect that it needs and action to reset the effect, and it should be exotic. Auto-critical is powerful. Again, up the price.



Propulsion Wings
Cost: 1200gp Caster Level: 7
This is a series of metal protrusions, usually three or four on each side, protruding at an angle from the warforged's back. When activated, they glow with power and produce a high amount of force. It is enough to grant the user flight speed 60 feet (clumsy) or enhance the land speed by 60 feet. This is a magical, evocation effect.
I'm going to try to calculate the cost the cheap way for you, But I'm assuming it doesn't have a daily limit.
Fly (CL 5, Spell Level 3, costs 60,000 for a permanent version)
Expeditious Retreat (CL 1, Spell level 1, costs 4000 for permanent version)
Lets assume a 25% discount on the fly spell due to the reduced maneuverability. The total cost still comes out to 49,000 gp.



Shoulder Rocket Launcher
Cost: 1000gp Caster Level: -/5
This upgrade can be purely mechanical or magically improved. The main difference is that mechanical ones need manual reloading which takes two minutes of uninterrupted work, while a magical one reloads automatically in one minute without any work on the user's part. Either way, it enables the user to make an AoE attack at a range of up to 200 feet with a radius of 20 feet, dealing 5D6 damage to all affected. However, a Reflex save DC 18 halves the damage. The effect can be targeted to a spot in the air or a spot on the ground. Alternate payloads are also possible. This is either an extraordinary effect or a magical evocation/transmutation effect. Further upgrading increases damage, the DC or the number of shots that can be fired before needing reload.
Way too cheap. This is a fireball cannon.
Even the reduced range and reload time that would probably only be worth 40% off, and I'm in a generous mood.
Fireball (CL 5, spell level 3, 27,000 gp) even with 40% off that's 16,200 gp.


Vial Launcher
Cost: 400gp
A relatively simple contraption, this one uses compressed air and steam in conjunction with physics to launch vials or similarly small items with increased accuracy and range. A vial or similar item (such as a pebble), now receives a range increment of fourty feet and it may make rolls as if proficient with it. This is considered to be a simple weapon for purposes of feats and proficiencies.
Actually quite good.



Combat Helmet
Cost: 15000gp Caster Level: 7
This complex helmet fits snugly over the head of the warforged equipped with it and provides real time information pertaining on a fight. This grants a warforged access to several feats that are pre-programmed inside it. The creator must either have knowledge of these feats or have someone by with access to said feats (alternatively, a Use Magic Device check could be substituted if the DM agrees). These feats must have to do with combat in a direct way. For example, Power Attack could be coded in but Skill Focus couldn't. This price is for two feats. Increase the price by 8000gp per aditional feat.
Very powerful. Buying feats is considered on of the most powerful things possible. 8k for an extra feat of your choice is a very good deal, even with the combat only limit. with your prices, I could get 10 feats (as many as a level 19 fighter) for 79,000. Tell me that's fair.
The cost show scale up fast so you can't get tons of feats.
Something like YxYxYx8000, Where Y equals the number of feats. Then one combat feat costs 8,000, 2 feats costs 64,000, 3 feats cost 216,000, 4 feats costs 512,000, and so on.

Some really good ideas, but not very balanced.

Admiral Squish
2011-01-30, 01:47 PM
Agreed. Also, here are some I made. No time (or motivation really) to clean them up. Feel free to mess with them as you like.


Barrier Shield
Cost: 1000gp Caster Level: 5
This upgrade is stored in the arm, the bracer to be specific. Upon command, this attachment brings into being a semi-opaque shield of energy with 10 feet by 10 feet dimensions. This effect is identical to a Wall Of Force but moves with the gauntlet, and therefore not only can be re-directed but also repositioned. This is a magical, evocation (force) effect.

Battlefist
Cost: 400gp
This is a purely mechanical contraption, strapped onto the arm of a warforged. This increases the damage of their slam attack by one step and allows them to use their slam attack as many times as their Base Attack Bonus would allow them for normal attacks. Additionally, if both arms have a Battlefist equipped, the Warforged receives a +1 shield bonus to AC due to their large size. Battlefists are considered weapons and are therefore often enhanced further. Alternatively, instead of gaining extra natural attacks, you may use the battlefist as a simple weapon, retaining the ability to hit once during a full attack with it.

Grappling Arm
Cost: 600gp
This is a mechanical contraption of unmatched ingenuity. It enables the warforged to launch their hands to a distance of 40 feet. There, they may make a grapple check against their target (or use their slam attack). If the grapple check succeeds, and for the duration of the grapple, the warforged may manipulate his enemy. They may push, pull, trip or even toss them around if they are strong enough. The arm is connected to the warforged via steel wire, cutting it would not only free the target but also disarm the warforged.

Pincer Sword
Cost: 500gp
Pincer Swords do justice to their name; they look much like the pincers of a giant bug, only made of metal and sharp on both the inside and the outside. When attacking, the user may attempt to make a grapple check against his target. If it succeeds, then the sword is lodged into the target. By then activating a series of pulleys, the next attack is considered an automatic critical hit, though it won't activate on-critical effects. The enemy may attempt an opposed grapple check to release themselves from the grasp before the system is activated to escape the guaranteed critical. Otherwise, this weapon acts like a longsword. Warforged with this upgrade consider this weapon a simple weapon if they have practiced with it for more than one week or used it for more than five battles (whichever comes first).

Propulsion Wings
Cost: 1200gp Caster Level: 7
This is a series of metal protrusions, usually three or four on each side, protruding at an angle from the warforged's back. When activated, they glow with power and produce a high amount of force. It is enough to grant the user flight speed 60 feet (clumsy) or enhance the land speed by 60 feet. This is a magical, evocation effect.

Shoulder Rocket Launcher
Cost: 1000gp Caster Level: -/5
This upgrade can be purely mechanical or magically improved. The main difference is that mechanical ones need manual reloading which takes two minutes of uninterrupted work, while a magical one reloads automatically in one minute without any work on the user's part. Either way, it enables the user to make an AoE attack at a range of up to 200 feet with a radius of 20 feet, dealing 5D6 damage to all affected. However, a Reflex save DC 18 halves the damage. The effect can be targeted to a spot in the air or a spot on the ground. Alternate payloads are also possible. This is either an extraordinary effect or a magical evocation/transmutation effect. Further upgrading increases damage, the DC or the number of shots that can be fired before needing reload.

Vial Launcher
Cost: 400gp
A relatively simple contraption, this one uses compressed air and steam in conjunction with physics to launch vials or similarly small items with increased accuracy and range. A vial or similar item (such as a pebble), now receives a range increment of fourty feet and it may make rolls as if proficient with it. This is considered to be a simple weapon for purposes of feats and proficiencies.

Combat Helmet
Cost: 15000gp Caster Level: 7
This complex helmet fits snugly over the head of the warforged equipped with it and provides real time information pertaining on a fight. This grants a warforged access to several feats that are pre-programmed inside it. The creator must either have knowledge of these feats or have someone by with access to said feats (alternatively, a Use Magic Device check could be substituted if the DM agrees). These feats must have to do with combat in a direct way. For example, Power Attack could be coded in but Skill Focus couldn't. This price is for two feats. Increase the price by 8000gp per aditional feat.


Most of them are for a warforged artificer I'm going to play soon, so I do need some balance checking.

Yeah, basically what Jojolagger said. I could see some potential fixes, however.

Firstly, you need to list the locations of these items, too.

Barrier shield: First off, if it's intended to be used as a shield, I could see something like being able to plant yourself and use the force wall to protect yourself, giving you total cover like a tower shield, but the shield's a force effect and thus would be immune to a lot of the usual things that blow up tower shields. Under normal circumstances, it would be a +4 shield bonus, maybe enchant-able? None of the normal penalties that go with a tower shield though, since it's weightless.

Battlefist: Firstly, this needs a name change, to avoid further confusion. I could see making an item that works like this, but I think you just threw too many things into one. I could see granting iteratives with the slam attack, but then you throw in size-up on damage, then the shield bonus, then the ability to put it on BOTH arms... I'm not sure how, mechanically, this contraption would work. Is it just a big fist? Why would strapping on a big fist allow them to make iteratives with it?

Grappling Arm: I thought this would be a sort of arm-grappling hook-thing. That I could get behind. But how do you expect me to beleive being able to push/pull/throw an enemy at such a range. I could, maybe, see a trip attempt, or a grab-and-pull-to-you thing, but this is just silly. I might end up rolling some of the ideas from this into rocket fists or remote hands, but it will have to be heavily modified.

Pincer Sword: Have you seen the Guillotine Grip? Sorta looks like what you were thinking off, but it's less... convoluted. Also, that proficiency thing is just no.

Propulsion Wings: Why do we need this if there's already the Lifting Jets and Rocket Feet?

Shoulder Rocket Launcher: If I make something like this, it would probably be a sized-up version of my Shoulder Cannon (shell) that requires you to plant yourself to use it.

Vial Launcher: You know, a sling can do that with a 50 foot range increment. I made a Mass Crossbow once that did, basically, the same thing.

Combat Helmet: I'm not thrilled. Basically, Jojolagger's complaints.

LOTRfan
2011-01-30, 03:19 PM
I got another Droid, this time one capable of taking out an entire squad of troops.


Cylon Subtype
Base Attack Bonus equal to HD
Good Fortitude and reflex saves
Skill Points equal to (4 + INT modifier)

http://media.battlestarwiki.org/images/f/f0/Cylon_Centurion%2C_%22The_Hub%22.jpg

Cylon Centurion
Large Droid (Cylon)
Hit Dice: 9d10+66 (115)
Initiative: +3
Speed: 30 ft.
Armor Class: 22 (+10 natural, +3 Dex,-1 size), touch 12, flatfooted 19
Base Attack/Grapple: +9/+19
Attack: Slam +15 melee (1d6+6 damage)
Full Attack: 2 Slams +15 melee (1d6+6 melee), 2 Claws +15 melee (1d6+6 damage) or 2 Arm Rifles +10 melee (2d8 damage)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spray of Bullets
Special Qualities: Droid Traits, Telencephalic Inhibitor, Alternate Weapon, Lowlight Vision, Damage Reduction 5/Adamantine
Saves: Fort +11, Ref +10, Will +3
Abilities: Str 22, Dex 16, Con 19, Int ---, Wis 13, Cha 6
Skills: Craft (Ranged Weaponry) +10, Intimidate +12, Listen +15, Search +15, Spot +15
Feats: Point Blank Shot, Rapid Shot, Far Shot, Improved Critical (Claw)
Environment: Any
Organization: Solitary, Pair, or Boarding Party (3-9 plus Command Centurion)
Challenge Rating: 9

Alternate Weapon (Ex): In it's standard configuration, a Centurion has two slam attacks. The Centurion also contains two sets of other weapons, as well: claws and arm-based automatic rifles. As a free action, claws the size of steak knives flip out of its standard fingers (losing the slam attacks, and gaining claw attacks). It may fold the claws back into its fingers as a free action. As a standard action, a three-barreled rifle protrudes from each arm (losing the slam attacks, and gaining the ranged attacks). They may fold back into its arms as a standard action. A Centurion's body has a special internal compartment that contains roughly 1,000 bullets.

Spray of Bullets (Ex): As a full round action, a Centurion may spray a space 10 ft. across with a spray of ten bullets from each arm-rifle. If the Centurion succeeds on an attack against an AC of 10, all enemies in that space must succeed on a Reflex save (DC 15), or take 2d8 damage.

Telencephalic Inhibitor: This devise suppresses the Centurion's self-awareness (changing its Intelligence score to ---). It contains programming for most functions, allowing them feats and skills. This device makes all intelligence-based skills wisdom-based.

Soulblazer87
2011-01-31, 12:55 PM
I know what I posted was very un-original and most probably wrong. They were just indicating prices and abilities I wanted for the character, not to mention they were craft prices to begin with. Anyway, I hadn't put much thought into them (for example in the propulsion wings entry, it was mostly to not have to de-italicize when I actually got down to calculating). So yeah, something like that. Anyway, it was mostly for ideas and all.

Dencero
2011-02-01, 10:40 PM
Know what this thread needs? Phyrexia. Good ol' combination of flesh and steel, rending your enemies all for the glory of the Father of Machines, great Yawgmoth.

Undead Cyborgs. That's what I'm gonna work on. No idea when it will be up or even in production... Though I do have something else that might be worth adding that I'm tweaking. Far Realm Murmur. Basically, it will deal with metal, constructs, and machines.

The-Mage-King
2011-02-01, 11:00 PM
Know what this thread needs? Phyrexia. Good ol' combination of flesh and steel, rending your enemies all for the glory of the Father of Machines, great Yawgmoth.

Undead Cyborgs. That's what I'm gonna work on. No idea when it will be up or even in production... Though I do have something else that might be worth adding that I'm tweaking. Farm Realm Murmur. Basically, it will deal with metal, constructs, and machines.

The Farm Realm? You mean Bytopia? [/jesting nitpick]


RE: Phyrexia: Please do so. Zombie Robots are the only reason I play Infect in MTG.

Dencero
2011-02-02, 07:31 AM
The Farm Realm? You mean Bytopia? [/jesting nitpick]


RE: Phyrexia: Please do so. Zombie Robots are the only reason I play Infect in MTG.

*Note to self: Don't type while eating pizza. You make yourself look like an idiot and get grease all over the keys. -_-

Will fix that now.

And I'm trying to figure out what to do first. Features or creatures? What do you think mage king?

:smalltongue:

Dencero
2011-02-05, 03:46 PM
Phyrexia

"From void evolved Phyrexia. Yawgmoth, Father of Machines, saw its perfection. Thus the Grand Evolution began."
-Phyrexian Scriptures


Phyrexia represents the pinnacle of evolution, the epitome of predation, and a force capable of bringing entire worlds to their knees. Phyrexia itself is a massive artificial plane formed from nine hollow spheres, each darker and more unpleasant than the last. While the Baator may be referred to by some as the Nine Hells, Phyrexia itself is the True Nine Hells. The creatures of Phyrexia are always looking for a way into other worlds, hoping to "colonize" them and spread Phyrexia throughout the multiverse.

Table of Contents:
1.0 New Plane: Phyrexia
1.1 New Substance: Glistening Oil
1.2 New Template: Phyrexian
1.3 New Prestige Classes
1.4 New Equipment
1.5 New Creatures
1.6 Phyrexian History


New Plane: Phyrexia

Phyrexia is a plane home to many abominations, plagues, demons, and artificial monstrosities that can break even the strongest of heroes. Phyrexia itself is a plane made up of nine hollow spheres, each with a specific purpose and with their own brand of creatures. Those who enter Phyrexia willingly best prepare for the horrors of Phyrexia and steel themselves, lest they fall and join the ranks of Phyrexia.
Traveler's Tip: Phyrexians are hostile to anything that is not Phyrexian and will actively seek out to kill and add outsiders to their ranks. Expect combat, subterfuge, powerful magics, disease, and poison. Although, their are rare instances of those of dark natures and black hearts, or those of exceptional power and skill, who are accepted into the ranks of Phyrexia without struggle, conducting an elaborate ceremony and swearing their allegiance to Phyrexia and the Father of Machines, Yawgmoth. Those that do find themselves stronger then they could have ever imagined.

Entering Phyrexia:

Entering Phyrexia is harder than it sounds. Being an artificial plane, Phyrexia is inherently unstable and as such, normal planar travel to Phyrexia will not work. For this, you must acquire the Phyrexian Scriptures (Equipment). The Phyrexian Scriptures contain the necessary incantations to enter Phyrexia from any plane and back. Refer to the Phyrexian Scriptures in the Equipment section for exact details.

Population:

The exact number of residents in Phyrexia is unknown, but there are certain categories that they fall in. Although, this may overlap since most Phyrexians are part machine and part undead.

(Source: http://wiki.mtgsalvation.com/article/Phyrexia)

Newts

The first stage of any Phyrexian's life is that of the Newt. These creatures are grown in vats of glistening oil, and appear as androgynous, hairless humans. They are grown to adulthood then prepared and released for life in the dark plane. Newts are later put through a process called completion. At this point, they are transformed into other forms of Phyrexians to serve any of a number of purposes for Yawgmoth.

Sleeper Agents

Sleeper agents are fully grown and sometimes genetically modified newts who have not been completed, appearing as regular human beings, sent to spy on other planes and perform clandestine operations outside of Phyrexia. Some are completely unaware of their status and task, simply dropped off on other planes to be used as hidden cameras.

Cults

Yawgmoth and the Phyrexians have active cults around the planes who worshiped machines and the power of artifice. The Cult of Gix was one such example, which existed for the later duration of the Brothers' War. Those who participated in the cult would augment themselves with metal, embedding it in their skin in all sorts of ways, as a sign of their willingness to become machine from flesh. Gix orchestrated the Cult from its center and even gave Phyrexian technology and instruction to his worshipers. Similar cults were active on various planes and areas at different times up until the Phyrexian Invasion.

Gremlins

Among the lowliest of lifeforms, the Gremlins are small, bat-eared creatures that torment artificers and pull apart unwanted artifacts. They also serve as menial labor.

Minions

These are the agents and specialized creations of Yawgmoth, created as versatile instruments in his mad war against all biological life. Minions serve a number of purposes, such as assassins, spies, or shock troops.

Undead

Phyrexia employs zombies, skeletons, and other forms of walking dead in its fight against the Multiverse. Some are made to function through the adding of artificial improvements. Some of them are noxious and harmful to life even through a touch.

Carriers

Biomechanical constructs used to spread Phyrexian-engineered plagues. They can all be utilized as suicide strikers, destroying themselves to release their pathogenic load upon the battlefield.

Mechanical constructs

Phyrexian inhabitants and creations usually involve mechanical parts and additions, but some are entirely mechanical in nature. These are the massive devices and war machines used to wipe out any resistance left after the initial wave of primary combat troops and the release of the plagues. The Dragon Engines, War Beasts, Hulks, and Colossi all fall under this category. The largest and most brutal of Yawgmoth's monstrosities is the Phyrexian Dreadnought, another totally mechanical part of the arsenal.

Horrors

Horrors are frightening monstrosities, sometimes combinations of creatures listed above. Many of them are free-willed and may live apart from the other Phyrexians, not taking part in the efforts of the rest of the plane. They can be dangerous to even their peers.

Knights

The most elite of warriors, those that are more intelligent and capable than mere killing devices, are the Knights. They have their human mental attributes, such as free will, but still remain under the command of Yawgmoth. Phyrexian Knights are composed of a few different Orders: the Eastern Paladins, dedicated to eradicating all natural life; the Western Paladins, avid destroyers of all societies that are not of Phyrexia; and the Order of Yawgmoth, the prestigious guard of the Ineffable himself.

Demons

The most powerful and loyal servants of Phyrexia were the Demons, beings of immeasurable evil. These terrible entities made up the greater part of Yawgmoth's Inner Circle, and included the Ineffable's most trusted minion, Gix. Other, lesser Phyrexian demons existed as well, fleshy, mindless things whose only purpose was to scour other worlds for resources to be used on Phyrexia.

*WIP* WILL DO MORE CONSTRUCTIVE THINGS LATER

Elfstone
2011-02-07, 09:17 AM
So admiral, when are you going to post any classes? and any Idea when you will have prices up?

Admiral Squish
2011-02-07, 12:16 PM
So admiral, when are you going to post any classes? and any Idea when you will have prices up?

Sorry, I've gotten a little absorbed in the monster/PrC competitions so I haven't done much work on any other projects. (Read: None)

As for classes, I've got some of the ideas in my head, but I haven't started putting them to paper yet. And I'd love to have prices up as soon as possible, but until somebody comes along and actually helps me set the prices, I've got no idea what's balanced.

Elfstone
2011-02-07, 12:24 PM
Make stuff up, if my DM gets pissed, I will let you know and we can tweak it. =)
(Im playing a warforged scout, and I want some of those upgrades)

Admiral Squish
2011-02-07, 12:30 PM
Make stuff up, if my DM gets pissed, I will let you know and we can tweak it. =)
(Im playing a warforged scout, and I want some of those upgrades)

Hmm. Well, if you bring it to him and the price is wrong, he's more likely to just reject it out of hand. Perhaps you could show him the features and ask him what he thinks would be a valid price? Feel free to bring back the results!

Elfstone
2011-02-07, 05:07 PM
Clerification on the booster jet feet. If an enterprising player decided to hover over an enemy, what sort of damage would the enemy take? You said they were very hot...

Burning hands level damage? With CL=HD?

Admiral Squish
2011-02-07, 05:17 PM
Clerification on the booster jet feet. If an enterprising player decided to hover over an enemy, what sort of damage would the enemy take? You said they were very hot...

Burning hands level damage? With CL=HD?

Hmm, interesting idea. I'd say burning hands damage, but only in a single 5ft square adjacent. Or maybe a melee touch attack to do it? (Kicking people with rocket boots = awesome) It's not really weaponized, the heat problem would be mostly internal. The heated gasses would probably be dispersed too quickly for the full effect.

Elfstone
2011-02-07, 05:20 PM
Yeah thats what I thought. and my DM should be back to be on the suggested boot pricing.

LOTRfan
2011-02-13, 01:31 AM
Hey, here's another Warforged component (converted from 4e).

Final Messenger (Embedded Component)
Crafted to look like a small insect, this diminutive component is able to repeat a single, 25 word message of your choosing. It remains attached to your arm until you send it, or until your death. It does not take up a slot. Once released, it travels to the designated target (chosen by the Warforged), and delivers the message. At that point, it is rendered inert. It can be placed inside another Warforged afterward, but it forgets the original message in exchange for the new one. The device itself has an armor class of 24 (+8 size, +6 Dex), and 2 hit points. It travels at a rate of 45 ft. per round.
Strong Evocation; CL 9th; Craft Wondrous Item, Sending; Cost 562 gp + 45 XP; Price 1,125 gp; Weight ---

EDIT: It already exists in 3.5. Whoops. :smallredface:

Admiral Squish
2011-02-13, 01:51 AM
Hey, here's another Warforged component (converted from 4e).

Final Messenger (Embedded Component)
Crafted to look like a small insect, this diminutive component is able to repeat a single, 25 word message of your choosing. It remains attached to your arm until you send it, or until your death. It does not take up a slot. Once released, it travels to the designated target (chosen by the Warforged), and delivers the message. At that point, it is rendered inert. It can be placed inside another Warforged afterward, but it forgets the original message in exchange for the new one. The device itself has an armor class of 24 (+8 size, +6 Dex), and 2 hit points. It travels at a rate of 45 ft. per round.
Strong Evocation; CL 9th; Craft Wondrous Item, Sending; Cost 562 gp + 45 XP; Price 1,125 gp; Weight ---

Actually, 3.5 already has a final messenger component. It's in the ECS, page 269.

LOTRfan
2011-02-13, 10:50 AM
... Of course. That's what I get for using Eberron Unlimited (the website, not the online game of the same name) as a source. :smallsigh:

Elfstone
2011-03-03, 04:57 PM
Anything new planned Squish? Pricing done?

Admiral Squish
2011-03-03, 06:25 PM
Did not do pricings, sadly. I've been really busy with this current project. Plus, I was still kinda hoping that people would be able to help out with the prices.

As for new things, I don't have anything in mind, and I've lost the train of thought I was on when this faded out. Though, I would be open to suggestions.

NineThePuma
2011-03-18, 02:21 AM
Rather than do a huge critique of every little thing, I'm only gonna do stuff that jumps out at me, and avoid those that don't. Like, you know, the piloting stuff, vehicles, and droids.


Construct Features
Should make it clear what kind of slot these things take up. Just to be perfectly clear.

Hand:

Weapon Hand:
Might want to clarify this. What happens if I decide to attach a Great Sword to my hand?


Drill Arm:
Instead of granting a burrow speed, what about a bonus to Profession (Miner) checks made to dig holes and reduce the amount of time between checks from a day to an hour. Is it going to be incredibly useful for combat maneuverability? Nope. Is it still going to let you dig your way into places? Yup.


Rocket Fists:
While I love the flavor, I don't see the point in using it. Give up your hands to deal negligible damage and run the risk of them being stolen by a mage who wants them.


Cannon Arm
This is pure winsauce. "Hello, my name is Megaman. Prepare to die!" I would, however, change it to pure force damage, and possibly include something similar to charging the gun? I'd also appreciate some rapid fire capability. maybe have it look more like...

A construct with this feature has traded a hand for an energy cannon. As an attack action, the construct may fire a burst of energy from it’s cannon arm. The blast is a ranged touch attack with a range of 60 feet. A successful ranged touch attack deals 1d4 force damage for every three HD the construct possesses, minimum 1d4. By spending a move action to charge the cannon arm, the damage increases by one step. The damage of the cannon arm cannot be increased by more than a number of steps equal to the constructs hit dice divided by four, minimum one.



Guillotine GripNot much to comment on, though I like the flavor a lot!
Arm:

Hydraulic Driver
What if they don't have a slam attack? Do they, instead, gain one?


Flamethrower
Eh, limited uses per day, smaller than a DFA's breath weapon. I'd give it a recharge similar to a dragon's breath weapon, or if you want it to be less reliable, make it 2d4 rounds.


Adamantine Sleeve Even bite natural attacks?


Grappling Spike
Suddenly, construct Batman! I really like this weapon and am liable to put it on a lot of my constructs form now on.

Head:

Sensory Crown
Minor punctuation typo, but looks nifty. I do think that it should come in two variants, though. One in blindsense and one in blind sight.


Combat ScannerIs there a cap on the insight bonus?


Encrypted ControlsI would move this down to the piloted section.
Chest:

Expanded Frame
Nifty. Can't really comment on it though.


Chest CannonCool down? What type of energy? Is it just raw damage?


Pilot’s Hollow I'd move this over to the 'Piloted' section too.


Extra ArmsI like this. I like it a lot.
Plating:

Double PlatingLooks cool. Don't see it ever being used by a warforged, but it's awesome.


Mirrorplate This, right here, is absolutely awesome. Perfect for balancing out against those pesky spell casters.

Drill Thorns[/quote]
A construct with this feature bears a number of strategic holes positioned all over it’s body. Each hole contains a short drill that it can use to damage and hold onto opponents in a grapple. The construct gains a+4 bonus to grapple checks and deals 1d6 points of damage with a successful grapple check.
(Price?)


Armored CockpitMove to the piloting section.


Shield Generator:I really really like this. It adds a lot of survivability to otherwise kinda fragile constructs. Especially nice because of the way that it's sorta like Fast Healing, but lesser. Combining it WITH fast healing, however, would be cruel and unusual. Right?