Duboris
2012-09-29, 09:54 PM
Clockwork Sentry's are construct that stand in variously strategic places, and stay wound in that area until they're required to move as a result of someone breaking a law/assaulting a citizen/causing mischief.
What I need assistance with is a way to quickly subdue characters of the sentry's level, or lower, rather easily.
My idea was a sort of electric stick, sort of like a cattle prod or picana, that did 1d8 +5 damage to touch, with a fortification save of 18 for only being stunned for 1 round, whereas if you fail, the stun lasts 1d6 rounds, and can be extended by other stuns. (Other clockworks smacking you)
In the process of stunning you, other clockworks would apply manacles and detain you till a Judge Knight (Roughly Cr 10), accompanied by Human Soldiers (Fighter 4 (Cr 3) ) arrived to determine your offenses. Resisting the clockworks in itself is considered a second level offense, which results in a year of prison, unless busted out by friends.
Question at hand, is *is* the stun baton essentially going to do the job well enough? Thoughts?
What I need assistance with is a way to quickly subdue characters of the sentry's level, or lower, rather easily.
My idea was a sort of electric stick, sort of like a cattle prod or picana, that did 1d8 +5 damage to touch, with a fortification save of 18 for only being stunned for 1 round, whereas if you fail, the stun lasts 1d6 rounds, and can be extended by other stuns. (Other clockworks smacking you)
In the process of stunning you, other clockworks would apply manacles and detain you till a Judge Knight (Roughly Cr 10), accompanied by Human Soldiers (Fighter 4 (Cr 3) ) arrived to determine your offenses. Resisting the clockworks in itself is considered a second level offense, which results in a year of prison, unless busted out by friends.
Question at hand, is *is* the stun baton essentially going to do the job well enough? Thoughts?