TheOOB
2006-10-29, 01:06 AM
Tachikoma
http://img87.imageshack.us/img87/715/tachikomaresizeder0.th.jpg (http://img87.imageshack.us/my.php?image=tachikomaresizeder0.jpg)
Size/Type: Large Construct
Hit Dice: 6d10+30 (66 hp)
Initiative: +0
Speed: 60 ft. (12 squares), Climb 30 ft.
Armor Class: 20 (-1 size, +5 dex, +6 natural), touch 14, flat-footed 15
Base Attack/Grapple: +3/+11
Attack: Slam +6 melee(1d8+6) or Machine Gun +7 ranged(2d10/100 ft.)
Full Attack: Slam +6 melee(1d8+6) or 2 Machine Gun +7 ranged(2d10/100 ft.)
Space Reach: 10 ft./5 ft.
Special Attacks: Howitzer Shell, Improved Grab, Spider Shot
Special Qualities: Evasion, Thermoptic Camo, Rider, Spider Climb
Saves: Fort +2, Refl +7, Will +4
Abilities: Str 18, Dex 20, Con -, Int 18, Wis 14, Cha 8
Skills: Computer Use +18, Jump +33, Knowledge(all) +14, Listen +11, Move Silenty +14, Profession(Soldier) +11, Spot +11
Feats: Dodge(bonus), Mobility, Point Blank Shot, Shot On The Run
Environment: Urban
Organization: Solitary, Duo(1 plus 1 human), or Team(2-5 plus 2-5 humans)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 7-10 HD(large), or by character class
Level Adjustment: -
This strange blue tank is spider-like in design and has a large pod in back to fit a human driver, two machine guns attached to dexterous arms, and a small cannon attached to it's front side.
Tachikoma are AI controlled “Think-Tanks” designed for use by Public Security Section 9. While efficient and deadly soldiers, Tachikomas tend to care more about philosophy then warfare. A Tachikoma is a little taller then a human, and weighs several hundred pounds.
Combat
Tachikoma's usually only fight if ordered to. They usually prefer to remain both stealth and mobile, taking advantage of agility, speed, and ability to turn invisible. They primarly rely on their twin machine guns for combat, though they use their howitzer for heavier targets, and their improved grab ability if they need their target alive.
Evasion(Ex): A Tachikoma takes no damage on a succesful reflex save from an effect that normally allows half damage on a succesful save.
Howitzer Shell(Ex): As a standard action, a Tachikoma who is loaded with a howitzer shell may fire it out of their main cannon within 100 feat of itself. A howitzer shell deals 6d10 fire damage in a 10ft spread from the point of impact(Reflex Save DC 18 for half damage). A Tachikoma can only hold one howitzer shell at a time, and cannot reload itself. Reloading a Tachikomas howitzer shell is a standard action. This save DC is dexterity based.
Improved Grab(Ex): To use this ability a Tachikoma must hit with a slam attack. It can then start a grapple as a free action without provoking an attack of opportunity.
Rider(Ex): A medium sized humanoid can enter a willing Tachikoma as a full-round action and take control of it's functions. The rider has access to all of the Tachikoma's special attacks, special qualities, movement speed, racial skill bonuses, racial bonus feats, natural weapons, and uses the Tachikoma's strength and dexterity scores. The rider retains all other abilities, including mental ability scores, base attack bonus, base save bonuses, and feats. A rider has full cover while riding a Tachikoma.
Spider Climb(Ex): A Tachikoma is always benefits from the effects of spider climb though they have a 30 ft. and may still take the run action while climbing.
Spider Shot(Ex): As a standard action a Tachikoma can shoot a sticky web like substance up to 100 ft. This has two functions. If aimed at a wall, ceiling, or other surface the Tachikoma can immediately pull themselves to that surface flying through the air to the target location at a speed of 60ft until they land on the surface. If aimed at a creature or object the Tachikoma may attempt to start a grapple with a ranged touch attack. After the grapple is initiated a Tachikoma may attempt an opposed grapple check to pull themselves to the target, or pull their target to them.
Thermoptic Camo(Ex): A Tachikoma can become invisible at will as the spell. Activating or deactivating this ability is a standard action.
Skills
A Tachikoma receives a +20 racial bonus to Jump checks, a +5 bonus to all Computer Use checks, and a +10 to all Knowledge checks and can use all knowledge skills untrained.
http://img87.imageshack.us/img87/715/tachikomaresizeder0.th.jpg (http://img87.imageshack.us/my.php?image=tachikomaresizeder0.jpg)
Size/Type: Large Construct
Hit Dice: 6d10+30 (66 hp)
Initiative: +0
Speed: 60 ft. (12 squares), Climb 30 ft.
Armor Class: 20 (-1 size, +5 dex, +6 natural), touch 14, flat-footed 15
Base Attack/Grapple: +3/+11
Attack: Slam +6 melee(1d8+6) or Machine Gun +7 ranged(2d10/100 ft.)
Full Attack: Slam +6 melee(1d8+6) or 2 Machine Gun +7 ranged(2d10/100 ft.)
Space Reach: 10 ft./5 ft.
Special Attacks: Howitzer Shell, Improved Grab, Spider Shot
Special Qualities: Evasion, Thermoptic Camo, Rider, Spider Climb
Saves: Fort +2, Refl +7, Will +4
Abilities: Str 18, Dex 20, Con -, Int 18, Wis 14, Cha 8
Skills: Computer Use +18, Jump +33, Knowledge(all) +14, Listen +11, Move Silenty +14, Profession(Soldier) +11, Spot +11
Feats: Dodge(bonus), Mobility, Point Blank Shot, Shot On The Run
Environment: Urban
Organization: Solitary, Duo(1 plus 1 human), or Team(2-5 plus 2-5 humans)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 7-10 HD(large), or by character class
Level Adjustment: -
This strange blue tank is spider-like in design and has a large pod in back to fit a human driver, two machine guns attached to dexterous arms, and a small cannon attached to it's front side.
Tachikoma are AI controlled “Think-Tanks” designed for use by Public Security Section 9. While efficient and deadly soldiers, Tachikomas tend to care more about philosophy then warfare. A Tachikoma is a little taller then a human, and weighs several hundred pounds.
Combat
Tachikoma's usually only fight if ordered to. They usually prefer to remain both stealth and mobile, taking advantage of agility, speed, and ability to turn invisible. They primarly rely on their twin machine guns for combat, though they use their howitzer for heavier targets, and their improved grab ability if they need their target alive.
Evasion(Ex): A Tachikoma takes no damage on a succesful reflex save from an effect that normally allows half damage on a succesful save.
Howitzer Shell(Ex): As a standard action, a Tachikoma who is loaded with a howitzer shell may fire it out of their main cannon within 100 feat of itself. A howitzer shell deals 6d10 fire damage in a 10ft spread from the point of impact(Reflex Save DC 18 for half damage). A Tachikoma can only hold one howitzer shell at a time, and cannot reload itself. Reloading a Tachikomas howitzer shell is a standard action. This save DC is dexterity based.
Improved Grab(Ex): To use this ability a Tachikoma must hit with a slam attack. It can then start a grapple as a free action without provoking an attack of opportunity.
Rider(Ex): A medium sized humanoid can enter a willing Tachikoma as a full-round action and take control of it's functions. The rider has access to all of the Tachikoma's special attacks, special qualities, movement speed, racial skill bonuses, racial bonus feats, natural weapons, and uses the Tachikoma's strength and dexterity scores. The rider retains all other abilities, including mental ability scores, base attack bonus, base save bonuses, and feats. A rider has full cover while riding a Tachikoma.
Spider Climb(Ex): A Tachikoma is always benefits from the effects of spider climb though they have a 30 ft. and may still take the run action while climbing.
Spider Shot(Ex): As a standard action a Tachikoma can shoot a sticky web like substance up to 100 ft. This has two functions. If aimed at a wall, ceiling, or other surface the Tachikoma can immediately pull themselves to that surface flying through the air to the target location at a speed of 60ft until they land on the surface. If aimed at a creature or object the Tachikoma may attempt to start a grapple with a ranged touch attack. After the grapple is initiated a Tachikoma may attempt an opposed grapple check to pull themselves to the target, or pull their target to them.
Thermoptic Camo(Ex): A Tachikoma can become invisible at will as the spell. Activating or deactivating this ability is a standard action.
Skills
A Tachikoma receives a +20 racial bonus to Jump checks, a +5 bonus to all Computer Use checks, and a +10 to all Knowledge checks and can use all knowledge skills untrained.