View Full Version : Celestial Watchmen [Creature-City Plane)

2006-11-01, 05:27 PM
The Celestial Watchmen are thought to have been placed on the City Plane by the Gods who originally crafted the Plane to enforce nonviolence. In that aspect the Celestial Watchmen have been a tremendous success, there is very little (overt) violence in the city.
Dispite the long existance of the Celestial Watchmen, no one has been able to truely determine their inner workings, as the only Watchman to ever be destroyed was decimated entirely (allong with a large city block) due to Divine Overchannel. One thing which is sure is that the Watchmen draw a good deal of their power from the Celestial Construct (To be posted later).
While normally benign and neutral patrollers of the city, when a Celestial Watchman witnesses deadly violence (Ex: Not a playful fight/ a nonlethal duel/ a simple fistfight with non lethal intent) they respond by attacking the offending party furiously, first attempting to grapple and use its Akarus Banishment ability until it is successful. If its opponent is more threatening or powerful the Watchman will opt to go directly to lethal force, attacking furiously with its arm mounted Glaive and Ripper Cannon then disposing of the remains with its Akarus Banishment ability.
The inhabitants of the city have grown used to the Celestial Watchmen, and in general are appreciative of their protection. It is not uncommon for school children to decorate the constructs during times of celebration with garlands and paint.

The Celestial Watchman appears as a large humanoid shaped construct constructed completely out of dull silver extremely complex gears and mechanisms that all rotate and mesh perfectly to give it a very smooth gait dispite its bulk. The Watchman has large brushed white ceramic plates as decoration on certain parts of its body, which serve the dual purpose of ornamentation and preventing certain pieces of the complex machinery from catching on things or hurting innocents with their moving parts. These plates are found on the Watchmans forearms, shoulders, face, thighs, and calves, giving it a much more smooth and less mechanical appearance. These plates serve no combat purpose and are incredibly easy to shatter, whereupon they fall off of the construct harmlessly.
Under the Watchmans right arm is mounted a a large glaive which can extend to give the Watchman a reach of 15 feet, or slide back into its arm allowing it to use its hand without danger.
Under the left arm is mounted a large rotating six barreled Ripper cannon (Picture a Chaingun), which the Celestial Watchman uses to attack enemies at a distance, or large crowds of enemies.

Fortunately, there is very little occasion for the Watchman to use its offensive prowess.

(Akarus is a plane which is, in its entirety, an inescapable guardless prison)

Celestial Watchman
Size/Type: Large Construct
HD: 15d10+125 (200ish)
Initiative: +0
Speed: 20ft
Armor Class: 35AC (+26 Natural -1 Size), 9 Touch, 35 Flatfooted
BAB: 15/10 Grapple: 33
Attack: Glaive +25 Melee (3d6+15/19-20 x2)
Full Attack: Glaive +25/+20 Melee (3d6+15/19-20 x2)
Space/Reach: 10ft/15ft
Special Attacks: Akarus Banishment, Ripper cannon, Improved Grapple.
Special Qualities: Construct Traits, Blind-sight, Exceptionally Heavy, Divine Replenishment, Divine Over-channel. DR 15/Adamantium
Saves: Fort +8/Ref +0/Will +6
Abilities: Str 30, Dex 10, Con 0, Int 0, Wis 12, Cha 4
Environment: The streets of the City Plane
Organization: Solitary
CR: 17
Treasure: A horrifying death.


Construct Traits
No Constitution score, Low Light Vision, Darkvision 60 ft., Immunity to all mind-affecting effects, Immunity to poison, sleep effects, paralysis, stunning, disease, death effects and necromancy effects. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any affect requiring a Fortitude save unless it is harmless or also affects objects. No risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. Cannot be raised or ressurrected. Does not need to eat, sleep or breathe. Cannot heal naturally.

Akarus Banishment
At the begining of any turn in which the Celestial Watchman is grappling a creature, it may attempt an Akarus Banishment. The creature grappled must make a will save (DC 20) or be teleported to a point of the Watchman's choice on Akarus.

Ripper Cannon
Once every 1d4 rounds the Celestial Watchman can use its awsome Ripper Cannon. The Ripper cannon spins wildly, emiting a terrifying roar and filling the air with a deadly volley of superheated shards of metal. The Ripper cannon does 12d6 damage to everything in an 100ft line (Reflex 18 Half).

Improved Grapple
The Celestial Watchman does not provoke attacks of opportunity when attempting to grapple.

Exceptionally Heavy
The Celestial Watchman gets +8 to attempts to resist a bull rush, grapple, or trip attempt because of its extreme weight.

Divine Replenishment
Every round after the first that the Celestial Watchman is engaged in battle it heals 1d6 damage per round it has been engaged in battle. For example it would heal 1d6 its second round in combat, and 4d6 on its fifth. This healing continues to improve until the combat is over. Out of combat the healing continues until the construct is at full health, and then reverts back to its starting point. The Watchman has no control over this ability. As combat goes on the Watchman seems to glow brighter and brighter with golden light, as divine energy poors over its mechanics, causing them to send forth gears and tubes to replace lost pieces, drawing wounded mechanical pieces into itself to make room for the replacements.

Divine Over-Channel
In any combat in which the Celestial Watchman is in danger of destruction, its Divine Replenishment is undoubtedly working overtime. When the Celestial construct is destroyed it deals 25 damage per d6 that it healed in its last round to a radius of 20ft per d6 that it healed. For example If the Watchman was destroyed in the second round of combat it would deal 25 damage over a 20 ft radius. If it was destroyed after its fifth round (where it healed 4d6) it would deal 100 damage with a radius of 80 feet. This damage is irrisistable and not subject to damage resistance. Reflex DC 20+ the d6 amount (in the last example, it would be DC24). This explosion always utterly destroys all components of the Watchman. The Watchman can not choose not to use this ability. It is uncertain if this ability was intentionally given to the Watchman to further discourage attacking it, or if it is simply an unnavoidable side effect of the intense Divine Replenishment.

2006-11-02, 12:22 PM
Dax, Just a few:

Why does its BAB exceed its HD?

Why are city guard constructs created that can - and apperantly do - kill innocent non-combatents?

Other than those I think you got a good start. I would suggest bumping the Banishment DC a bit. Most level 17s laugh at DC 20 checks.

2006-11-02, 04:41 PM
Where are you getting the thing about killing non combatants?

Aside from their own deaths, and the Divine Over-channel which would happen then (which isnt a design feature, It is an unintentional byproduct of too much Divine Replenishment.

Additionally, the Watchmen arent created by the people to protect the city, they were placed there by the gods, they are a part of the city. And while they are not good or evil, but neutral, they dont cause harm unless the person has intent to kill. The lives of non combatants arent as important as keeping order in the city, and keeping out and out violence from breaking out.

For example, in the specific campaign world these were designed for, only one has been killed. Ever. Lets just say that though they were created by the gods, they are imperfect. The gods were rushed, hah. (The full lore of the campaign setting will be posted soon, so you will see where these things fit in more).

This little Issue with the Celestial Watchmen (who otherwise work incredibly efficiently and well at their task) also gives players, especially good ones, pause for thought before attempting to take one of these down. Or more likely, attempting to defend the Watchmam so as not to set it off.

HD/BAB fixed, thanks for pointing that out.

2006-11-02, 07:14 PM
he only Watchman to ever be destroyed was decimated entirely (allong with a large city block) due to Divine Overchannel

Assumption from that, I guess.