Danu
2006-12-30, 01:07 PM
STATIONARY GUARDIAN
Medium Construct
Hit Dice: 6d10+20 (53 hp)
Initiative: +0
Speed: None
Armor Class: 18 (+8 natural), 10 touch, 16 flat-footed.
Base Attack/ Grapple: +4/ +11
Attack: Greatword +11 melee (2d6+10/ 19-20)
Full Attack: Greatsword +11 melee (2d6+10/ 19-20)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Flay Flesh, Smite 3/day
Special Qualities: Blindsense 5 ft., construct traits, DR 6/adamantine and bludgeoning, immunity to magic, tremorsense 5 ft.
Saves: Fort +2, Ref +2, Will +3
Abilities: Str 24, Dex 10, Con -, Int -, Wis 10, Cha 1
Feats: Cleave (b)
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: None
It’s almost like a suit of normal fullplate standing before you, a greatsword clutched in steel gauntlets set at presentation before it, gripped in everlasting metal. The almost ostentatious armor is decorated with strange runic sigils, none of which are close enough to make out. As soon as you step close, however, the armor suddenly tenses and swings the greatsword with astounding speed!
http://www.geocities.com/trebane2/pez/indent.gifA stationary guardian is an eternally vigilant protector, which stands in complete silence, never moving. Unlike the standard construct, these guardians are more for show then utility, being slightly more inexpensive to make then the more powerful golems.
http://www.geocities.com/trebane2/pez/indent.gifA stationary guardian is incapable of moving of its own volition, and it cannot sense anything beyond its immediate area. While it is deadly within the squares it can threaten, its especially vulnerable to ranged spellcasters or archers.
http://www.geocities.com/trebane2/pez/indent.gifIntelligent mages attempted to correct this error by imbuing the construct with some measure against arrows and spells, but the more patient heroes can simply stand back and chip away at the animated armor until the magic holding it together collapses, leaving a suit of masterwork fullplate behind.
ORIGIN
Originally created by a rather bored artificer mage, the first stationary guardians were simply commanded to stand in one spot and attack all that came into reach of its sword.
http://www.geocities.com/trebane2/pez/indent.gifWhen this rather simplistic tactic proved to be surprisingly effective against unwary adventurers, the mage began to craft more; these made specifically for this stationary position. Without the need to imbue such constructs with extensive magical instructions, the spellcaster was able to craft a reasonably powerful, yet magically simple construct.
http://www.geocities.com/trebane2/pez/indent.gifIts true value, however, was against the unwary or warned. Once an adventurer learned of this particular construct’s inability to give chase or to defend from ranged attacks, they were easily capable of planning rather simple stratagems for defeating the stationary guardians.
http://www.geocities.com/trebane2/pez/indent.gifThe name of the original crafting mage is unclear; some also credit this same ancient mage with the construction of several other frequently used golems and other guardians heard of today. Whatever the name, his legacy lives on for the foreseeable future.
COMBAT
A stationary guardian is always treated as if it is readying an action to attack anything that comes within 5 ft. of it. This accounts for what seems to some as an almost supernatural speed to their swing. A stationary guardian will not attack any creature that speaks a specific command word, specified at its time of creation.
Flay (Ex): Any damage dealt by a stationary guardian is extremely resistant to healing. Characters with wounds inflicted by a stationary guardian cannot heal the damage naturally, and any character attempting to cast a healing spell on the inflicted damage must succeed on a DC 18 caster level check, or the spell has no effect. Once a creature has been completely healed of all hit point damage he has currently incurred, he is no longer affected by this ability.
http://www.geocities.com/trebane2/pez/indent.gifImmunity to Magic (Ex): A stationary guardian is not affected by any spell or spell-like ability that allows spell resistance.
http://www.geocities.com/trebane2/pez/indent.gifSmite (Su): Three times a day, a stationary guardian may attempt to strike a furious blow against any foe that it threatens. It makes a normal melee attack against the chosen foe with a +4 bonus on its attack roll. If successful, it deals +6 points of damage.
TREASURE
When destroyed, a stationary guardian usually leaves a functional suit of masterwork fullplate, sized for a human, as well as the greatsword.
CONSTRUCTION
Creating a stationary guardian is rather simple. It requires the use of a suit of fullplate, preferably masterwork, to serve as the base for the creature’s body. It also requires the addition of a standard greatsword, although some mages take the extra cost to give their guardian masterwork or even magical greatswords.
http://www.geocities.com/trebane2/pez/indent.gifThe suit of armor must be fitted to a wooden dummy, which must be constructed specifically for this purpose. Crafting the dummy requires a DC 20 Craft (Carving) check.
http://www.geocities.com/trebane2/pez/indent.gifThe construct must be placed in the area it will guard, within a mystical circle created with the use of talcum, salt, and rare oil and spices costing at least 1000gp. You then perform a ritual, which consumes the wooden dummy and gives the stationary guardian its form.
http://www.geocities.com/trebane2/pez/indent.gifA stationary guardian with more than 6 Hit Dice can be created, but each additional Hit Dice adds 2,000 gp to the cost to create.
http://www.geocities.com/trebane2/pez/indent.gifCL 6th; Craft Construct, animate objects, inflict light wounds, caster must be at least 6th level; Price 9,000 gp; Cost 4,500 gp + 360 XP.
Medium Construct
Hit Dice: 6d10+20 (53 hp)
Initiative: +0
Speed: None
Armor Class: 18 (+8 natural), 10 touch, 16 flat-footed.
Base Attack/ Grapple: +4/ +11
Attack: Greatword +11 melee (2d6+10/ 19-20)
Full Attack: Greatsword +11 melee (2d6+10/ 19-20)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Flay Flesh, Smite 3/day
Special Qualities: Blindsense 5 ft., construct traits, DR 6/adamantine and bludgeoning, immunity to magic, tremorsense 5 ft.
Saves: Fort +2, Ref +2, Will +3
Abilities: Str 24, Dex 10, Con -, Int -, Wis 10, Cha 1
Feats: Cleave (b)
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Neutral
Advancement: None
It’s almost like a suit of normal fullplate standing before you, a greatsword clutched in steel gauntlets set at presentation before it, gripped in everlasting metal. The almost ostentatious armor is decorated with strange runic sigils, none of which are close enough to make out. As soon as you step close, however, the armor suddenly tenses and swings the greatsword with astounding speed!
http://www.geocities.com/trebane2/pez/indent.gifA stationary guardian is an eternally vigilant protector, which stands in complete silence, never moving. Unlike the standard construct, these guardians are more for show then utility, being slightly more inexpensive to make then the more powerful golems.
http://www.geocities.com/trebane2/pez/indent.gifA stationary guardian is incapable of moving of its own volition, and it cannot sense anything beyond its immediate area. While it is deadly within the squares it can threaten, its especially vulnerable to ranged spellcasters or archers.
http://www.geocities.com/trebane2/pez/indent.gifIntelligent mages attempted to correct this error by imbuing the construct with some measure against arrows and spells, but the more patient heroes can simply stand back and chip away at the animated armor until the magic holding it together collapses, leaving a suit of masterwork fullplate behind.
ORIGIN
Originally created by a rather bored artificer mage, the first stationary guardians were simply commanded to stand in one spot and attack all that came into reach of its sword.
http://www.geocities.com/trebane2/pez/indent.gifWhen this rather simplistic tactic proved to be surprisingly effective against unwary adventurers, the mage began to craft more; these made specifically for this stationary position. Without the need to imbue such constructs with extensive magical instructions, the spellcaster was able to craft a reasonably powerful, yet magically simple construct.
http://www.geocities.com/trebane2/pez/indent.gifIts true value, however, was against the unwary or warned. Once an adventurer learned of this particular construct’s inability to give chase or to defend from ranged attacks, they were easily capable of planning rather simple stratagems for defeating the stationary guardians.
http://www.geocities.com/trebane2/pez/indent.gifThe name of the original crafting mage is unclear; some also credit this same ancient mage with the construction of several other frequently used golems and other guardians heard of today. Whatever the name, his legacy lives on for the foreseeable future.
COMBAT
A stationary guardian is always treated as if it is readying an action to attack anything that comes within 5 ft. of it. This accounts for what seems to some as an almost supernatural speed to their swing. A stationary guardian will not attack any creature that speaks a specific command word, specified at its time of creation.
Flay (Ex): Any damage dealt by a stationary guardian is extremely resistant to healing. Characters with wounds inflicted by a stationary guardian cannot heal the damage naturally, and any character attempting to cast a healing spell on the inflicted damage must succeed on a DC 18 caster level check, or the spell has no effect. Once a creature has been completely healed of all hit point damage he has currently incurred, he is no longer affected by this ability.
http://www.geocities.com/trebane2/pez/indent.gifImmunity to Magic (Ex): A stationary guardian is not affected by any spell or spell-like ability that allows spell resistance.
http://www.geocities.com/trebane2/pez/indent.gifSmite (Su): Three times a day, a stationary guardian may attempt to strike a furious blow against any foe that it threatens. It makes a normal melee attack against the chosen foe with a +4 bonus on its attack roll. If successful, it deals +6 points of damage.
TREASURE
When destroyed, a stationary guardian usually leaves a functional suit of masterwork fullplate, sized for a human, as well as the greatsword.
CONSTRUCTION
Creating a stationary guardian is rather simple. It requires the use of a suit of fullplate, preferably masterwork, to serve as the base for the creature’s body. It also requires the addition of a standard greatsword, although some mages take the extra cost to give their guardian masterwork or even magical greatswords.
http://www.geocities.com/trebane2/pez/indent.gifThe suit of armor must be fitted to a wooden dummy, which must be constructed specifically for this purpose. Crafting the dummy requires a DC 20 Craft (Carving) check.
http://www.geocities.com/trebane2/pez/indent.gifThe construct must be placed in the area it will guard, within a mystical circle created with the use of talcum, salt, and rare oil and spices costing at least 1000gp. You then perform a ritual, which consumes the wooden dummy and gives the stationary guardian its form.
http://www.geocities.com/trebane2/pez/indent.gifA stationary guardian with more than 6 Hit Dice can be created, but each additional Hit Dice adds 2,000 gp to the cost to create.
http://www.geocities.com/trebane2/pez/indent.gifCL 6th; Craft Construct, animate objects, inflict light wounds, caster must be at least 6th level; Price 9,000 gp; Cost 4,500 gp + 360 XP.