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View Full Version : A wizard once asked, "How do I get the city itself to kill everyone?" [Spell&Monster]



Zeta Kai
2007-09-02, 08:06 PM
Animate Settlements
Transmutation (Epic)
Spellcraft DC: 50
Components: V, S, XP
Casting Time: 1 minute
Range: 300’
Target: 1 artificial settlement (touch)
Duration: 1 hour (dismissible by caster)
Saving Throw: None
Spell Resistance: No
To Develop: 450,000GP; 9 days; 18,000 XP; Seed: Animate (DC 25); Factors: increase duration by 2900% (+58DC), dismissible by caster (+2DC), change target to settlement (+15); Mitigating Factor: Burn 5,000 XP (-50 DC)

You imbue artificially settled areas with mobility & a semblance of life, magically reforming houses & streets into an enormous construct. Each such animated settlement then immediately attacks whomever or whatever you initially designate. You can change the designated target or targets as a move action, as if directing an active spell.

An animated settlement can be of any artificial material. All of the hewn wood, processed metal, worked stone, & blown glass are transformed into a single titanic behemoth (see Spirit of the City, below). This spell cannot animate settlements that are made of mostly natural materials, such as living trees or underground caverns. Only the permanent aspects of a settlement are converted into the body of the construct, such as buildings, bridges & roads, leaving people, animals & vehicles behind & intact. Once the spell’s duration ends, the construct reforms into its previous shape (although if it was damaged while animated, this will be reflected in the state of the reformed settlement). If the construct is destroyed, its remains will collapse into a heap, leaving the settlement effectively destroyed. This spell can be made permanent with a permanency spell.

Experience Point Cost: 5,000XP.

Korias
2007-09-02, 08:10 PM
Why cant the spell effect buildings and bridges? Personally, I think an house that eats people could be fun.

Or a bridge that flexes like a trampoline to throw people off.

Binary Stars
2007-09-02, 08:19 PM
I think you're misreading it. He specifically states those are the only objects to become part of it, along with other semi-permanent objects.

Zeta Kai
2007-09-02, 08:31 PM
Spirit of the City (Template)
Towering above the countryside stands a being of cyclopean proportions. Vaguely shaped like a man, this creature is seemingly composed of wooden walls, mortared chimneys, glass windows, & cobblestone streets, all randomly merged into the beast’s haphazard form. Below the entity lie the mostly-absent remains of the town that had stood her just hours before.

“Spirit of the City” is an unusual template, in that it is applied to a settlement & not a creature. This template essentially turns any settlement into gigantic Construct. The characteristics of a Spirit of the City are determined by the nature of the settlement. A Spirit of the City uses the following statistics & abilities:

Creating a Spirit of the City

• Type: the creature’s type is [Construct]

• Size: the creature’s size is determined by the settlement’s population, see Table 1-1: Spirit of the City for details

• Hit Die: the creature’s Hit Dice are determined by the settlement’s population, see Table 1-1: Spirit of the City for details; the Hit Dice are d10’s; as a Construct, the creature gains bonus hit points determined by the settlement’s population, see Table 1-1: Spirit of the City for details

• Initiative: the creature’s initiative is equal to its Dexterity modifier

• Speed: the creature’s land speed is 20’ per round (4 squares)

• Armor Class: the creature’s natural armor class bonus is equal to ¼ its Hit Dice

• Base Attack: the creature’s base attack bonus is equal to ¾ its Hit Dice

• Grapple: Grapple bonus = base attack bonus + Strength modifier + special size modifier (Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small -4, Tiny -8, Diminutive -12, Fine -16)

• Attacks: the creature gains a natural Slam attack that it can use once per round (twice per round for a full attack action); Attack bonus = base attack bonus + Strength modifier + size modifier (Colossal -8, Gargantuan -4, Huge -2, Large -1, Medium +0, Small +1, Tiny +2, Diminutive +4, Fine +8)

• Damage: natural weapons deal damage normally; attack damage is determined by the settlement’s population, see Table 1-1: Spirit of the City for details

• Special Attacks: the creature gains the following special attacks:

o Earth Mastery (Ex): the creature gains a +1 circumstance bonus on attack & damage rolls if both it & its opponent are touching the ground; if an opponent is airborne or waterborne, the creature takes a -4 circumstance penalty on attack & damage rolls

o Improved Grab (Ex): to use this ability, the creature must hit with a Slam attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Rend

o Long Reach (Ex): the creature can lash out with its Slam attack once every 1d4 rounds, hitting opponents up to 10’ away father away that its normal reach (NOTE: it may also hit opponents that are within its reach at no penalty, if it chooses); this attack is identical in all other respects to the normal Slam attack

o Rend (Ex): if the creature wins a grapple check after a successful Slam attack, it establishes a hold, latching onto the opponent’s body & attempting to tear it in twain; this attack automatically deals critical damage
• Special Qualities: the creature gains the following special qualities:

o All-Around Vision (Ex): the creature can see from all directions at once, providing it with a +4 racial bonus on Search & Spot checks; opponents gain no benefits when flanking it

o Border Bound (Su): the creature cannot move far beyond the boundaries of its settlement; it will not willingly travel more than 100’ (20 squares) from its settlement’s borders, & if forced to do so, it will desperately try to return, suffering a cumulative -1 penalty on all attack & damage rolls, skill checks, & saving throws each minute it remains outside the settlement’s edge; all penalties disappear immediately upon entering the perimeter

o Construct Traits

o Damage Reduction equal to ¼ its Hit Dice

o Darkvision out to 60’

o Fast Healing equal to ¼ its Hit Dice

o Immunities (Su): the creature is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, & energy drain

o Low-Light Vision
• Saves: the creature’s base saves are normal for a Construct (no good saves)

• Abilities: the creature’s Strength & Dexterity scores are determined by the settlement’s population, see Table 1-1: Spirit of the City for details; it is a Construct, having no Constitution; its Intelligence score is 3 (-4), & its Wisdom & Charisma scores are both 10 (+0)

• Skills: the creature’s skills depend on the size of the populous, as seen in the list below; the skills below are calculated to include the relevant ability modifiers, but not any feats:

o Thorp: Search +1, Spot +5

o Hamlet: Search +3, Spot +7

o Village: Listen +4, Search +3, Spot +7

o Small Town: Listen +5, Search +5, Spot +8

o Large Town: Intimidate +5, Listen +6, Search +7, Spot +8

o Small City: Intimidate +6, Listen +7, Search +8, Spot +9

o Large City: Intimidate +6, Listen +7, Search +8, Spot +9, Tumble +3

o Metropolis: Intimidate +6, Listen +7, Search +9, Spot +10, Tumble +4
• Feats: the creature’s feats depend on the size of the populous, as seen in the list below; these feats are cumulative, so a creature gains all of the feats for smaller settlements:

o Thorp: Improved Natural Attack, Improved Toughness, Iron Will, Lightning Reflexes

o Hamlet: Power Attack

o Village: Cleave, Improved Bull Rush

o Small Town: Awesome Blow

o Large Town: Great Cleave

o Small City: Improved Sunder

o Large City: Alertness

o Metropolis: Improved Initiative, Improved Overrun
• Environment: the creature’s is equal to the area in which the settlement is built

• Organization: solitary

• Challenge Rating: the creature’s CR is determined by the settlement’s population, see Table 1-1: Spirit of the City for details

• Treasure: the creature’s personal treasure equals the GP limit of the settlement

• Alignment: the creature’s alignment equals the settlement’s alignment

• Advancement: N/A

• Level Adjustment: N/A

Zeta Kai
2007-09-02, 08:52 PM
Table 1-1: Spirit of the City
{table]Town Size|Population*|GP Limit|Size Category|Hit Dice|Bonus Hit Points|Strength Score|Dexterity Score|Damage|CR
Thorp|20-80|40GP|Huge|10|40|10 (+0)|20 (+5)|2d6|10
Hamlet|81-400|100GP|Gargantuan|20|60|15 (+2)|18 (+4)|2d8|12
Village|401-900|200GP|Gargantuan|30|60|20 (+5)|16 (+3)|2d10|14
Small Town|901-2,000|800GP|Colossal|40|80|25 (+7)|14 (+2)|3d6|16
Large Town|2,001-5,000|3,000GP|Colossal|50|80|30 (+10)|12 (+1)|3d8|18
Small City|5,001-12,000|15,000GP|Colossal+|65|80|35 (+12)|10 (+0)|3d10|20
Large City|12,001-25,000|40,000GP|Colossal+|80|80|40 (+15)|8 (-1)|4d6|22
Metropolis|25,001+|100,000GP|Colossal++|100|80|50 (+20)|6 (-2)|4d8|24[/table]
* = Adult population; depending on the dominant race of the community, the number of nonadults will range from 10-40% of this figure.

TheLogman
2007-09-02, 08:53 PM
Wait, wouldn't a town of Chaotic Good people yield a Chaotic Good city, who would then defend the city? That would be cool. Your title suggested that this was a destructive spell, but I see it as both a destructive spell, (With that Intelligence, its not really all that hard to influence, a-la "The Bars at Nate's Crumbs!") and a kind of "Hey, there's an army of demons coming, umm, what should we do?" In a flurry of panic, a wizard throws together a spell to animate the city itself, and it crushes the demons, before returning back to its peaceful life as a city.

By the way, which seeds and DC modifiers did you use? I'm seeing reduction of casting time, with the seeds being Animate, Life, and maybe Fortify.

Zeta Kai
2007-09-02, 09:03 PM
Sample Spirits of the City

Quallor’s Creek (Thorp: population 49; 40GP limit, Chaotic Neutral, original)
Huge Construct
Hit Dice: 10d10+40 (95HP)
Initiative: +5
Speed: 20’ (4 squares)
Armor Class: 15 (-2 size, +5 Dex, +2 natural); touch 13; flat-footed 10
Base Attack/Grapple: +7/+15
Attack: Slam +5 melee (2d6)
Full Attack: 2 Slams +5 melee (2d6)
Space/Reach: 15’/15’
Special Attacks: Earth Mastery, Improved Grab, Long Reach, Rend
Special Qualities: All-Around Vision, Border Bound, Construct traits, Damage Reduction 2, Darkvision 60’, Fast Healing 2, Immunities, Low-Light Vision
Saves: Fort +3, Ref +8, Will +3
Abilities: Str 10 (+0), Dex 20 (+5), Con -- (+0), Int 1 (-5), Wis 10 (+0), Cha 10 (+0)
Skills: Search +1, Spot +5
Feats: Improved Natural Attack, Improved Toughness, Iron Will, Lightning Reflexes
Environment: temperate forest
Organization: solitary
Challenge Rating: 10
Treasure: 40GP
Alignment: Chaotic Neutral
Advancement: N/A
Level Adjustment: N/A

Towering above the countryside stands a being of cyclopean proportions. Vaguely shaped like a man, this creature is seemingly composed of wooden walls, mortared chimneys, glass windows, & cobblestone streets, all randomly merged into the beast’s haphazard form. Below the entity lie the mostly-absent remains of the town that had stood here just hours before.

• Earth Mastery (Ex): Quallor’s Creek gains a +1 circumstance bonus on attack & damage rolls if both it & its opponent are touching the ground; if an opponent is airborne or waterborne, Quallor’s Creek takes a -4 circumstance penalty on attack & damage rolls

• Improved Grab (Ex): to use this ability, Quallor’s Creek must hit with a Slam attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Rend

• Long Reach (Ex): Quallor’s Creek can lash out with its Slam attack once every 1d4 rounds, hitting opponents up to 10’ away father away that its normal reach (NOTE: it may also hit opponents that are within its reach at no penalty, if it chooses); this attack is identical in all other respects to the normal Slam attack

• Rend (Ex): if Quallor’s Creek wins a grapple check after a successful Slam attack, it establishes a hold, latching onto the opponent’s body & attempting to tear it in twain; this attack automatically deals critical damage

• All-Around Vision (Ex): Quallor’s Creek can see from all directions at once, providing it with a +4 racial bonus on Search & Spot checks; opponents gain no benefits when flanking it

• Border Bound (Su): Quallor’s Creek cannot move far beyond the boundaries of its settlement; it will not willingly travel more than 100’ (20 squares) from its settlement’s borders, & if forced to do so, it will desperately try to return, suffering a cumulative -1 penalty on all attack & damage rolls, skill checks, & saving throws each minute it remains outside the settlement’s edge; all penalties disappear immediately upon entering the perimeter

• Immunities (Su): Quallor’s Creek is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, & energy drain

DraPrime
2007-09-02, 09:30 PM
If I play this right my next gaming session will have HELL for my players. Can't wait to see the look on their faces when they see a building attack someone.

DM(me):The house opens it's door and swallows the person. You hear screaming and munching sounds, the door opens and a loud burp comes out,

Players: Uhhhhhhhh....crap.

Zeta Kai
2007-09-02, 10:18 PM
Millcross (Hamlet: population 262; 100GP limit, Chaotic Good, original)
Gargantuan Construct
Hit Dice: 20d10+60 (170HP)
Initiative: +4
Speed: 20’ (4 squares)
Armor Class: 13 (-4 size, +4 Dex, +3 natural); touch 10; flat-footed 9
Base Attack/Grapple: +10/+24
Attack: Slam +8 melee (2d8+2)
Full Attack: 2 Slams +8 melee (2d8+2)
Space/Reach: 20’/20’
Special Attacks: Earth Mastery, Improved Grab, Long Reach, Rend
Special Qualities: All-Around Vision, Border Bound, Construct traits, Damage Reduction 3, Darkvision 60’, Fast Healing 3, Immunities, Low-Light Vision
Saves: Fort +4, Ref +8, Will +4
Abilities: Str 15 (+2), Dex 18 (+4), Con -- (+0), Int 1 (-5), Wis 10 (+0), Cha 10 (+0)
Skills: Search +3, Spot +7
Feats: Improved Natural Attack, Improved Toughness, Iron Will, Lightning Reflexes, Power Attack
Environment: temperate hills
Organization: solitary
Challenge Rating: 12
Treasure: 100GP
Alignment: Chaotic Good
Advancement: N/A
Level Adjustment: N/A

Towering above the countryside stands a being of cyclopean proportions. Vaguely shaped like a man, this creature is seemingly composed of wooden walls, mortared chimneys, glass windows, & cobblestone streets, all randomly merged into the beast’s haphazard form. Below the entity lie the mostly-absent remains of the town that had stood here just hours before.

• Earth Mastery (Ex): Millcross gains a +1 circumstance bonus on attack & damage rolls if both it & its opponent are touching the ground; if an opponent is airborne or waterborne, Millcross takes a -4 circumstance penalty on attack & damage rolls

• Improved Grab (Ex): to use this ability, Millcross must hit with a Slam attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Rend

• Long Reach (Ex): Millcross can lash out with its Slam attack once every 1d4 rounds, hitting opponents up to 10’ away father away that its normal reach (NOTE: it may also hit opponents that are within its reach at no penalty, if it chooses); this attack is identical in all other respects to the normal Slam attack

• Rend (Ex): if Millcross wins a grapple check after a successful Slam attack, it establishes a hold, latching onto the opponent’s body & attempting to tear it in twain; this attack automatically deals critical damage

• All-Around Vision (Ex): Millcross can see from all directions at once, providing it with a +4 racial bonus on Search & Spot checks; opponents gain no benefits when flanking it

• Border Bound (Su): Millcross cannot move far beyond the boundaries of its settlement; it will not willingly travel more than 100’ (20 squares) from its settlement’s borders, & if forced to do so, it will desperately try to return, suffering a cumulative -1 penalty on all attack & damage rolls, skill checks, & saving throws each minute it remains outside the settlement’s edge; all penalties disappear immediately upon entering the perimeter

• Immunities (Su): Millcross is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, & energy drain

Zeta Kai
2007-09-02, 10:20 PM
NOTE: The epic spell at the top has been rewritten & clarified. The higher XP cost was a trade-off for a lower Spellcraft DC, & a restraining mechanism on casters itching to use this too often.

Zeta Kai
2007-09-03, 09:13 AM
Faberville (Village: population 755; 200GP limit, Neutral Good, original)
Gargantuan Construct
Hit Dice: 30d10+60 (225HP)
Initiative: +3
Speed: 20’ (4 squares)
Armor Class: 13 (-4 size, +3 Dex, +4 natural); touch 9; flat-footed 10
Base Attack/Grapple: +13/+30
Attack: Slam +14 melee (2d10+5)
Full Attack: 2 Slams +14 melee (2d10+5)
Space/Reach: 20’/20’
Special Attacks: Earth Mastery, Improved Grab, Long Reach, Rend
Special Qualities: All-Around Vision, Border Bound, Construct traits, Damage Reduction 4, Darkvision 60’, Fast Healing 4, Immunities, Low-Light Vision
Saves: Fort +6, Ref +9, Will +6
Abilities: Str 20 (+5), Dex 16 (+3), Con -- (+0), Int 1 (-5), Wis 10 (+0), Cha 10 (+0)
Skills: Listen +4, Search +3, Spot +7
Feats: Cleave, Improved Bull Rush, Improved Natural Attack, Improved Toughness, Iron Will, Lightning Reflexes, Power Attack
Environment: warm plains
Organization: solitary
Challenge Rating: 14
Treasure: 200GP
Alignment: Neutral Good
Advancement: N/A
Level Adjustment: N/A

Towering above the countryside stands a being of cyclopean proportions. Vaguely shaped like a man, this creature is seemingly composed of wooden walls, mortared chimneys, glass windows, & cobblestone streets, all randomly merged into the beast’s haphazard form. Below the entity lie the mostly-absent remains of the town that had stood here just hours before.

• Earth Mastery (Ex): Faberville gains a +1 circumstance bonus on attack & damage rolls if both it & its opponent are touching the ground; if an opponent is airborne or waterborne, Faberville takes a -4 circumstance penalty on attack & damage rolls

• Improved Grab (Ex): to use this ability, Faberville must hit with a Slam attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Rend

• Long Reach (Ex): Faberville can lash out with its Slam attack once every 1d4 rounds, hitting opponents up to 10’ away father away that its normal reach (NOTE: it may also hit opponents that are within its reach at no penalty, if it chooses); this attack is identical in all other respects to the normal Slam attack

• Rend (Ex): if Faberville wins a grapple check after a successful Slam attack, it establishes a hold, latching onto the opponent’s body & attempting to tear it in twain; this attack automatically deals critical damage

• All-Around Vision (Ex): Faberville can see from all directions at once, providing it with a +4 racial bonus on Search & Spot checks; opponents gain no benefits when flanking it

• Border Bound (Su): Faberville cannot move far beyond the boundaries of its settlement; it will not willingly travel more than 100’ (20 squares) from its settlement’s borders, & if forced to do so, it will desperately try to return, suffering a cumulative -1 penalty on all attack & damage rolls, skill checks, & saving throws each minute it remains outside the settlement’s edge; all penalties disappear immediately upon entering the perimeter

• Immunities (Su): Faberville is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, & energy drain

AKA_Bait
2007-09-03, 10:00 AM
Animate Settlements
Transmutation
Spellcraft DC: 50
Components: V, S, XP
Casting Time: 1 minute
Range: 300’
Target: 1 artificial settlement (touch)
Duration: 1 hour (dismissible by caster)
Saving Throw: None
Spell Resistance: No
To Develop: 450,000GP; 9 days; 18,000 XP; Seed: Animate (DC 25); Factors: increase duration by 2900% (+58DC), dismissible by caster (+2DC), change target to settlement (+15); Mitigating Factor: Burn 5,000 XP (-50 DC)


This spell is epic I take it?

Arakune
2007-09-03, 10:03 AM
yahoo! silent hill all the way, altough silent hill should be a more epic scale ghost city...

Zeta Kai
2007-09-03, 01:53 PM
This spell is epic I take it?

I doubt I could make it more obvious without explicitly saying so, so yes, it is totally an epic spell.

West Julmas (Small Town: population 1,604; 800GP limit, Neutral Evil, original)
Colossal Construct
Hit Dice: 40d10+80 (300HP)
Initiative: +2
Speed: 20’ (4 squares)
Armor Class: 9 (-8 size, +2 Dex, +5 natural); touch 4; flat-footed 7
Base Attack/Grapple: +16/+39
Attack: Slam +15 melee (3d6+7)
Full Attack: 2 Slams +15 melee (3d6+7)
Space/Reach: 30’/30’
Special Attacks: Earth Mastery, Improved Grab, Long Reach, Rend
Special Qualities: All-Around Vision, Border Bound, Construct traits, Damage Reduction 5, Darkvision 60’, Fast Healing 5, Immunities, Low-Light Vision
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 25 (+7), Dex 14 (+2), Con -- (+0), Int 1 (-5), Wis 10 (+0), Cha 10 (+0)
Skills: Listen +5, Search +5, Spot +8
Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Natural Attack, Improved Toughness, Iron Will, Lightning Reflexes, Power Attack
Environment: temperate mountains
Organization: solitary
Challenge Rating: 16
Treasure: 800GP
Alignment: Neutral Evil
Advancement: N/A
Level Adjustment: N/A

Towering above the countryside stands a being of cyclopean proportions. Vaguely shaped like a man, this creature is seemingly composed of wooden walls, mortared chimneys, glass windows, & cobblestone streets, all randomly merged into the beast’s haphazard form. Below the entity lie the mostly-absent remains of the town that had stood here just hours before.

• Earth Mastery (Ex): West Julmas gains a +1 circumstance bonus on attack & damage rolls if both it & its opponent are touching the ground; if an opponent is airborne or waterborne, West Julmas takes a -4 circumstance penalty on attack & damage rolls

• Improved Grab (Ex): to use this ability, West Julmas must hit with a Slam attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Rend

• Long Reach (Ex): West Julmas can lash out with its Slam attack once every 1d4 rounds, hitting opponents up to 10’ away father away that its normal reach (NOTE: it may also hit opponents that are within its reach at no penalty, if it chooses); this attack is identical in all other respects to the normal Slam attack

• Rend (Ex): if West Julmas wins a grapple check after a successful Slam attack, it establishes a hold, latching onto the opponent’s body & attempting to tear it in twain; this attack automatically deals critical damage

• All-Around Vision (Ex): West Julmas can see from all directions at once, providing it with a +4 racial bonus on Search & Spot checks; opponents gain no benefits when flanking it

• Border Bound (Su): West Julmas cannot move far beyond the boundaries of its settlement; it will not willingly travel more than 100’ (20 squares) from its settlement’s borders, & if forced to do so, it will desperately try to return, suffering a cumulative -1 penalty on all attack & damage rolls, skill checks, & saving throws each minute it remains outside the settlement’s edge; all penalties disappear immediately upon entering the perimeter

• Immunities (Su): West Julmas is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, & energy drain

Zeta Kai
2007-09-03, 08:35 PM
Strindler City (Large Town: population 3,417; 3,000GP limit, Lawful Evil, original)
Colossal Construct
Hit Dice: 50d10+80 (355HP)
Initiative: +1
Speed: 20’ (4 squares)
Armor Class: 9 (-8 size, +1 Dex, +6 natural); touch 3; flat-footed 8
Base Attack/Grapple: +19/+45
Attack: Slam +21 melee (3d8+10)
Full Attack: 2 Slams +21 melee (3d8+10)
Space/Reach: 30’/30’
Special Attacks: Earth Mastery, Improved Grab, Long Reach, Rend
Special Qualities: All-Around Vision, Border Bound, Construct traits, Damage Reduction 6, Darkvision 60’, Fast Healing 6, Immunities, Low-Light Vision
Saves: Fort +9, Ref +10, Will +9
Abilities: Str 30 (+10), Dex 12 (+1), Con -- (+0), Int 1 (-5), Wis 10 (+0), Cha 10 (+0)
Skills: Intimidate +5, Listen +6, Search +7, Spot +8
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack, Improved Toughness, Iron Will, Lightning Reflexes, Power Attack
Environment: warm hills
Organization: solitary
Challenge Rating: 18
Treasure: 3,000GP
Alignment: Lawful Evil
Advancement: N/A
Level Adjustment: N/A

Towering above the countryside stands a being of cyclopean proportions. Vaguely shaped like a man, this creature is seemingly composed of wooden walls, mortared chimneys, glass windows, & cobblestone streets, all randomly merged into the beast’s haphazard form. Below the entity lie the mostly-absent remains of the town that had stood here just hours before.

• Earth Mastery (Ex): Strindler City gains a +1 circumstance bonus on attack & damage rolls if both it & its opponent are touching the ground; if an opponent is airborne or waterborne, Strindler City takes a -4 circumstance penalty on attack & damage rolls

• Improved Grab (Ex): to use this ability, Strindler City must hit with a Slam attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Rend

• Long Reach (Ex): Strindler City can lash out with its Slam attack once every 1d4 rounds, hitting opponents up to 10’ away father away that its normal reach (NOTE: it may also hit opponents that are within its reach at no penalty, if it chooses); this attack is identical in all other respects to the normal Slam attack
• Rend (Ex): if Strindler City wins a grapple check after a successful Slam attack, it establishes a hold, latching onto the opponent’s body & attempting to tear it in twain; this attack automatically deals critical damage

• All-Around Vision (Ex): Strindler City can see from all directions at once, providing it with a +4 racial bonus on Search & Spot checks; opponents gain no benefits when flanking it

• Border Bound (Su): Strindler City cannot move far beyond the boundaries of its settlement; it will not willingly travel more than 100’ (20 squares) from its settlement’s borders, & if forced to do so, it will desperately try to return, suffering a cumulative -1 penalty on all attack & damage rolls, skill checks, & saving throws each minute it remains outside the settlement’s edge; all penalties disappear immediately upon entering the perimeter

• Immunities (Su): Strindler City is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, & energy drain

Zeta Kai
2007-09-04, 05:38 AM
NOTE: I fixed a glaring typo in the epic spell animate settlements. It CAN be made permanent with a permanency spell.

Cliffside (Small City: population 9,328; 15,000GP limit, Neutral, Cityscape)
Colossal+ Construct
Hit Dice: 65d10+80 (437HP)
Initiative: +0
Speed: 20’ (4 squares)
Armor Class: 9 (-8 size, +7 natural); touch 2; flat-footed 9
Base Attack/Grapple: +22/+50
Attack: Slam +26 melee (3d10+12)
Full Attack: 2 Slams +26 melee (3d10+12)
Space/Reach: 30’/30’
Special Attacks: Earth Mastery, Improved Grab, Long Reach, Rend
Special Qualities: All-Around Vision, Border Bound, Construct traits, Damage Reduction 7, Darkvision 60’, Fast Healing 7, Immunities, Low-Light Vision
Saves: Fort +10, Ref +10, Will +10
Abilities: Str 35 (+12), Dex 10 (+0), Con -- (+0), Int 1 (-5), Wis 10 (+0), Cha 10 (+0)
Skills: Intimidate +6, Listen +7, Search +8, Spot +9
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack, Improved Sunder, Improved Toughness, Iron Will, Lightning Reflexes, Power Attack
Environment: warm plains
Organization: solitary
Challenge Rating: 20
Treasure: 15,000GP
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A

Towering above the countryside stands a being of cyclopean proportions. Vaguely shaped like a man, this creature is seemingly composed of wooden walls, mortared chimneys, glass windows, & cobblestone streets, all randomly merged into the beast’s haphazard form. Below the entity lie the mostly-absent remains of the town that had stood here just hours before.

• Earth Mastery (Ex): Cliffside gains a +1 circumstance bonus on attack & damage rolls if both it & its opponent are touching the ground; if an opponent is airborne or waterborne, Cliffside takes a -4 circumstance penalty on attack & damage rolls

• Improved Grab (Ex): to use this ability, Cliffside must hit with a Slam attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Rend

• Long Reach (Ex): Cliffside can lash out with its Slam attack once every 1d4 rounds, hitting opponents up to 10’ away father away that its normal reach (NOTE: it may also hit opponents that are within its reach at no penalty, if it chooses); this attack is identical in all other respects to the normal Slam attack

• Rend (Ex): if Cliffside wins a grapple check after a successful Slam attack, it establishes a hold, latching onto the opponent’s body & attempting to tear it in twain; this attack automatically deals critical damage

• All-Around Vision (Ex): Cliffside can see from all directions at once, providing it with a +4 racial bonus on Search & Spot checks; opponents gain no benefits when flanking it

• Border Bound (Su): Cliffside cannot move far beyond the boundaries of its settlement; it will not willingly travel more than 100’ (20 squares) from its settlement’s borders, & if forced to do so, it will desperately try to return, suffering a cumulative -1 penalty on all attack & damage rolls, skill checks, & saving throws each minute it remains outside the settlement’s edge; all penalties disappear immediately upon entering the perimeter

• Immunities (Su): Cliffside is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, & energy drain

Zeta Kai
2007-09-04, 11:47 AM
Dragonport (Large City: population 13,108; 40,000GP limit, Neutral, Cityscape)
Colossal+ Construct
Hit Dice: 80d10+80 (520HP)
Initiative: -1
Speed: 20’ (4 squares)
Armor Class: 9 (-8 size, -1 Dex, +8 natural); touch 1; flat-footed 9
Base Attack/Grapple: +25/+56
Attack: Slam +32 melee (4d6+15)
Full Attack: 2 Slams +32 melee (4d6+15)
Space/Reach: 30’/30’
Special Attacks: Earth Mastery, Improved Grab, Long Reach, Rend
Special Qualities: All-Around Vision, Border Bound, Construct traits, Damage Reduction 8, Darkvision 60’, Fast Healing 8, Immunities, Low-Light Vision
Saves: Fort +12, Ref +11, Will +12
Abilities: Str 40 (+15), Dex 8 (-1), Con -- (+0), Int 1 (-5), Wis 10 (+0), Cha 10 (+0)
Skills: Intimidate +6, Listen +9, Search +8, Spot +11, Tumble +3
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Natural Attack, Improved Sunder, Improved Toughness, Iron Will, Lightning Reflexes, Power Attack
Environment: cold plains
Organization: solitary
Challenge Rating: 22
Treasure: 40,000GP
Alignment: Neutral
Advancement: N/A
Level Adjustment: N/A

Towering above the countryside stands a being of cyclopean proportions. Vaguely shaped like a man, this creature is seemingly composed of wooden walls, mortared chimneys, glass windows, & cobblestone streets, all randomly merged into the beast’s haphazard form. Below the entity lie the mostly-absent remains of the town that had stood here just hours before.

• Earth Mastery (Ex): Dragonport gains a +1 circumstance bonus on attack & damage rolls if both it & its opponent are touching the ground; if an opponent is airborne or waterborne, Dragonport takes a -4 circumstance penalty on attack & damage rolls

• Improved Grab (Ex): to use this ability, Dragonport must hit with a Slam attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Rend

• Long Reach (Ex): Dragonport can lash out with its Slam attack once every 1d4 rounds, hitting opponents up to 10’ away father away that its normal reach (NOTE: it may also hit opponents that are within its reach at no penalty, if it chooses); this attack is identical in all other respects to the normal Slam attack

• Rend (Ex): if Dragonport wins a grapple check after a successful Slam attack, it establishes a hold, latching onto the opponent’s body & attempting to tear it in twain; this attack automatically deals critical damage

• All-Around Vision (Ex): Dragonport can see from all directions at once, providing it with a +4 racial bonus on Search & Spot checks; opponents gain no benefits when flanking it

• Border Bound (Su): Dragonport cannot move far beyond the boundaries of its settlement; it will not willingly travel more than 100’ (20 squares) from its settlement’s borders, & if forced to do so, it will desperately try to return, suffering a cumulative -1 penalty on all attack & damage rolls, skill checks, & saving throws each minute it remains outside the settlement’s edge; all penalties disappear immediately upon entering the perimeter

• Immunities (Su): Dragonport is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, & energy drain

Zeta Kai
2007-09-04, 05:27 PM
Kaddastre (Metropolis: population 27,334; 100,000GP limit, Lawful Neutral, Cityscape)
Colossal++ Construct
Hit Dice: 100d10+80 (630HP)
Initiative: +2
Speed: 20’ (4 squares)
Armor Class: 9 (-8 size, -2 Dex, +9 natural); touch 0; flat-footed 9
Base Attack/Grapple: +28/+64
Attack: Slam +40 melee (4d8+20)
Full Attack: 2 Slams +40 melee (4d8+20)
Space/Reach: 30’/30’
Special Attacks: Earth Mastery, Improved Grab, Long Reach, Rend
Special Qualities: All-Around Vision, Border Bound, Construct traits, Damage Reduction 9, Darkvision 60’, Fast Healing 9, Immunities, Low-Light Vision
Saves: Fort +13, Ref +11, Will +13
Abilities: Str 50 (+20), Dex 6 (-2), Con -- (+0), Int 1 (-5), Wis 10 (+0), Cha 10 (+0)
Skills: Intimidate +6, Listen +9, Search +9, Spot +12, Tumble +4
Feats: Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Natural Attack, Improved Overrun, Improved Sunder, Improved Toughness, Iron Will, Lightning Reflexes, Power Attack
Environment: moderate plains
Organization: solitary
Challenge Rating: 24
Treasure: 100,000GP
Alignment: Lawful Neutral
Advancement: N/A
Level Adjustment: N/A

Towering above the countryside stands a being of cyclopean proportions. Vaguely shaped like a man, this creature is seemingly composed of wooden walls, mortared chimneys, glass windows, & cobblestone streets, all randomly merged into the beast’s haphazard form. Below the entity lie the mostly-absent remains of the town that had stood here just hours before.

• Earth Mastery (Ex): Kaddastre gains a +1 circumstance bonus on attack & damage rolls if both it & its opponent are touching the ground; if an opponent is airborne or waterborne, Kaddastre takes a -4 circumstance penalty on attack & damage rolls

• Improved Grab (Ex): to use this ability, Kaddastre must hit with a Slam attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Rend

• Long Reach (Ex): Kaddastre can lash out with its Slam attack once every 1d4 rounds, hitting opponents up to 10’ away father away that its normal reach (NOTE: it may also hit opponents that are within its reach at no penalty, if it chooses); this attack is identical in all other respects to the normal Slam attack

• Rend (Ex): if Kaddastre wins a grapple check after a successful Slam attack, it establishes a hold, latching onto the opponent’s body & attempting to tear it in twain; this attack automatically deals critical damage

• All-Around Vision (Ex): Kaddastre can see from all directions at once, providing it with a +4 racial bonus on Search & Spot checks; opponents gain no benefits when flanking it

• Border Bound (Su): Kaddastre cannot move far beyond the boundaries of its settlement; it will not willingly travel more than 100’ (20 squares) from its settlement’s borders, & if forced to do so, it will desperately try to return, suffering a cumulative -1 penalty on all attack & damage rolls, skill checks, & saving throws each minute it remains outside the settlement’s edge; all penalties disappear immediately upon entering the perimeter

• Immunities (Su): Kaddastre is immune to mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, & energy drain

DracoDei
2007-09-05, 12:45 AM
Another poster assumed and I agree that at the end of the spell, providing the construct is still animated, the transformation reverses, re-assembling the buildings with damage proportional to the damage taken by the construct (so one with only ~50 hp remaining out of 1,XXX would only have scattered rooms of most buildings still standing)... perhaps with many broken windows and peices of furniture with a leg snapped off and laying next to it in any case (from the violent nature of the re-assembly in both directions).

OneWinged4ngel
2007-09-05, 03:27 AM
Just an FYI, there's already an official "Animate City" spell. I believe it's in Cityscape. Or possibly Races of Destiny. Don't remember offhand. It's level 9, and makes the city kill people.

Zeta Kai
2007-09-05, 06:32 AM
The animate city spell is in Races of Destiny, but is fundamentally different. For copyright reasons, I cannot post it here, but suffice to say, it is a 9th level spell that causes the building in a small city (or larger settlement) to attack within a small area for a very limited time. The animate settlements spell pretty much owns over that spell in every regard. This transforms the entire settlement into a controlled construct, with a longer duration, greater range, & more damage. That's why it's epic. The animate city spell was an inspiration for this, as was the zeitgeist from Cityscape.

On a different note, I do agree that once the spell has expired, the city should revert back to its previous form, retaining any damage sustained while in construct shape. I plan to expand upon this idea in a later edit.

Peregrine
2007-09-05, 10:38 AM
Awesome. Need to sit down and read more closely. And do a test example or two myself. :smallsmile: But...


it is a mindless Construct ... its Intelligence score is 3

...?

Zeta Kai
2007-09-05, 05:25 PM
Fixed the "mindless" typo, ramped up the HD considerably, & generally made the world a better place (okay, I actually didn't do that last one, but I try).

On a different note, it has been pointed out to me that the 8 examples above cover every possible standard settlement, not counting alignment. I guess that means I did all the work of applying this template for you guys. Change the name, double-check the alignment, & go nuts.

Edit: I've also reworded the original spell, clarifying what happens when the construct is damaged, among other things.