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Thread: [3.x/PF] GitP Regulars as Spells!

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    Andion Isurand's Avatar

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    Default Re: [3.x/PF] GitP Regulars as Spells!

    A spellcaster with the Hierarch's Favor feat, can summon “interceptors” using a summon monster IV spell.

    Spoiler: Interceptor Build Process
    Show
    For each individual interceptor, use the stats of a typical 1st-Level Astral Construct (XPH 185) with the Buff ability. Then apply the following.

    Type: The creature's type changes to Construct (Protoss, Psionitronic).
    Senses: Remove any sensory special qualities from the base creature, then add Darkvision out to 300 feet, Superior Low-Light Vision, Blindsight out to 60 feet and All-Around Sensors (see below).
    Languages: Interceptors cannot speak verbally, but they know Common and Khalani. They also possess a Psionitronic Mind (see below).
    hp: Interceptors gain damage reduction 1/adamantine, as well as a Psionitronic Shield (see below).
    Resist: Remove any resistances from the base creature, then add resistance to acid 5, cold 30, electricity 10, fire 30 and sonic 5.
    Immune: Immune to blindness, deafness, petrification and polymorph effects in addition to Construct traits.
    Weaknesses: Remove any vulnerabilities, then add Psionitronic Vulnerability (see below).
    Speed: Remove all speeds from the base creature, then add a fly speed of 400 feet with perfect maneuverability, and a swim speed of 80 feet.
    Melee/Ranged: Remove all natural weapons from the base creature, then add the following.

    • 2 primary beam cannon attacks each dealing 1d4 unmodified base damage.
    • A secondary slam attack dealing 1d4 unmodified base damage.

    Special Attacks: Remove all special attacks from the base creature, then add the following.

    • Beam Cannons (Ex): An interceptor discharges its beam cannons in combat without provoking attacks of opportunity. Both of its beam cannon attacks are considered natural weapons despite having a projectile weapon’s unmodified range increment of 60 feet. They have the same unmodified range increment underwater with no additional penalties for range. A beam cannon attack that hits a target with a ranged touch attack, deals untyped energy damage. A beam cannon attack always deals full damage against objects (although hardness still applies).
    • Beams (Ex): Beams are composed of energy and suffer no penalty due to wind speeds or water currents. Spells and abilities that affect one or more beam cannon attacks, affect the beams they shoot accordingly.
    • Focus Fire (Ex): An interceptor may attack the same target once with each beam cannon as a standard action.
    • Resonating Frequency (Ex): When making a beam cannon attack against an object or structure, an interceptor may apply a -2 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
    • Adamantine Strike (Ex): The natural weapons of interceptors overcome adamantine-based damage reduction.

    Abilities: Change from the base creature as follows: Int 10.
    Special Qualities: Same as the base creature plus the following.

    • All-Around Sensors (Ex): An interceptor’s sensor array allows it to look in any direction, and provides it with a +8 racial bonus on Listen, Spot and Search checks. An interceptor cannot be flanked.
    • Induction Engines (Ex): Interceptors possess the reach and carrying capacity of a quadruped, and produce artificial gravity to provide thrust and lift, enabling them to fly, swim and otherwise maneuver. They gain a +4 racial bonus to Move Silently checks and may even fly in a vacuum without hindrance. Wind speeds and water currents affect interceptors as if they were two sizes larger than they actually are.
    • Pack Attack (Ex): Two allied interceptors of Small size can occupy the same 5-foot square at no penalty, even during combat.
    • Psionitronic Collectors (Ex): When subjected to a magical or psionic effect that would normally recover its hit points, a Construct with the Psionitronic subtype, always gains an equal number of temporary hit points instead.
    • Psionitronic Mind (Ex): A Construct with the Psionitronic subtype always has an Intelligence score, and gains a number of skill points as if it possessed the Outsider type. It counts all skills as class skills, but may not use any skill untrained. Although it can learn and evolve, it must obey its creator(s) and has no form of advancement based on its own experience. While it remains immune to charms, compulsions, phantasms, patterns, morale effects and fear, it can be affected by any other mind-affecting ability or effect, but only when produced by itself, its creator(s) or another individual they permit.
    • Psionitronic Prowess (Ex): All Constructs with the Psionitronic subtype gain Blind-Fight, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes and Run as racial bonus feats.
    • Psionitronic Shield (Ex): A Construct with the Psionitronic subtype, usually has a temporary hit point capacity equal to half its undamaged hit point total (rounded up). Each round at the start of its turn, it automatically gains or loses 1 temporary hit point as needed to reach this total. Temporary hit points it gains from any source, always stack and have an instantaneous duration, but are otherwise lost in the typical manner.
    • Psionitronic Vulnerability (Ex): A Construct with the Psionitronic subtype is not immune to critical hits and precision damage. There is still a 50% chance that any critical hit or any precision damage scored against it is negated so that the damage is instead rolled normally.
    • Targeting Systems (Ex): Interceptors gain Aquatic Shot (Sto 90), Coordinated Shot (HB 96), Far Shot, Point Blank Shot, Precise Shot, Sharp-Shooting (CW 105) and Weapon Focus [Beam Cannons] as racial bonus feats.

    Feats: A typical interceptor uses Alertness as its normal feat. It also gains Aerial Reflexes (RW 148), Clever Wrestling (Sto 92), Close-Quarters Fighting (CW 97), Combat Reflexes, Flyby Attack (MM 303), Improved Natural Attack [Beam Cannons] (MM 304), Mobility and Swim-By Attack (Sto 94) as racial bonus feats.
    Skills: A typical interceptor has the following skill ranks: Hide 2 ranks, Knowledge (any 11) 1 rank, Listen 4 ranks, Move Silently 2 ranks, Search 2 ranks, Sense Motive 4 ranks, Spot 4 ranks and Tumble 3 ranks. It gains a +8 racial bonus to Swim checks. The creature can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when flying or swimming, provided it does so in a straight line.


    Spoiler: Interceptor Stat Block
    Show
    INTERCEPTOR CR 4
    Usually N Small Construct (Protoss, Psionitronic)
    Init +6 (+2 Dex, +4 feat); Senses Darkvision 300 ft., Blindsight 60 ft., Superior Low-Light Vision, All-Around Sensors; Listen +14, Spot +14
    Languages understands Common and Khalani; cannot speak; Psionitronic Mind

    AC 18, touch 13, flat-footed 16 (+1 Size, +2 Dex, +5 natural)
    hp 20 (1d10+10+5); Psionitronic Shield; DR 1/adamantine
    Immune blindness, deafness, petrification, polymorph, construct immunities
    Resist acid 5, cold 30, electricity 10, fire 30, sonic 5
    Weakness Psionitronic Vulnerability
    Fort +2, Ref +4, Will +2

    Speed fly 400 ft. (perfect), swim 80 ft.; Run, Flyby Attack (MM 303), Swim-By Attack (Sto 94)
    Melee slam -2 (1d4+1)
    Ranged 2 beam cannons +4 touch (1d6)
    Space 5 ft.; Reach 5 ft. (Long)
    Base Atk +0; Grp -2
    Atk Options focus fire, resonating frequency

    Abilities Str 15, Dex 15, Con —, Int 10, Wis 11, Cha 10
    SA adamantine strike, beams, focus fire, resonating frequency
    SQ all-around sensors, buff, construct traits, induction engines, pack attack, psionitronic collectors, psionitronic mind, psionitronic prowess, psionitronic shield, psionitronic vulnerability, targeting systems
    Feats Alertness
    Racial Feats Aerial Reflexes (RW 148), Aquatic Shot (Sto 90), Blind-Fight, Clever Wrestling (Sto 92), Close-Quarters Fighting (CW 97), Combat Reflexes, Coordinated Shot (HB 96), Far Shot, Flyby Attack (MM 303), Great Fortitude, Improved Initiative, Improved Natural Attack [Beam Cannons] (MM 304), Iron Will, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Run, Sharp-Shooting (CW 105), Swim-By Attack (Sto 94), Weapon Focus [Beam Cannons]
    Skills Hide +8, Knowledge (any 11) +1, Listen +14, Move Silently +8, Search +10, Sense Motive +4, Spot +14, Swim +10, Tumble +5

    Beam Cannons (Ex) An interceptor discharges its beam cannons in combat without provoking attacks of opportunity. Both of its beam cannon attacks are considered natural weapons despite having a projectile weapon’s unmodified range increment of 60 feet. They have the same unmodified range increment underwater with no additional penalties for range. A beam cannon attack that hits a target with a ranged touch attack, deals untyped energy damage. A beam cannon attack always deals full damage against objects (although hardness still applies).
    Beams (Ex) Beams are composed of energy and suffer no penalty due to wind speeds or water currents. Spells and abilities that affect one or more beam cannon attacks, affect the beams they shoot accordingly.
    Focus Fire (Ex) An interceptor may attack the same target once with each beam cannon as a standard action.
    Resonating Frequency (Ex) When making a beam cannon attack against an object or structure, an interceptor may apply a -2 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
    Adamantine Strike (Ex) The natural weapons of interceptors overcome adamantine-based damage reduction.
    All-Around Sensors (Ex) An interceptor’s sensor array allows it to look in any direction, and provides it with a +8 racial bonus on Listen, Spot and Search checks. An interceptor cannot be flanked.
    Buff (Ex) Interceptors gain an extra 5 hit points.
    Induction Engines (Ex) Interceptors possess the reach and carrying capacity of a quadruped, and produce artificial gravity to provide thrust and lift, enabling them to fly, swim and otherwise maneuver. They gain a +4 racial bonus to Move Silently checks and may even fly in a vacuum without hindrance. Wind speeds and water currents affect interceptors as if they were two sizes larger than they actually are.
    Pack Attack (Ex) Two allied interceptors of Small size can occupy the same 5-foot square at no penalty, even during combat.
    Psionitronic Collectors (Ex) When subjected to a magical or psionic effect that would normally recover its hit points, a Construct with the Psionitronic subtype, always gains an equal number of temporary hit points instead.
    Psionitronic Mind (Ex) A Construct with the Psionitronic subtype always has an Intelligence score, and gains a number of skill points as if it possessed the Outsider type. It counts all skills as class skills, but may not use any skill untrained. Although it can learn and evolve, it must obey its creator(s) and has no form of advancement based on its own experience. While it remains immune to charms, compulsions, phantasms, patterns, morale effects and fear, it can be affected by any other mind-affecting ability or effect, but only when produced by itself, its creator(s) or another individual they permit.
    Psionitronic Prowess (Ex) All Constructs with the Psionitronic subtype gain Blind-Fight, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes and Run as racial bonus feats.
    Psionitronic Shield (Ex) A Construct with the Psionitronic subtype, usually has a temporary hit point capacity equal to half its undamaged hit point total (rounded up). Each round at the start of its turn, it automatically gains or loses 1 temporary hit point as needed to reach this total. Temporary hit points it gains from any source, always stack and have an instantaneous duration, but are otherwise lost in the typical manner.
    Psionitronic Vulnerability (Ex) A Construct with the Psionitronic subtype is not immune to critical hits and precision damage. There is still a 50% chance that any critical hit or any precision damage scored against it is negated so that the damage is instead rolled normally.
    Targeting Systems (Ex) Interceptors gain Aquatic Shot (Sto 90), Coordinated Shot (HB 96), Far Shot, Point Blank Shot, Precise Shot, Sharp-Shooting (CW 105) and Weapon Focus [Beam Cannons] as racial bonus feats.
    Skills Interceptors gain a +8 racial bonus to Swim checks. An interceptor can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when flying or swimming, provided it does so in a straight line.
    Last edited by Andion Isurand; 2015-04-08 at 12:00 AM.