View Single Post

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

  1. - Top - End - #252
    Bugbear in the Playground
     
    Andion Isurand's Avatar

    Join Date
    Dec 2007
    Location
    Tintageer Terrace
    Gender
    Male

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

    Echo striders are an “evolved version” of both dragoons and immortals. In normal D&D, injured creatures can be healed back from the brink, so I decided to make it so this creature can carry and derive function from the truly deceased.

    A spellcaster with the Hierarch's Favor feat, can summon “echo striders” using a summon monster VI spell.

    Spoiler: Echo Strider Build Process
    Show
    For each individual echo strider, use the stats of a typical 5th-Level Astral Construct (XPH 185) with the Improved 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 and All-Around Sensors (see below).
    Languages: Echo striders cannot speak verbally, but they know Common and Khalani. They also possess a Psionitronic Mind (see below).
    hp: Remove all forms of damage reduction from the base creature, then add damage reduction 3/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: The base creature’s land speed is reduced by 10 feet. The creature also gains a swim speed of 20 feet.
    Melee/Ranged: Remove all natural weapons from the base creature, then add the following.

    • A primary phase disruptor attack dealing 3d6 unmodified base damage.
    • 2 secondary slam attacks each dealing 1d8 unmodified base damage.

    Space/Reach: 10 ft./5 ft.
    Special Attacks/Actions: Remove all special attacks from the base creature, then add the following.

    • Phase Disruptor (Ex): An echo strider discharges bolts of antimatter in combat without provoking attacks of opportunity. Its phase disruptor attack is considered a natural weapon despite having a projectile weapon’s unmodified range increment of 150 feet. Phase disruptor attacks made underwater have an unmodified range increment of 30 feet with no additional penalties for range. A phase disruptor attack that hits a target with a ranged touch attack, deals untyped energy damage. A phase disruptor attack always deals full damage against objects (although hardness still applies).
    • Antimatter Bolts (Ex): Antimatter bolts are considered bullets when wind speeds and water currents become a factor. Spells and abilities that affect one or more phase disruptor attacks, affect the antimatter bolts they shoot accordingly.
    • Resonating Frequency (Ex): When making a phase disruptor attack against an object or structure, an echo strider 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.
    • Establish Echo (Ex): An echo strider gains a +8 racial bonus on Heal checks. As a 10 minute operation requiring a Heal check (DC 20), an echo strider may implant itself with the intact corpse of one humanoid with the protoss subtype. The DC of this check increases by 1 for each hour since the humanoid's death. If unsuccessful, the corpse expires and can never be implanted. If successful, the echo strider then suspends and maintains the corpse in various revitalizing fluids to restore some of its cognitive functioning without restoring its animating spirit or consciousness. Each of the deceased humanoid’s mental ability scores, base attack bonus, base saves and skill ranks can then be accessed by the echo strider in place of its own, whenever doing so would provide it with an advantage. In addition to languages, an echo strider may also use the feats and skill tricks the corpse once knew, provided it meets their prerequisites between itself and what it can access using this ability. An implanted corpse is considered part of the echo strider in which it resides. An echo strider may only carry one implanted corpse at a time. If removed by any means, the corpse can never be implanted again. A summoned echo strider loses this ability while summoned.
    • Adamantine Strike (Ex): The natural weapons of echo striders overcome adamantine-based damage reduction.

    Abilities: Change from the base creature as follows: Int 4.
    Special Qualities: Same as the base creature plus the following.

    • All-Around Sensors (Ex): An echo strider’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 echo strider cannot be flanked.
    • 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.
    • Quadruped (Ex): Echo striders possess four articulated legs that provide them with a +4 racial bonus on Balance checks. Their reach and carrying capacity is adjusted accordingly, and they gain a +4 bonus on ability checks to resist Bull Rush, Overrun and Trip attempts made against them when they are standing on the ground. Underwater, they propel themselves with a multitude of small jets.
    • Targeting Systems (Ex): Echo Striders gain Aquatic Shot (Sto 90), Coordinated Shot (HB 96), Far Shot, Point Blank Shot, Precise Shot, Sharp-Shooting (CW 105) and Weapon Focus [Phase Disruptor] as racial bonus feats.

    Feats: A typical echo strider uses Alertness, Improved Natural Attack [Phase Disruptor] (MM 304) and Skill Focus [Heal] as its normal feats. It also gains Improved Toughness (CW 205) and Rapid Shot as racial bonus feats.
    Skills: A typical echo strider has the following skill ranks: Balance 5 ranks, Heal 10 ranks, Hide 3 ranks, Knowledge (any 11) 1 rank, Listen 5 ranks, Move Silently 3 ranks, Search 3 ranks, Sense Motive 3 ranks, Spot 5 ranks and Tumble 2 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 swimming, provided it does so in a straight line.


    Spoiler: Echo Strider Stat Block
    Show
    ECHO STRIDER CR 8
    Usually N Large Construct (Protoss, Psionitronic)
    Init +5 (+1 Dex, +4 feat); Senses Darkvision 300 ft., Superior Low-Light Vision, All-Around Sensors; Listen +15, Spot +15
    Languages understands Common and Khalani; cannot speak; Psionitronic Mind

    AC 23, touch 10, flat-footed 22 (-1 Size, +1 Dex, +13 natural)
    hp 90 (7d10+30+15+7); Psionitronic Shield; DR 3/adamantine
    Immune blindness, deafness, petrification, polymorph, construct immunities
    Resist acid 5, cold 30, electricity 10, fire 30, sonic 5
    Weakness Psionitronic Vulnerability
    Fort +4, Ref +5, Will +4

    Speed 30 ft., swim 20 ft.; Run
    Melee 2 slams +8 (1d8+4)
    Ranged phase disruptor +6 touch (4d6)
    Space 10 ft.; Reach 5 ft. (Long)
    Base Atk +5; Grp +18
    Atk Options Rapid Shot, resonating frequency
    Special Actions establish echo

    Abilities Str 29, Dex 13, Con —, Int 4, Wis 11, Cha 10
    SA adamantine strike, antimatter bolts, resonating frequency
    SQ all-around sensors, construct traits, improved buff, psionitronic collectors, psionitronic mind, psionitronic prowess, psionitronic shield, psionitronic vulnerability, quadruped, targeting systems
    Feats Alertness, Improved Natural Attack [Phase Disruptor] (MM 304), Skill Focus [Heal]
    Racial Feats Aquatic Shot (Sto 90), Blind-Fight, Coordinated Shot (HB 96), Far Shot, Great Fortitude, Improved Initiative, Improved Toughness (CW 205), Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Rapid Shot, Run, Sharp-Shooting (CW 105), Weapon Focus [Phase Disruptor]
    Skills Balance +10*, Heal +21, Hide +0, Knowledge (any 11) -2, Listen +15, Move Silently +4, Search +8, Sense Motive +3, Spot +15, Swim +17, Tumble +3

    Phase Disruptor (Ex) An echo strider discharges bolts of antimatter in combat without provoking attacks of opportunity. Its phase disruptor attack is considered a natural weapon despite having a projectile weapon’s unmodified range increment of 150 feet. Phase disruptor attacks made underwater have an unmodified range increment of 30 feet with no additional penalties for range. A phase disruptor attack that hits a target with a ranged touch attack, deals untyped energy damage. A phase disruptor attack always deals full damage against objects (although hardness still applies).
    Antimatter Bolts (Ex) Antimatter bolts are considered bullets when wind speeds and water currents become a factor. Spells and abilities that affect a phase disruptor attack, affects the antimatter bolts it shoots accordingly.
    Resonating Frequency (Ex) When making a phase disruptor attack against an object or structure, an echo strider 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.
    Establish Echo (Ex) An echo strider gains a +8 racial bonus on Heal checks. As a 10 minute operation requiring a Heal check (DC 20), an echo strider may implant itself with the intact corpse of one humanoid with the protoss subtype. The DC of this check increases by 1 for each hour since the humanoid's death. If unsuccessful, the corpse expires and can never be implanted. If successful, the echo strider then suspends and maintains the corpse in various revitalizing fluids to restore some of its cognitive functioning without restoring its animating spirit or consciousness. Each of the deceased humanoid’s mental ability scores, base attack bonus, base saves and skill ranks can then be accessed by the echo strider in place of its own, whenever doing so would provide it with an advantage. In addition to languages, an echo strider may also use the feats and skill tricks the corpse once knew, provided it meets their prerequisites between itself and what it can access using this ability. An implanted corpse is considered part of the echo strider in which it resides. An echo strider may only carry one implanted corpse at a time. If removed by any means, the corpse can never be implanted again. A summoned echo strider loses this ability while summoned.
    Adamantine Strike (Ex) The natural weapons of echo striders overcome adamantine-based damage reduction.
    All-Around Sensors (Ex) An echo strider’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 echo strider cannot be flanked.
    Improved Buff (Ex) Echo striders gain an extra 15 hit points.
    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.
    Quadruped (Ex) Echo striders possess four articulated legs that provide them with a +4 racial bonus on Balance checks. Their reach and carrying capacity is adjusted accordingly, and they gain a +4 bonus on ability checks to resist Bull Rush, Overrun and Trip attempts made against them when they are standing on the ground. Underwater, they propel themselves with a multitude of small jets.
    Targeting Systems (Ex) Echo Striders gain Aquatic Shot (Sto 90), Coordinated Shot (HB 96), Far Shot, Point Blank Shot, Precise Shot, Sharp-Shooting (CW 105) and Weapon Focus [Phase Disruptor] as racial bonus feats.
    Skills Echo striders gain a +8 racial bonus to Swim checks. *An echo strider with 5 ranks in Balance does not lose its Dex bonus (if any) to AC while balancing. An echo strider can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when swimming, provided it swims in a straight line.
    Last edited by Andion Isurand; 2015-04-07 at 11:33 PM.