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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!

    Remote carriers are unmanned “miniature versions” of normal protoss carriers with some modifications.

    A spellcaster with the Hierarch's Favor feat, can summon “remote carriers” using a summon monster IX spell.

    Spoiler: Remote Carrier Build Process
    Show
    For each individual remote carrier, use the stats of a typical 9th-Level Astral Construct (XPH 185) with the Extra Buff, Improved Buff and Heavy Deflection abilities. 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 2 miles, Blindsight out to 60 feet, Superior Low-Light Vision and All-Around Hyperoptic Sensors (see below).
    Languages: Remote carriers cannot speak verbally, but they know Common, Khalani and up to 4 other languages. They also possess a Psionitronic Mind (see below).
    AC: The natural armor bonus of the base creature is reduced by 12.
    hp: Remove all forms of damage reduction from the base creature, then add damage reduction 5/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 Combat Inability and Psionitronic Vulnerability (see below).
    Speed: Remove all speeds from the base creature, then add a fly speed of 40 feet with perfect maneuverability and a swim speed of 20 feet.
    Melee/Ranged: Remove all natural weapons from the base creature, then add the following. A remote carrier has no primary natural weapons.

    • A secondary slam attack dealing 2d6 unmodified base damage.

    Space/Reach: 15 ft./10 ft.
    Special Attacks/Actions: Remove all special attacks and actions from the base creature, then add the following.

    • Launch Order (Ex): A typical remote carrier of Huge size has a launch bay with room for 8 Small interceptors. Even when flat-footed, a remote carrier may launch any number of interceptors from its launch bay as a free or immediate action without provoking attacks of opportunity, causing them to appear in any number of locations that share its space. An interceptor can launch itself in the same manner as a free or immediate action. When destroyed, a remote carrier automatically launches all interceptors in its launch bay.
    • Power Boost (Ex): Once per round as a free or immediate action, a remote carrier can siphon power from any number of linked interceptors in its launch bay, rendering them dazed for 1 round, except to use the Access Sensors ability. During that time, each interceptor affected grants the remote carrier a +2 circumstance bonus to its Dexterity score, a +10 circumstance bonus to its fly speed and a +5 circumstance bonus to its swim speed.
    • Remote Requisition (Ex): As a full-round action without provoking attacks of opportunity, a remote carrier of at least Huge size may contact one of its suppliers on the same plane and request they use a warp gate to place 1 typical interceptor of Small size directly into its launch bay. If the remote carrier is linked to less than 8 interceptors, the new interceptor arrives instantly, ready to take its turn just after that remote carrier’s current turn. A summoned remote carrier loses this ability while summoned.
    • Adamantine Strike (Ex): The natural weapons of remote carriers overcome adamantine-based damage reduction.

    Abilities: Change from the base creature as follows: Int 18.
    Special Qualities: Same as the base creature plus the following.

    • Access Sensors (Ex): Even when flat-footed, an interceptor inside the launch bay of a remote carrier, may switch between using its own senses or those of the carrier, as a free or immediate action. Once launched, it automatically returns to using its own senses.
    • All-Around Hyperoptic Sensors (Ex): A remote carrier’s sensor array allows it to look in any direction, and provides it with a +8 racial bonus on Listen, Spot and Search checks. A remote carrier cannot be flanked. In addition, a remote carrier suffers only one half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet).
    • Board Launch Bay (Ex): During its turn, an interceptor sharing the space of a willing remote carrier at least 3 sizes larger than itself, may enter its unfilled launch bay as a free action without provoking attacks of opportunity. Inside a remote carrier’s launch bay, interceptors gain total cover and total concealment from events outside the carrier and instantly gain enough temporary hit points to fill their Psionitronic Shield ability to capacity.
    • Combat Inability (Ex): Remote carriers possess a low base attack bonus progression for their racial Hit Dice, and no primary natural weapons.
    • Command Link (Ex): When a rogue interceptor enters the launch bay of a willing remote carrier with less than 8 interceptors linked to it, the interceptor becomes forever linked to that carrier. In addition, the capacity of the interceptor’s Psionitronic Shield ability is forever modified to equal its own undamaged hit point total. Although a remote carrier holds absolute command over the interceptors linked to it, the entire group can mentally converse with one another over any distance on the same plane as if using telepathy. On the same plane, each of them remain constantly aware of the distance and direction to every other member of the group, along with corresponding identities, hit point totals and temporary hit point totals.
    • Directed Assault (Ex): Interceptors linked to a remote carrier, may add that carrier’s Intelligence bonus (if any) as a bonus to their own ranged attack rolls.
    • Implosive Finale (Ex): When a remote carrier is destroyed, anything that remains of it suddenly collapses in around its core to fill a space 5 feet on a side, and sucks itself into a momentary warp gate opened to a classified location. Meanwhile, the remaining interceptors once linked to the wrecked carrier overcharge their beam cannons and use their Focus Fire ability upon first creature they recognize as an enemy. The overcharged beam cannons deal damage as if the interceptor were two sizes larger than it actually is, but completely destroy the interceptor when fired. A summoned remote carrier loses this ability while summoned.
    • Induction Engines (Ex): Remote carriers 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 remote carriers as if they were two sizes larger than they actually are.
    • Planar Recall (Su): Whenever a remote carrier is teleported or leaves a plane by any means, the interceptors linked to it instantly appear in its launch bay before it arrives at its destination. Whenever a linked interceptor would normally leave a plane the same way, it automatically appears in the launch bay of the remote carrier to which it is linked.
    • 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.
    • Summon Squadron (Ex): A summoned remote carrier always arrives linked to 8 summoned interceptors in its launch bay, all of which arrive with full hit points and their Psionitronic Shields filled to capacity. Summoned remote carriers may act just before the interceptors they arrive with. When a summoned remote carrier returns whence it came, so do all of the summoned interceptors that came with it. When a summoned interceptor would normally return whence it came, it ceases to exist for the remainder of the effect that summoned it.

    Feats: A typical remote carrier uses Aerial Reflexes (RW 148), Keen Intellect* (DragMag #318 38), Master of Knowledge (HH 123) and Open Minded (taken four times, XPH 48) as its normal feats. It also gains Improved Toughness (CW 205) as a racial bonus feat. *A remote carrier may use its Intelligence modifier instead of its Wisdom modifier for Heal, Sense Motive, Spot and Survival checks, as well as for Will saves.
    Skills: A typical remote carrier has the following skill ranks: Hide 19 ranks, Knowledge (any 11) 15 ranks, Listen 16 ranks, Move Silently 7 ranks, Psicraft 17 ranks, Search 10 ranks, Sense Motive 16 ranks, Spellcraft 17 ranks, Spot 12 ranks and Tumble 5 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: Remote Carrier Stat Block
    Show
    REMOTE CARRIER CR 13
    Usually N Huge Construct (Protoss, Psionitronic)
    Init +4 (+4 feat); Senses Darkvision 2 miles, Blindsight 60 ft., Superior Low-Light Vision, All-Around Hyperoptic Sensors; Listen +24, Spot +24
    Languages understands Common, Khalani and up to 4 others; cannot speak; Psionitronic Mind

    AC 25, touch 12, flat-footed 25 (-2 Size, +13 natural, +4 deflection)
    hp 208 (19d10+40+30+15+19); Psionitronic Shield; DR 5/adamantine
    Immune blindness, deafness, petrification, polymorph, construct immunities
    Resist acid 5, cold 30, electricity 10, fire 30, sonic 5
    Weakness Combat Inability, Psionitronic Vulnerability
    Fort +8, Ref +8, Will +12

    Speed fly 40 ft. (perfect), swim 20 ft.; Run
    Melee slam +18 (2d6+8)
    Space 15 ft.; Reach 10 ft. (Long)
    Base Atk +9; Grp +33
    Special Actions launch order, power boost, remote requisition

    Abilities Str 43, Dex 11, Con —, Int 18, Wis 11, Cha 10
    SA adamantine strike
    SQ access sensors, all-around hyperoptic sensors, board launch bay, combat inability, command link, construct traits, directed assault, extra buff, heavy deflection, implosive finale, improved buff, induction engines, planar recall, psionitronic collectors, psionitronic mind, psionitronic prowess, psionitronic shield, psionitronic vulnerability, summon squadron
    Feats Aerial Reflexes (RW 148), Keen Intellect* (DragMag #318 38), Master of Knowledge (HH 123), Open Minded (taken four times, XPH 48)
    Racial Feats Blind-Fight, Great Fortitude, Improved Initiative, Improved Toughness (CW 205), Iron Will, Lightning Reflexes, Run
    Skills Hide +11, Knowledge (any 11) +20, Listen +24, Move Silently +11, Psicraft +24, Search +22, Sense Motive +20, Spellcraft +24, Spot +24, Swim +24, Tumble +5
    Synergy Diplomacy +6, Gather Information +3, Search +3 (secret doors/compartments), Survival +3 (get along/navigate), Survival +2 (follow tracks)

    Launch Order (Ex) A typical remote carrier of Huge size has a launch bay with room for 8 Small interceptors. Even when flat-footed, a remote carrier may launch any number of interceptors from its launch bay as a free or immediate action without provoking attacks of opportunity, causing them to appear in any number of locations that share its space. An interceptor can launch itself in the same manner as a free or immediate action. When destroyed, a remote carrier automatically launches all interceptors in its launch bay.
    Power Boost (Ex) Once per round as a free or immediate action, a remote carrier can siphon power from any number of linked interceptors in its launch bay, rendering them dazed for 1 round, except to use the Access Sensors ability. During that time, each interceptor affected grants the remote carrier a +2 circumstance bonus to its Dexterity score, a +10 circumstance bonus to its fly speed and a +5 circumstance bonus to its swim speed.
    Remote Requisition (Ex) As a full-round action without provoking attacks of opportunity, a remote carrier of at least Huge size may contact one of its suppliers on the same plane and request they use a warp gate to place 1 typical interceptor of Small size directly into its launch bay. If the remote carrier is linked to less than 8 interceptors, the new interceptor arrives instantly, ready to take its turn just after that remote carrier’s current turn. A summoned remote carrier loses this ability while summoned.
    Adamantine Strike (Ex) The natural weapons of remote carriers overcome adamantine-based damage reduction.
    Access Sensors (Ex) Even when flat-footed, an interceptor inside the launch bay of a remote carrier, may switch between using its own senses or those of the carrier as a free or immediate action. Once launched, it automatically returns to using its own senses.
    All-Around Hyperoptic Sensors (Ex) A remote carrier’s sensor array allows it to look in any direction, and provides it with a +8 racial bonus on Listen, Spot and Search checks. A remote carrier cannot be flanked. In addition, a remote carrier suffers only one half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet).
    Board Launch Bay (Ex) During its turn, an interceptor sharing the space of a willing remote carrier at least 3 sizes larger than itself, may enter its unfilled launch bay as a free action without provoking attacks of opportunity. Inside a remote carrier’s launch bay, interceptors gain total cover and total concealment from events outside the carrier and instantly gain enough temporary hit points to fill their Psionitronic Shield ability to capacity.
    Combat Inability (Ex) Remote carriers possess a low base attack bonus progression for their racial Hit Dice, and no primary natural weapons.
    Command Link (Ex) When a rogue interceptor enters the launch bay of a willing remote carrier with less than 8 interceptors linked to it, the interceptor becomes forever linked to that carrier. In addition, the capacity of the interceptor’s Psionitronic Shield ability is forever modified to equal its own undamaged hit point total. Although a remote carrier holds absolute command over the interceptors linked to it, the entire group can mentally converse with one another over any distance on the same plane as if using telepathy. On the same plane, each of them remain constantly aware of the distance and direction to every other member of the group, along with corresponding identities, hit point totals and temporary hit point totals.
    Directed Assault (Ex): Interceptors linked to a remote carrier, may add that carrier’s Intelligence bonus (if any) as a bonus to their own ranged attack rolls.
    Extra Buff (Ex) Remote carriers gain an extra 30 hit points.
    Heavy Deflection (Ex) Remote carriers gain a +4 deflection bonus to Armor Class.
    Implosive Finale (Ex) When a remote carrier is destroyed, anything that remains of it suddenly collapses in around its core to fill a space 5 feet on a side, and sucks itself into a momentary warp gate opened to a classified location. Meanwhile, the remaining interceptors once linked to the wrecked carrier overcharge their beam cannons and use their Focus Fire ability upon first creature they recognize as an enemy. The overcharged beam cannons deal damage as if the interceptor were two sizes larger than it actually is, but completely destroy the interceptor when fired. A summoned remote carrier loses this ability while summoned.
    Improved Buff (Ex) Remote carriers gain an extra 15 hit points.
    Induction Engines (Ex) Remote carriers 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 remote carriers as if they were two sizes larger than they actually are.
    Planar Recall (Su) Whenever a remote carrier is teleported or leaves a plane by any means, the interceptors linked to it instantly appear in its launch bay before it arrives at its destination. Whenever a linked interceptor would normally leave a plane the same way, it automatically appears in the launch bay of the remote carrier to which it is linked.
    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.
    Summon Squadron (Ex): A summoned remote carrier always arrives linked to 8 summoned interceptors in its launch bay, all of which arrive with full hit points and their Psionitronic Shields filled to capacity. Summoned remote carriers may act just before the interceptors they arrive with. When a summoned remote carrier returns whence it came, so do all of the summoned interceptors that came with it. When a summoned interceptor would normally return whence it came, it ceases to exist for the remainder of the effect that summoned it.
    Skills Remote carriers gain a +8 racial bonus to Swim checks. A remote carrier 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. *A remote carrier may use its Intelligence modifier instead of its Wisdom modifier for Heal, Sense Motive, Spot and Survival checks, as well as for Will saves.
    Last edited by Andion Isurand; 2015-04-07 at 06:48 PM.