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    Default Re: GITP Monster Competition XXIV - ♫ Sing Along ♫

    Raw Sinusoid

    Large Construct
    Hit Dice: 14d10+30 (107hp)
    Initiative: +11
    Speed: Fly 50ft (perfect)
    Armor Class: 19 (10+6 dex-1 size + 4 deflection), touch 19, flat-footed 13
    BAB/Grapple: +10/+18
    Attack: Slam +16 melee (2d6+4 sonic)
    Full Attack: Slam +16 melee (2d6+4 sonic)
    Space/Reach: 10ft/10ft
    Special Attack: Thunderous Burst
    Special Qualities: Natural Invisibility, Construct Traits, Blindsense 10ft, Low-Light vision, Darkvision 60', Bardic Music, Assist Performance, Cold Immunity, Acid Immunity, Sonic Vulnerability
    Saves: Fort +4, Ref +11, Will +4
    Abilities: Str 18, Dex 24, Con -, Int 13, Wis 10, Cha 18
    Skills: Perform($Music) +21, Concentration +21, Sense Motive +17
    Feats: Weapon Finesse, Combat Reflexes (+7 AoO), Improved Initiative, Power Attack, Improved Bull Rush
    Environment: Any
    Organization: Solitary
    CR: 11
    Treasure: None
    Alignment: Any Lawful
    Advancement: 15-16HD (Large), 17-20HD (Huge)
    LA: --

    Raw Sinusoids are constructs created to aid the study of music. Each has a very deep, yet narrow grasp of music, and many critics express dislike of their mechanical performances. Nevertheless, Raw Sinusoids are unparalleled in speed, dexterity, and patience. They are used as music tutors by those who can afford their significant price, as aids to composers with wealthy patrons, or by arcanists to investigate the properties of sound.

    Raw Sinusoids cease playing only with their destruction. Even if commanded to be silent, they will continue to play ppp. This typically results in several favorite pieces or sounds which the Sinusoid can perform particularly well, even as all other abilities and skills remain fixed throughout its existence.

    Occasional flickers of shock-waves within the Raw Sinusoid are the only visual indicators of one's presence. They are felt, however, by anyone who approaches or attempts to pass through them, as the sound within them is intense, and may be felt as a hard blow.

    Raw Sinusoids are neutrally buoyant in any fluid. They understand any languages known by their creators, and can read musical notation.

    Combat

    If attacked, or if instructed to attack, the Sinusoid will typically use slams and bull rushes to disable its foes. It is intelligent enough to use different tactics, but is also inclined to persist at a given tactic until it becomes clear that it must do otherwise. If overwhelmed, it is likely to resort to Thunderous Bursts to clear space around itself, but if it feels it holds the upper hand, it is likely to press the attack against a single foe. In more difficult combats, it will attempt to harass its foes from above, while if it has a single choke-point, it may prefer to stand its ground there.

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    Raw Sinusoids have a -4 racial penalty on Move Silent checks, even when playing quietly.

    Thunderous Burst (Ex):
    As a full round action, the Raw Sinusoid may give up all its regular attacks and make one attack against each opponent within reach. If it hits, it may make a Bull Rush attempt against that opponent without provoking attacks of opportunity, although it need not move itself. It still may only push these opponents directly away from itself.

    Using a Thunderous Burst instantly terminates all of the Raw Sinusoid's active Bardic Music effects. Each Bardic Music effect terminated grants a +2 bonus on all the Raw Sinusoid's Bull Rush attempts during the Thunderous Burst.

    Bull Rush: 12+1d20+2xBardic Music Effects vs. 1d20+Defender Strength+Defender Bonuses

    Bardic Music:
    As a 7th level Bard. Usable 7 times per day.
    Countersong (Su)
    Fascinate (Sp):
    Up to three creatures, who need not be able to see the Sinusoid
    Inspire Courage (Su)
    Inspire Competence (Su)
    Suggestion (Sp)

    Assist Performance
    (Ex):
    When using the Aid Another action to assist a perform check, the Raw Sinusoid grants a +6 bonus.

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    Construction:
    Constructing a Raw Sinusoid requires fascinating concentrated music. Firstly, a vessel must be constructed, typically a large, quality wooden box, which is varnished with an insulating layer. The creator then enters and seals the box, where he or she will remain for the remainder of the ceremony. Appropriate music is concentrated by performing for 14 hours. This requires a perform check of 17. This done, the creator must use Bardic Music to fascinate the music (Will Save +4). Finally, Geas/Quest must be cast on the music, at which point the box may be opened and the Sinusoid is complete.
    Should the music succeed on its will save, the ceremony must continue for another 24 hours before the creator may attempt to fascinate it again. Opening the box after performing but before the ceremony is complete deals 14d4 sonic damage to the creator and to anyone else within 5ft of the box.

    CL 12th; Craft Construct, Geas/Quest, Caster must be capable of the Fascinate Bardic Music ability. Price 35 000gp; Cost 17 500gp + 1 400xp
    Last edited by RS14; 2008-08-04 at 02:38 PM. Reason: Attack size penalty