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    Troll in the Playground
     
    The Demented One's Avatar

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    Default Motes in the Eye of God [Creature]

    Eyebinder
    Size/Type: Huge Construct
    Hit Dice: 12d10+40 (105 hp)
    Initiative: +6
    Speed: Fly 40 ft. (good) (10 squares)
    Armor Class: 22 (-2 size, +6 Dex, +8 natural), touch 14, flatfooted 16
    Base Attack/Grapple: +9/+16
    Attack: Eye Ray +13 ranged touch (binding)
    Full Attack: Eye Ray +13 ranged touch (binding)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Eye ray
    Special Qualities: Construct traits, darkvision 60 ft., DR 10/adamantine, true seeing
    Saves: Fort +3, Ref +9, Will +3
    Abilities: Str 8, Dex 22, Con –, Int –, Wis 11, Cha 18
    Skills: Search +10, Spot +10
    Feats: –
    Environment: Any
    Organization: Solitary
    Challenge Rating: 12
    Treasure: None
    Alignment: Always True Neutral
    Advancement: 13-22 HD (Huge), 23-30 HD (Gargantuan)
    Level Adjustment: –

    Eyebinders are constructs used to capture and, as their names imply, bind foes. They are favorites of totalitarian magocracies, artifice-minded kidnappers, and the occasional arcanely talented grandmother tired of her children not visiting her. Eyebinders are floating orbs of metal, 15 ft. in diameter. In the center of their “face” is a glass lens that serves as the Sphere’s eye. Around the lens are ten oval-shaped glass chambers, which the Eyebinder stores its bound foes in.

    Eye Ray (Su)
    Any creature struck by an Eyebinder’s eye ray must make a DC 20 Will save or be bound in one of the sphere’s ten glass chambers, as the metamorphosis version of the binding spell. The save is Charisma based. Though the binding is permanent, if the chamber a creature is bound in is destroyed, the bound creature is freed. The chambers are a part of the Eyebinder, but specifically targeting one requires a creature take a -6 penalty on its attack roll. Once 10 points of damage are dealt to a chamber, it breaks, and the creature is freed. The chamber cannot be repaired until the Eyebinder receives at least 10 points of magical healing. Once all ten of an Eyebinder’s chambers are occupied, it may not bind any more creatures until it releases at least one. An Eyebinder may release a bound creature from one of its chambers as a standard action.

    True Seeing (Su)
    An Eyebinder can see all things as they truly are, as the true seeing spell.

    Skills
    An Eyebinder has a +10 racial bonus on Search and Spot checks.

    Construction
    The body of an Eyebinder is made from 3 tons of iron and 1,000 pounds of glass, worth a total of 8,000 gp. Assembling the body of the Eyebinder requires a DC 18 Craft (Armorsmithing or Weaponsmithing) and a DC 18 Craft (Lenscrafting) check. An Eyebinder with more than 12 Hit Dice can be created, but each additional Hit Die adds +2,000 gp to the cost to create.

    CL 15th. Craft Construct, binding, fly, true seeing. Cost 62,500 gp + 5,000 xp. Price 125,000 gp.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

  2. - Top - End - #2
    Bugbear in the Playground
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    Default Re: Motes in the Eye of God [Creature]

    Is the glasss breakable?

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    Troll in the Playground
     
    The Demented One's Avatar

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    Default Re: Motes in the Eye of God [Creature]

    Quote Originally Posted by Psionic Devotee
    Is the glasss breakable?
    The glass of the vessels, you mean? There are rules for that in the eye ray description. If you're talking about the lens itself, that would be in the same category as called shots--a house rule.
    I no longer actively read the forums, and probably won't respond to any PMs. I'm fine with people using my homebrew in anything, including fan-compilations and wikis, as long as you credit me.

    Homebrew by The Demented One.

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