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  1. - Top - End - #1
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    Gralamin's Avatar

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    Default Will not be completed by Deadline, out of the contest.

    Outline:
    Post 1* - The Library
    Post 2 - The Items
    Post 3 - Guardians
    Post 4 - Plot Hooks.

    *This post is post 0.

    Archives for the design of constructs. These Constructs were meant to fight undead, and failed.
    Last edited by Gralamin; 2007-06-17 at 07:02 PM.

  2. - Top - End - #2
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    Default Re: [Library] The Archives of Acheivement

    reserved for The Library

    Floor 1

    Floor 2

    Basement

  3. - Top - End - #3
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    Default Re: [Library] The Archives of Acheivement

    Reserved for Items

    Non-Magical Books
    On the Structure of Automations
    This 350 page details the construction of mechanical bodies used by Automations. When one has this book available for reference while building automations bodies (using a craft (blacksmithing) or craft (armorsmithing) check) receives a +4 unnamed bonus on the check.

    Applicable Battle Maneuvers
    This 600 page book is one of the three books for programming Automations. In order to gain the effects of this book, you must spend a total of 24 hours reading it. This book gives the ability to program Automations to use special attacks, such as trip, and disarm. Programming a single one of these special attacks is a DC 20 Use Magic Device check. You may not grant Turn/Rebuke Undead in this way.

    Detrimental Anatomy
    This 750 page book is one of the three books for programming Automations. In order to gain the effects of this book, you must spend a total of 30 hours reading it. This book contains in-depth information about corporeal undead. Adding the program in this book allows a construct to critically hit an undead, even if the undead is normally immune. This may be programmed in as a DC 25 Use Magic Device check.

    On the Fright of the mindless
    This 1000 Page book is the final book on programming Automations. In order to gain the effects of this book, you must spend a total of 36 hours reading it. This book contains information on the undead, and how to force them to flee. Adding the program in this book allows a construct to turn undead once per day as a standard action. For the purposes of turning, an Automation has a cleric level equal to its Hit Dice. Programming this option is a DC 35 Use Magic Device Check.

    magical

    epic

    artifact

    Misc item

    Other Item 1

    Other Item 2
    Last edited by Gralamin; 2007-05-21 at 02:02 PM.

  4. - Top - End - #4
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    Default Re: [Library] The Archives of Acheivement

    The Guardians of the Archives
    Guarding the archives are the same beings who the archives instruct to make. Their are Three main variety's of Automations.
    Contester - A light melee fighter, good in groups.
    Ravager - A heavy melee fighter. The artillery.
    Jolter - An Incorporeal specialist.

    Contester
    Medium Construct
    HD 3d10+20 (35 HP)
    Speed 40 ft. (8 squares)
    Init: +3
    AC 23 (+3 Dex, +10 Natural, +1 dodge vs a single target); touch 13; flat-footed 20
    BAB +2; Grp +5
    Attack Longsword +3 melee (1d8+3, 19-20/x2) or Slam +5 melee (1d4+3)
    Full-Attack Longsword +3 (1d8+3, 19-20/x2) and Shortsword +3 melee (1d6+1, 19-20/x2) or Slam +5 melee (1d4+3)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Turn Undead
    Special Qualities Ghost Touch, Undead Bane, Construct Traits
    Saves Fort +1 Ref +4 Will +1
    Abilities Str 16, Dex 16, Con -, Int 3, Wis 10, Cha 5
    Skills Balance +9
    Feats: Dodge, Two Weapon Fighting
    Environment: Any
    Organization: Squadron (5 Ravagers, 5 Contesters, 1 Jolter), Battalion (25 Contesters, 10 Ravagers, 5 Jolters), Skirmish (25 Contesters)
    Challenge Rating: 4
    Treasure: None
    Alignment: Lawful Neutral
    Advancement: 4-5 HD (medium), 6-10 HD (large)

    This five foot tall construct moves at incredible speeds. As it dashes towards you, you see a glint of intelligence in its eyes

    A contester is a light battle unit, specializing in fighting undead. It was given some intelligence in order to make it a more powerful adversary.

    Turn Undead
    A Contester may Turn Undead as a Cleric of its hitdice.

    Ghost Touch
    Any attack made by a Contester, whether by its swords or its Slam, Counts as a +1 Ghost Touch Weapon for the purposes of hitting an incorporeal creature.

    Undead Bane
    A Contester’s attacks against undead, whether by its swords or its Slam, are treated as a +2 weapon that deals an extra 2d6 points of damage.
    [hr]
    Ravager
    Huge Construct
    HD 10d10+40 (90 HP)
    Speed 30 ft. (8 squares)
    Init: +4
    AC 30 (+22 Natural, -2 Size); touch 8; flat-footed 30
    BAB +7/+2; Grp +18
    Attack +2 Greatsword +18 melee (4d6+19, 19-20/x2) or Slam +16 melee (1d8+17)
    Full-Attack +2 Greatsword +18/+13 (4d6+19, 19-20/x2) or Slam +16 melee (1d8+17)
    Space 15 ft.; Reach 15 ft.
    Special Attacks Turn Undead
    Special Qualities Ghost Touch, Undead Bane, Spell Resistance 25, Construct Traits
    Saves Fort +3 Ref +3 Will +3
    Abilities Str 32, Dex 10, Con -, Int 3, Wis 10, Cha 5
    Skills Balance +13
    Feats: Awesome Blow Improved Initiative, Power Attack, Improved Bull Rush
    Environment: Any
    Organization: Squadron (5 Ravagers, 5 Contesters, 1 Jolter), Battalion (25 Contesters, 10 Ravagers, 5 Jolters)
    Challenge Rating: 10
    Treasure: None
    Alignment: Lawful Neutral
    Advancement: 11-14 HD (Huge), 15-20 HD (Gargantuan)

    This 30 foot tall, human like construct slowly approaches, brandishing a huge Greatsword. Its Eyes Gleam with intelligence.

    A Ravager is a heavy battle unit, specializing in fighting undead. It was given some intelligence in order to make it a more powerful adversary.

    Turn Undead
    A Ravager may Turn Undead as a Cleric of its hitdice.

    Ghost Touch
    Any attack made by a Ravager, whether by its sword or its Slam, Counts as a +1 Ghost Touch Weapon for the purposes of hitting an incorporeal creature.

    Undead Bane
    A Ravager’s attacks against undead, whether by its sword or its Slam, are treated as a +2 weapon that deals an extra 2d6 points of damage.
    [hr]
    Jolter
    Medium Construct (Incorporeal)
    HD 5d10+20 (75 HP)
    Speed Fly 40 ft. (Perfect) (8 squares)
    Init: +8
    AC 16 (+5 Deflection, + 1 Dex); touch 16; flat-footed 15
    BAB +3; Grp +3
    Attack Incorporeal Ranged Touch +4 (2d6 Positive Energy)
    Full-Attack Incorporeal Ranged Touch +4 (2d6 Positive Energy)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Turn Undead, Spell-Like Abilities
    Special Qualities Spell Resistance 20, Construct Traits, Incorporeal Traits
    Saves Fort +1 Ref +1 Will +4
    Abilities Str -, Dex 12, Con -, Int 16, Wis 16, Cha 20
    Skills Knowledge (Aracna) +10, Knowledge (Dungeoneering) +10, Knowledge (Religion) +13, Knowledge (The Planes) +8
    Feats: Improved Imitative, Skill Focus (Knowledge [Religion])
    Environment: Any
    Organization: Squadron (5 Ravagers, 5 Contesters, 1 Jolter), Battalion (25 Contesters, 10 Ravagers, 5 Jolters)
    Challenge Rating: 10
    Treasure: None
    Alignment: Lawful Neutral
    Advancement: 11-14 HD (Huge), 15-20 HD (Gargantuan)

    This Ethereal shape slowly approaches. You feel it touch you from a far, and feel positive energy flow through you. It beacons you to follow it.

    A Jolter is a ranged specialist unit. It speaks Common, Draconic, Infernal, Abyssal, and Celestial.

    Turn Undead
    A Jolter may Turn Undead as a Cleric of its Hit Dice +2.

    Spell-Like Abilities
    3/day – Control Undead

    Positive Energy
    A Jolters Attack is a ranged touch attack, with a range of 100 feet. This touch attack deals Positive Energy Damage, healing living creatures and hurting undead.
    Last edited by Gralamin; 2007-06-04 at 12:19 AM.

  5. - Top - End - #5
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    Default Re: [Library] The Archives of Acheivement

    Reserved for plot hooks.

    Going for 5.

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