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  1. - Top - End - #1
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male2Female

    Default Tome of Iron MK II [3.5 Construct Resource]

    Alright, so, the first version of this thread never really got off the ground due to me being busy at the time. But now, I return, this time with a big chunk of it already completed. Without further ado, I present the Tome of Iron, the second try.
    --------------------------------
    Construct Features:
    Construct Features are a special sort of magic item, somewhere between component and graft. They take up body slots, but are more permanent than items you can simply take on and off. They can be removed and have the original parts restored, but it costs 25% of the base price to do so.

    Hands:
    Spoiler
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    Weapon Hand:
    A construct with this feature does not have one or both hands. The hand or hands are instead replaced with weapons bolted directly to the construct’s frame. Weapons attached like this must be of at least masterwork quality, and can be enchanted normally, as long as the construct is present for the entire procedure. By integrating the weapon directly to the construct’s frame, the construct gains a number of advantages. The weapon is considered to be a natural weapon and thus cannot be disarmed or sundered, but it still gains iterative attacks based on the construct’s BaB. A construct with more than one weapon hand can attack with all weapon hands as part of a full attack action, and does not take a penalty to attack rolls for attacking with multiple weapons.
    200 GP+Weapon cost

    Drill Arm:
    A construct with this feature loses one hand in exchange for a specialized weapon, a huge drill. Attacking with a drill arm is considered a natural attack. The drill arm deals 1d8 points of damage for a medium construct and deals quadruple damage on a critical hit. If a construct with a drill arm charges an opponent with it‘s drill arm, the attack deals double damage. In addition, a construct with a drill arm gains a burrow speed equal to one half it’s base land speed.
    (Price?)

    Rocket Fists:
    A construct with this feature has it’s forearms modified. As a standard action, a construct with this feature may launch one or both fists with a range of 60 feet. The construct can target the same opponent with both fists or two separate opponents. Striking an opponent with a launched fist requires a ranged attack roll, and each fist deals 1d4+strength mod damage. The construct’s fists reattach themselves at the beginning of the construct’s next turn, regardless of whether he has moved or not, though they cannot return if the Line of Effect between the warforged and his target is blocked somehow. If blocked, they strike the blocking object, dealing their damage, and fall to the ground adjacent to the intervening wall. If so stopped, the construct my call his fists again on a later round with a swift action. A construct without hands cannot wield weapons or cast spells, or use any skill or ability that would otherwise require the use of hands.
    (Price)

    Cannon Arm
    A construct with this feature has traded a hand for an energy cannon. As a standard action, the construct may fire a burst of energy from it’s cannon arm. Each time the cannon arm is fired, the construct chooses force, fire, cold, acid, or electricity. The blast is a ranged touch attack with a range of 60 feet. A successful ranged touch attack deals 1d6 damage of the chosen energy type for every three HD the construct possesses. By taking a full-round action to fire the cannon arm, the attack instead deals 2d6 damage for every three HD the construct possesses.
    (Price)

    Guillotine Grip
    A construct with this feature has traded one or both hands for massive, crab-like claws equipped with razor-sharp blades. A construct with this feature gains a claw attack that deals 1d6 damage for a medium construct. If the construct hits with this claw attack, he may make a grapple check as a free action without provoking attacks of opportunity. In addition, the construct deals 1d6+str damage with a successful grapple check.
    (Price?)

    Arm:
    Spoiler
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    Hydraulic Driver
    A construct with this feature gains a large, piston-like structure on their forearm. As a move action, the construct may set the piston mechanism. The next time the construct makes a successful slam attack, he may release the piston as a free action, dealing an additional 1d8 damage to the target, assuming medium size. If the construct has multiple slam attacks, keep track of each piston separately. A construct with multiple slams can reset all discharged pistons with a single move action.
    (Price?)

    Flamethrower
    A construct with this feature can, as a standard action 3/day, create a cone of fire 15 feet long that deals 1d6 fire damage for every two HD the construct possesses. Creatures within the cone are entitled to a reflex save for half damage, with a DC equal to 10+½ construct’s HD+construct’s dexterity modifier.
    (Price?)

    Adamantine Sleeve
    A construct with this feature has had everything below the upper arm plated with adamantium. All natural attacks are treated as adamantine for the purpose of overcoming damage reduction, and ignore the hardness of objects like adamantine weapons.
    (Price?)

    Grappling Spike
    A contruct with this feature has a small crossbow-like device attached to one limb, with an adamantine bolt attached to a lightweight cable. The construct may fire this weapon as a standard action. The spike has a range increment of 50 feet and deals 1d6 points of damage for a medium construct. If the spike hits an object or creature, the spike automatically latches on and begins to retract immediately. The construct and target make opposed strength checks, applying size modifiers and gaining a +4 bonus if they are exceptionally stable or have more than two legs. The loser of this check falls prone and is dragged to the other at a rate of 60 feet a round. the movement does not provoke attacks of opportunity. A dragged creature may make a new opposed strength check each round to resist the pull. The dragging ends when the construct and target are adjacent. If this is used on an object, the construct may allow himself to be reeled in. The cable is adamantine, and has hardness 20 and 20 HP.

    Head:
    Spoiler
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    Sensory Crown
    A construct with this feature bears a number of metallic spires from it’s head. A construct with this feature gains blindsight out to 30 feet., and a +4 to all listen, search, and spot checks.
    (Price?)

    Combat Scanner
    A construct with this feature usually has eyes that glow, shedding light like a candle. The construct can spend a swift action each round to keep his attention focused on a single opponent within 30 feet. For each round spend focusing this way, the construct gains a +1 insight bonus to attack and damage rolls against that opponent.
    (Price?)\

    Encrypted Controls
    A piloted construct or vehicle with this feature is nearly impossible to use. A piloted construct cannot be piloted unless the pilot speaks a specific command word. A vehicle with this feature adds +10 to the DC of all pilot checks made to operate the vehicle unless the pilot speaks a command word.
    (Price?)

    Chest:
    Spoiler
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    Expanded Frame
    A construct with this feature has been extensively modified with a system of levers, gears, and pulleys, and gains the powerful build special quality.
    (Price?)

    Chest Cannon
    A construct with this feature has a heavy cannon installed in it’s chest, which folds open to reveal the weapon. As a full-round action, a construct with this feature can open his chest and plant himself on the spot, firing a hugely powerful blast of energy at the opponent. This blast deals 1d6 points of damage per HD the construct possesses.
    (Price?)

    Pilot’s Hollow
    A construct with this feature gains the [piloted] subtype.
    (Price?)

    Extra Arms
    A construct with this feature has an extra set of forelimbs, identical to the primary set. If the construct has natural weapons associated with it’s forelimbs, the extra limbs can also use these attacks.
    (Price?)

    Plating:
    Spoiler
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    Double Plating
    A construct with this feature bears a second layer of armor atop the first. A construct with this feature gains an armor bonus to AC equal to it’s unmodified natural armor bonus
    (Price?)

    Mirrorplate
    A construct with this feature is coated head to toe in reflective, enchanted silver. He may add his natural armor bonus to his touch AC against ray spells. If a ray spell targeted at him fails to hit him, there is a 20% chance that the ray will be reflected back at the caster.
    (Price?)

    Drill Thorns
    A construct with this feature bears a number of strategic holes positioned all over it’s body. Each hole contains a short drill that it can use to damage and hold onto opponents in a grapple. The construct gains a+4 bonus to grapple checks and deals 1d6 points of damage with a successful grapple check.
    (Price?)

    Armored Cockpit
    A construct cannot have this feature without first having the Pilot’s Hollow feature. The pilot’s hollow of a construct with this feature is exceptionally well-armored. There are three versions of this feature, offering a 25%, 50% and 100% chance to negate the attack on the rider associated with a successful critical on a construct with the pilot’s hollow feature.
    (Price/Price/Price?)

    Shield Generator:
    A construct with this feature gains 3 temporary hit points per round. The temporary hit points gained in this way cannot exceed 3 x the construct’s HD. This feature also comes in a stronger version, granting 5 temporary HP per round, with a maximum of 5 x Construct’s HD.
    Lesser: (Price) Greater: (Price)

    Shoulders:
    Spoiler
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    Lifting Jets
    A construct with this feature can lift off the ground by using a set of magical lifting panels. On their back. They can fly at a speed of 30 feet with average maneuverability. However, the panels are not very stable. While flying, you can attack, but you take penalties as though under the effects of a levitate spell.
    (Price?)

    Shoulder Cannon
    A construct with this feature carries a large weapon mounted on one or both shoulders. There are three variations to this weapon, but all use the same methods of activation. As a swift action, a construct with this feature can make a ranged touch attack against a single target within 60 feet. A construct may use a shoulder cannon 3/day.
    Gatling: If your ranged touch attack hits, the target takes 1d12 points of damage, divided up into multiple one-damage rounds.
    Shell: If your ranged touch attack hits, the target takes 1d6 force damage and all creatures within 5 feet of the target take 1d6 fire damage, reflex save DC (10+½ construct's HD +dex)
    Arcane: If your ranged touch attack hits, the target takes 2d6 points of fire, cold, acid, or electricity damage, chosen at the time of the shot.
    (Price/Price/Price?)

    Legs
    Spoiler
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    Rocket Feet
    A construct with this feature possesses feet that fold open to propel the construct on jets of flame. The construct gains a fly speed of 6o feet with good maneuverability. However, the rocket feet are extremely hot, and can only be used for one minute or a number of rounds equal to the construct’s constitution score, whichever is higher, and must rest for a number of round equal to the time airborne between uses.
    (Price?)

    Hover Legs
    A construct with this ability can float a foot off the ground effortlessly, it's legs replaced with an oval-shaped mass. While floating, the construct takes a -4 to strength-based checks, including checks to avoid being bullrushed or tripped. However, the construct can ignore most forms of difficult terrain, and can even float across the surface of the water at it’s base land speed with no penalty.
    (Price?)

    Multiped
    A construct with this feature usually gets a spider-like arrangement of four legs. The construct’s carrying capacities are doubled, and it gains a +4 bonus to checks to resist bull rush or trip attempts.
    (Price?)

    Tread Legs
    A construct with this feature has had it’s legs replaced with a low, wide platform, equipped with a set of heavy treads. The construct gains a +8 bonus to checks to resist bull rush and trip attempts, but takes a 10-foot penalty to speed. In addition, it gains the ability to trample opponents, dealing 2d6 points of damage for a medium construct.
    (Price?)

    Cores
    Spoiler
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    When crafting a construct, the crafter may choose to replace the traditional construct core with a different sort of core. These cores have a number of effects, and often require the construct to be designed around the core in question, but they provide unique benefits to the constructs including them. Cores are generally around the size of a large fist, and sit well-protected deep in a construct’s chest.

    Spellbound Core
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    This core is a six-inch cylinder, with a dozen parallel band wrapped around it. The ends are open, each opening ringed with a circle of geometric lines. Each band has several dozen runes scribed into it, circling around the tube. When installed properly, the runes glow a faint blue and begin generating pulses of energy that shoot out each end of the cylinder.

    A construct with this core gains the ability to tap into it’s arcane lifeblood to empower it’s arcane spells and spell-like abilities. When using an arcane spell or spell-like ability, the construct may choose to increase it’s caster level for the effect by one and take 1d8 points of damage. If the construct has more that 8 HD, it may increase it’s caster level by two and take 2d8 points of damage, and if it has more than 15 HD, it may increase it’s caster level by 3 and take 3d8 points of damage. This caster level increase increases all caster level related effects, including range, damage, duration, and overcoming spell resistance.
    (Price?)

    Spiral Core
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    This core is a pointed cone of gold, etched with a spiral that goes down the length of it, all the way from the tip to the base. It glows softly from within, and the base is set into an angular, metallic seat. When installed properly, the cone begins to spin, slowly at first, then faster and faster, the glow brightening until it’s almost painful to look at.

    Three times per day, a construct with this core may add it’s charisma modifier as a morale bonus to any attack roll, damage roll, save, skill check, or ability check. However, constructs with this core are more vulnerable than others, taking a -2 penalty to saves to resist charm, morale, fear, and emotional effects.
    (Price?)

    Searing Core
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    This core requires the most custom work to accommodate. Constructs with this core are usually made of brass and bronze, and bear chimneys or vents that constantly belch steam. This core involves a fist-sized mass of elemental fire, a coal chamber, and a boiler that powers the construct. Simple constructs with this core often have a locking grate over their abdomen that allows the coal that fuels them to be shoveled directly in, while more complex ones often will mimic eating the coal.

    A construct with this feature gains a breath weapon attack that takes the form of a 15-foot cone of scalding steam and deals 1d4 points of fire damage for every hit die the construct possesses, allowing a reflex save for half damage (DC 10+wis+½ HD). After using this attack, the construct may not use it again for 1d4 rounds. However, a construct with this core must consume an amount of coal each day. One day’s coal costs 10 GP and weighs one pound for a medium construct. For every size category larger than medium, the amount doubles. For every size category smaller than medium, the amount is halved.
    (Price?)

    Shocking Core
    Spoiler
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    This core is a cylinder of tightly-coiled wire around a central mass. When installed properly, the core begins to spin rapidly, and electricity arcs between the wires around the edge.

    A construct with this ability is fitted with conductive plates. These plates grant the construct electricity resistance 5 +5 for every 5 HD it possesses. Any points of electricity damage negated by this resistance are funneled into a pool of points, with a maximum size equal to 5x the construct’s HD. If a construct with this core hits with a natural weapon, unarmed strike, or a melee touch attack, it may choose to expend any number of points in its pool to deal an equal amount of electricity damage to the target. The construct may divide up these points as it wishes. However, a construct with this core is not as efficient as most. A construct with this feature must enter a state resembling sleep for four hours each day to charge.
    (Price?)

    Clockwork Core
    Spoiler
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    A construct with this core is powered by gears, springs, levers and pulleys. Constructs of this sort constantly produce a low sound of grinding gears, shifting metal-on-metal, and the periodic twang of a spring. The core of such a construct is a specially enchanted gear, about six inches across, ringed with teeth and emblazoned with runes on both sides. Once set in place, the gear turns a slow but steady pace, ticking softly.

    A construct with this core can choose to deal 2d6 additional damage on any melee attack as a free action. However, the construct takes 1d6 damage whenever he uses this ability, as the additional surge of power wears on the joints and gears and strains springs. This damage cannot be reduced by damage reduction or any other method, and is always lethal damage.
    Price: 2000 GP

    Soulbound Core
    Spoiler
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    This core is compsed of a thick-walled glass cylinder filled with an eternally roiling sapphire mist. Both ends are capped off with brass, and a single glyph on each ends maintains the core’s integrity. When properly installed, the mist glows softly inside the chest, and periodically the mist shapes itself into faces of men and beasts.

    A construct with this core has it’s essentia pool permanently increased by 1. If it doesn’t have an essentia pool, this core grants it one with a single point of essentia.
    (Price?)

    Soulburn Core
    Spoiler
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    This core closely resembles the soul bound core, but the roiling mist is instead a deep purple, and the faces it shapes itself into are screaming in pain. Over time, the core’s mist grows thinner, and needs to be replenished by using the core’s ability.

    A construct with this core can spend a swift action to deal 1 damage to all living creatures within 15 feet that are at or below -1 HP, stealing a tiny fragment of their soul to fuel it’s core. If the construct kills a creature with this ability, it gains temporary HP equal to the creature’s HD. These temporary hit points fade after one round.
    (Price?)

    Atomic Core
    Spoiler
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    This core is a basketball-sized shell of lead surrounding the true core, a fist-sized mass of relatively unremarkable metal. The core sprouts a number of connections and valves and sports a small window of specially-treated glass that opens onto the core, allowing it to be observed while the core is exposed. The core is remarkably volatile, but it can provide impressive power to the construct.

    A construct with this core gains a +2 bonus to strength. However, when a construct with this core dies, it explodes violently. All creatures within 30 feet (+10 feet per size category larger than medium) take 1d6 force damage for every 2 HD the construct possesses. In addition, the creatures take 1d6 points of fire damage for per HD it possesses. Targets may make a reflex save (DC 15+½ HD) to halve the fire damage, but not the force damage.
    (Price?)

    Life Core
    Spoiler
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    This core is a living heart in a glass globe. The heart floats in fluid infused with positive energy and the beating heart provides the energy for the construct. A construct with this core gains some semblance of true life.

    A construct with this core is healed normally by positive energy, and takes normal damage from negative energy. The construct also gains the ability to heal as positive enrgy floods it’s body. It gains the lay on hands ability, as though it were a paladin of a level equal to it’s HD. This connection to life makes the construct vulnerable, however, and it is not immune to death and necromancy effects.
    (Price?)

    Death Core
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    This core consists of a necrotic heart in a glass globe. The heart is suspended in a fluid infused with negative energy, and gains a semblance of unlife. The heart beats, pumping negative energy all through the body of the construct.

    A construct with this core is healed by negative energy and damaged by positive energy, like an undead creature. The construct can also inflict harm with a touch, gaining the deadly touch ability, as though it were a paladin of tyranny of a level equal to it’s HD. The connection to undeath, however, makes in vulnerable to turning and rebuking like an undead creature.
    (Price?)

    Mindgem Core
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    This core is a fist-sized, flawless crystal bound tightly in a coiled wire cage that holds it in place. The core glows faintly from within. A construct with this core often incorporates crystal into it’s construction somehow.

    A construct with this core gains a pool of power points equal to 2 per HD. In addition, the construct acts as a living cognizance crystal, storing up to 1 PP for every 2 HD it possesses. However, a construct with this core is vulnerable to mind-affecting spells and abilities.
    (Price?)

    Solar Core
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    This core is simple metallic cylinder, but it is connected to a number of black, glossy plates on the shoulders, head and back of the construct. These plates convert sunlight to energy, granting the construct additional energy while operating in such conditions.

    A construct with this core gains a +1 bonus to attack and damage rolls, as well as saves, skills and ability checks while in areas of direct sunlight due to the excess energy. However, in areas of shadowy or darker illumination, they instead take a -1 penalty to the same rolls.
    (Price?)

    Wood Core
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    This core is a six-inch ball of living wood embedded in the heart of many druidic creations. When not installed, the core is a featureless orb but for a single pair of tiny leaves emerging from the top. The wood is green and vital, but clear of bark. When installed properly, the core rapidly extends roots into the construct’s body.

    A construct with this core bears a deep bond with nature. It gains the wild empathy ability as a druid of a level equal to it’s HD. In addition, if the construct possesses at least 5 HD, it may use speak with animals and speak with plants as spell-like abilities at will. However, the construct becomes vulnerable to spells or abilities that would affect creatures of the plant type.
    Price: 8000 GP

    Sanctified Core
    Spoiler
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    This core is usually comprised of a mechanized prayer wheel or a wheel of divine scriptures, set in the core of the construct. When properly installed, the core spins and the words of the prayers glow. The construct is constantly accompanied by the faint sound of soft prayer and whispered sermons.

    A construct with this core becomes aligned, gaining one of the following subtypes: [Evil] [Good] [Lawful] or [Chaotic]. In addition, any attack the construct makes against a creature of an alignment opposed to it’s subtype deals an additional 1d6 points of damage.
    (Price?)

    Last edited by Admiral Squish; 2011-01-26 at 08:31 PM.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

    Epic Avatar and Sigitar by AlterForm
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  2. - Top - End - #2
    Firbolg in the Playground
    Join Date
    Dec 2007
    Location
    On my back, in my heart
    Gender
    Male2Female

    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Warforged Template:
    Spoiler
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    'Warforged' is an inherited template that can be added to any living, corporeal creature.

    Size and Type

    The creature’s type changes to Construct. It retains any subtypes except those that indicate kind, and gains the living construct subtype. It uses all the base creature’s statistics and special abilities except as noted here.

    Hit Dice

    Creature's Hit Dice become D10s. Do not change Class HD.

    Speed

    Speed is unchanged

    Base Attack
    Do not recalculate BaB.

    Attacks
    A warforged retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A warforged creature also gains a slam attack.

    Damage
    Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the base creature’s size. (Use the base creature’s slam damage if it’s better.) A medium Warforged creature's slam attack deals 1d4 damage.

    Special Attacks
    A warforged creature keeps all of the base creature's (Ex) or (Su) special attacks, but loses any Spell-Like Abilities.

    Special Qualities

    A warforged creature loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A warforged creature gains the following special qualities.

    Living Construct Traits:
    A warforged creature possesses the following
    traits.
    • Unlike other constructs, a warforged creature has a Constitution score.
    • Unlike other constructs, a warforged creature does not gain low-light vision or darkvision.
    • Unlike other constructs, a warforged creature is not immune to mind-affecting spells and abilities.
    • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
    • A warforged creature cannot heal lethal damage naturally.
    • Unlike other constructs, warforged creatures are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.
    • As living constructs, warforged creature can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged creature can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged creature is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effects to a warforged creature.
    • The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A warforged creature takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged creature is affected by repel metal or stone as if he were wearing metal armor. A warforged creature is repelled by repel wood. The iron in the body of a warforged creature makes him vulnerable to rusting grasp, taking 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A warforged creature takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only and thus cannot be used on a warforged creature.
    • A warforged creature responds slightly differently from other living creatures when reduced to 0 hit points. A warforged creature with 0 hit points is disabled, as with a living creature. He can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a warforged creature is inert. He is unconscious and helpless, and cannot
    perform any actions. An inert warforged creature does not lose additional hit points unless more damage is dealt to him, however, as with a living creature that has become stable.
    • As a living construct, a warforged creature can be raised or resurrected.
    • A warforged creature does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
    • Although living constructs do not need to sleep, a warforged creature who has levels in a spellcasting class that prepares spells must rest for 8 hours before preparing spells.

    Composite Plating:The plating used to build a warforged creature provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged creature cannot benefit from the effects of magic armor or magic robes. Composite plating can gain a magic enhancement bonus and magic armor properties as armor can, using the Craft Magic Arms and Armor feat. The character must be present for the entire time it takes to add this enhancement. In addition, spells and infusions that normally target armor, such as magic vestment and armor enhancement, can be cast with the composite plating of a warforged creature as the target.
    Composite plating also provides a warforged creature with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability
    that allows a warforged creature to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.

    Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged creature, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

    Saves
    Do not recalculate saves.

    Abilities

    A warforged creature gains +2 con, and takes a -2 penalty to wisdom and charisma.

    Skills
    Do not recalculate skills

    Feats
    A warforged creature qualifies as though he were a warforged in regards to all warforged feats.

    Environment
    Any.

    Organization
    Any.

    Challenge Rating
    +1

    Treasure
    As base creature

    Alignment
    Any

    Advancement
    As base creature.

    Level Adjustment
    +1


    Warforged Material Variants:

    Crystalcraft

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    Crystalcraft Warforged are created from magical glass and crystal of different colors and designs, making them the most aesthetically pleasing of the Warforged. While their design would make one think they are brittle and weak, their bodies are hardened with magical treatments that make them surprisingly resilient to both physical and magical attack. While their design can be dazzling and hard to look at in the light, it does make them more susceptible to sonic attack.

    The Following abilities are in addition to warforged traits, except where noted.
    • +2 con, +2 cha -2 dex, -2 wis. These adjustments replace the warforged's ability adjustments.
    • +2 Natural Armor. This replaces a Warforged's Composite Plating
    • Two 1d4 claw attacks. This replaces the Warforged's slam attack.
    • Spell Resistance Equal to 11+HD
    • Sonic Vulnerability: A Crystalcraft takes 50% more damage from sonic attacks than normal.
    • Dazzling Lights: A crystalcraft warforged is a thing of beauty, and while in an area of normal illumination, all opponents within 10 feet of a crystalcraft that can see it are automatically dazzled.
    • +1 LA


    Dollface
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    Dollface Warforged were created to serve the wealthy and powerful as personal servants. Where a traditional warforged is constructed of stone, wood, and steel to make them stronger and more durable in combat, the dollface warforged are made of porcelain, silk, and bautifully crafted wardwoods, giving them a more than passing resemblance to giant, living dolls. Dollfaces are trained to be polite, friendly, and sociable. With their magic, they can also prove to be quite entertaining, performing parlour tricks and imitations.

    The Following abilities are in addition to warforged traits, except where noted.
    • +2 cha, -2 wis, - 2 str. These adjustments replace the warforged's ability adjustments.
    • No composite plating, no fortification
    • +4 to bluff, diplomacy, gather information, and sense motive
    • Disguise self and prestidigitation as at-will SLAs.


    Emberforged
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    Emberforged Warforged are an experimental type of warforged. Instead of using earth elemental essence to power them, the designers experimented with using fire elemental essence. The resulting creations were a mixed success. They were much more charismatic and sociable than the traditional warforged, and in combat their bodies grew extremely hot, making them exceptionally dangerous. However, they were also reckless and hot-tempered, and the project was eventually shut down.

    The Following abilities are in addition to warforged traits, except where noted.
    • +2 con, +2 cha, -2 wis. These adjustments replace the warforged's ability adjustments.
    • Burning Spirit: 3/day, and charisma modifier to a single attack roll, save, skill, or ability check.
    • Searing Touch: An emberforged deals 1d6 fire damage to any creature attacking him with natural weapons or unarmed strikes. Any creature hit with his slam attack takes an extra 1d6 fire damage. Metal weapons he wields conduct this heat.
    • LA +1


    Fleshgarbed
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    The Fleshgarbed warforged look, at first glance, to be perfectly normal humans. However, peel away the outer layer and you reveal their true nature, a mechanical skeleton covered in a layer of magically-sustained flesh. The fleshgarbed are used to infiltrate enemy forces, attacking the enemy from the inside. The fleshgarbed are exceptionally strong and tough, but are often emotionally distant and cold, strongly focused on the mission at hand.

    The Following abilities are in addition to warforged traits, except where noted.
    • +2 str, +2 con, -2 wis, -2 cha. These adjustments replace the warforged's ability adjustments.
    • Living Skin: It requires a DC 25 spot check to identify a fleshgarbed as non-human.
    • +2 Natural Armor. This replaces the Warforged's composite plating
    • Unnerving Presence: All creatures with int 2 or less have an initial attitude of hostile towards you.


    Harvestforged
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    Harvetsforged Warforged were built for farmers to serve as basic labor. They have thin, lightweight wooden frame with a ball like head. Unsettled by this appearance, their owners usually dress them to disguise their shape, often giving the harvestforged old ratty clothes stuffed with straw, sawdust, goose-down or the like, and painted or bagged faces. Most harvestforged, when not doing manual labor, are given the task of patrolling the fields to scare off anything that threatens the crops, which is a task they find surprisingly easy.

    The Following abilities are in addition to warforged traits, except where noted.
    • +2 dex, -2 int, -2 wis. These adjustments replace the warforged's ability adjustments.
    • DR 5/slashing. This replaces the Warforged's composite plating.
    • Flammable: A harvestforged burns easily. The save DC to avoid catching on fire is 25.
    • A harvestforged's base land speed is 40 feet.
    • Spook: Something about a harvestforged makes people uneasy. A harvestforged gains a +4 bonus to intimidate checks, and can demoralize an opponent in combat as a swift action.


    Mirrorwater
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    Mirrorwater Warforged are the pinnacle of construct technology, composed of an animated mass of liquid metal. Mirrowater Warforged do not have a definite shape of their own and instead take on whatever form suits them at the time. Their semi-solid nature makes them hard to destroy and allows them to do anything from creating impromptu weapons and tools from their own body and even slip through the tiniest cracks.

    The Following abilities are in addition to warforged traits, except where noted.
    • +4 dex, +2 con, -2 int, -2 wis. These adjustments replace the warforged's ability adjustments.
    • A mirrorwater warforged does not gain a warforged's composite plating ability.
    • Amorphous: A mirrorwater warforged cannot be flanked and is immune to critical hits. This ability replaces the Warforged's light fortification ability.
    • Regeneration 2: The mirrorwater warforged takes normal damage from Fire and Cold.
    • Shapechange: A mirrorwater warforged can change it's appearance at will, as with the disguise self spell. This is not an illusory effect, but an actual physical change. The mirrorwater cannot create working pieces of equipment with this ability, but he can create imitations. In addition, he can use this ability to 'dissolve' and squeeze through tiny spaces like a liquid.
    • Shape Weapon: A mirrorwater warforged can shape his hands into blades or tools. As a move action, the mirrorwater can shape one or both hands into any one-handed or light melee weapon he is proficient with. He may make iterative attacks with shaped weapons, but treat them as natural attacks for enhancement purposes.
    • +2 LA


    Stonecarved
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    Stonecarved Warforged are carved and shaped from a single piece of dense stone. Their massive weight and hardness allows them to withstand impressive amounts of damage and push back foes with their weight alone. However, their incredible weight makes them slower and less agile than their lightweight cousins.

    The Following abilities are in addition to warforged traits, except where noted.
    • +2 con, -2 dex, -2 wis, -2 cha. These adjustments replace the warforged's ability adjustments.
    • +2 Natural Armor. This replaces the warforged's composite plating ability.
    • DR 2/adamantine.
    • A stonecarved warforged's base land speed is 20 feet.
    • Stability: A stonecarved gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).


    Vinebound
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    Vinebound warforged are the druidic answer to traditional warforged. Their bodies are made of a wooden core surrounded with several layers of tough, woody vine woven tightly together to give them a roughly humanoid shape. Their unique construction lets them uncoil the vines of their arms to grant themselves greater reach, which makes them adept climbers and effective grapplers.

    The Following abilities are in addition to warforged traits, except where noted.
    • +2 str, +2 dex, -2 int, -2 cha. These adjustments replace the warforged's ability adjustments.
    • Dr 5/slashing. This replaces the Warforged's composite plating ability.
    • Long Limbs: A vinebound warforged has a natural reach five feet longer than the norm for it's size.
    • Climb Speed 20.
    • Vinebound warforged gain a +4 bonus to grapple checks.
    • +1 LA


    Warforged Feats:

    Aquatic Body:
    Prerequisites: Warforged, first level only
    Benefit: You gain plating streamlined and designed for aquatic use. Your armor bonus is increased to +4, and you have a +4 maximum dexterity bonus to AC, as well as an arcane spell failure chance of 30%. In addition, you gain a swim speed of 30 feet. This is treated as light armor.

    Arcane Body
    Prerequisites: Warforged, first level only
    Benefit: Your body is covered in runes that offer protective magic. Your body is surrounded by a tangible field of force that grants you a +2 armor bonus to AC, but has no maximum dexterity bonus and no arcane spell failure chance. At the beginning of each day, you may expend an arcane spell slot to add the spell level to the AC bonus granted by this feat. Taking this feat removes your composite plating, but is still considered to take up your body slot.

    Stealth Body
    Prerequisites: Warforged, first level only
    Benefit: You gain special-stealth-focused armor designed to muffle sound and hide you. Your armor bonus is remains at +2, and you have a +8 maximum dexterity bonus to AC, as well as an arcane spell failure chance of 10%. You also gain a +4 bonus on hide and move silently checks. This is treated as light armor

    Aurorum Body [Warforged]
    At the cost of protection, you gain the ability to self-repair.
    Prerequisites: Warforged, 1st Level Only
    Benefit: Your body is made of the celestial material aurorum, granting you a +2 armor bonus. You are considered to be wearing light armor at all times, and may not wear armor or any other item that occupies your torso/chest slot. You have a +6 maximum Dexterity bonus to AC and an arcane spell failure chance of 10%. In addition, you gain fast healing 1. At fifth level, and every five levels afterward, this increases by one (Fast healing 2 at five, fast healing 3 at ten, etc.). This feat grants the Warforged the Lawful and Good subtypes.
    Special: Warforged druids who take this feat cannot cast druid spells or use any of a druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing light armor.

    Aurorum Metabolism [Warforged]
    Your body becomes more resilient as your aurorum plating integrates throughout your body.
    Prerequisites: Aurorum Body, Constitution 15+, Character Level 7
    Benefit: Fast Healing caused by the Aurorum Body feat turns into regeneration of an equal amount. Sonic, acid, and evil weaponry deal damage as normal. Any spells or abilities that makes the warforged invulnerable to any of these types of damage suppresses the regeneration ability as well. Evil spells deal normal damage. Severed parts do not grow back, but they can be reattached as a full round action.
    Special: This regeneration increases each time the fast healing would have.
    Last edited by Admiral Squish; 2011-01-10 at 12:33 AM.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    (Reserved for Classes)
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Droid Type(By LOTRfan)
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    Droids are superficially similar to constructs, but they have regulated interior parts and weak points in their body, similar to living creatures. At the same time, they have much in common with constructs, and are a form of middle ground between living constructs and constructs.

    Features
    A Droid has the following features.
    • 10-sided Hit Die
    • Base Attack Bonus dependent on subtype.
    • Saving throws dependent on subtype.
    • Skill points dependent on subtype.


    Traits
    A Droid has the following traits (unless otherwise mentioned in the creature's entry):
    • Droids have a constitution score. Wires and internal components act very much like a biological being's organ systems.
    • Lowlight vision.
    • Darkvision 60 ft.
    • Immunity to mind effecting affects (charms, compulsions, phantasms, patterns, and morale effects)
    • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
    • Cannot heal damage naturally, but they can be repaired and repair themselves through the use of the craft skill.
    • Droids are subject to critical hits, but are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
    • Immunity to any effect requiring a Fortitude save (unless it also works for objects).
    • Droids are suffer from massive damage. A Droid with 0 hit points is disabled, just like a living creature. It can take only a single move action or standard action each round, but strenuous activity does not risk further injury. When hit points are less than 0 and more than -10, a droid is left inert. It is unconscious and helpless, and it cannot perform any actions. However, an inert Droid does not lose additional hit points unless more damage is dealt to it, as with a living creature that is stable.
    • Since it was never alive, a droid cannot be raised or resurrected.
    • Because its body is made up of unliving matter, a droid is hard to destroy. It gains extra hit points based on size, as shown on the table.
    • Proficient with any weapons mentioned in its entry.
    • Proficient with no armor.
    • Constructs do not eat or breathe, but much recharge 4 hours each day in a state that resembles sleep. A droid spellcaster must rest for 8 hours in order to prepare spells. Droids do not gain bonuses from consumable items.


    {table=head]Droid Size | Bonus Hit Points
    Fine | -----
    Diminutive | -----
    Tiny | -----
    Small | 10
    Medium | 20
    Large | 30
    Huge | 40
    Gargantuan | 60
    Colossal | 80[/table]

    Subtypes

    First Degree: These Droids are capable of creative thought, and the most intelligent droids are usually placed in this category. Mathematicians, scientists, artists, and medical droids fit into this category.
    • Base Attack equals 1/2 its HD
    • Good Will saves
    • Skill points equal to (8 + INT modifier)


    Second Degree: These Droids are engineers and technical experts. These droids are skilled in the use of computers, and can be deployed in combat situations. Scouting droids and pilots also fit into this category.
    • Base Attack Bonus equals 3/4 its HD
    • Good Will Saves
    • Skill points equal to (6 + INT modifier)


    Third Degree: Third Degree Droids are social droids, such as political servants, translators, and interaction droids. This type of droid interacts with humanoids the most.
    • Base Attack equals 1/2 its HD
    • No good saves
    • Skill Points equal to (8 + INT modifier)


    Fourth Degree: Combat droids are generally used as security or military units. With the end of the Clone Wars, most Fourth Degree droids have been outlawed.
    • Base Attack equals its HD
    • Good fortitude saves
    • Skill Points equal (2 + INT modifier)


    Fifth Degree:The least advanced type of droid, fifth degree droids are menial laborers. They often participate in easy tasks humanoids cannot be bothered with, like window washing and sanitation.
    • Base Attack equals 1/2 its HD
    • No good saves
    • Skill Points equal to (2 + INT modifier)


    Monsters:

    Homonculi
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    Guardian Thorns
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    Diminutive Construct [Swarm]
    Hit Dice: 1d10
    Initiative: +3
    Speed: 20 feet (4 squares), Climb 20 feet
    Armor Class: 17 (+3 dex, +4 Size, +2 Natural), 15 touch, 14 flat-footed
    Base Attack/Grapple: +0/-8
    Attack: Swarm (1d4)
    Full Attack: Swarm (1d4)
    Space/Reach: 10 ft/0 ft.
    Special Attacks: Distraction
    Special Qualities: Construct Traits, Darkvision 60, Master’s Garb
    Saves: Fort +0, Ref +3, Will +0
    Abilities Str 2, Dex 16, Con -, Int 10 , Wis 10, Cha 6
    Skills: Climb +8, Hide +17 Move Silently +5
    Feats: Stealthy
    Environment: Any
    Organization: Solitary
    Challenge Rating: 1
    Treasure: None
    Alignment: Any (same as creator)
    Advancement: 2-6 HD (Diminutive)
    Level Adjustment: -

    All across the workbench in front of you, you see scattered dozens and dozens of tiny, bronze caltrops with a central ball positioned at the junctions of the points. Each of their four points have three segments,. Then, there is a whistle. As one, a number of black dots open on each side of the central ball, and the segments flex and extend, lifting the caltrops up. As one, they shuffle off the table and down the leg.

    Guardian thorns resemble bronze caltrops with three-jointed legs, and black, beady eyes on each side of their main bodies. The guardian thorns serve as protection and deterrent, damaging those who come too close to their master.

    Combat:

    Distraction:
    Any living creature that begins its turn with a swarm in its square must succeed on a DC 10 fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

    Master‘s Garb:
    The Guardian Thorns spend much of their time on their master’s body, climbing over him and protecting him. The Guardian Thorns enter their master’s square as a free action, and climb all over his body, constantly shifting around to prevent interfering with his movements. The guardian spikes grant their master DR 5/piercing. In addition, any creature that attacks the master with a natural weapon, unarmed strike, or melee touch attack takes 1d4 points of piercing damage. If the master attacks a creature with a natural weapon, unarmed strike, or melee touch attack, it also deals 1d4 points of piercing damage. In addition, if the master initiates or is the target of a grapple, the guardian thorns deal 1d4 piercing damage to the enemy with each successful grapple check.

    Construction
    A set of Guardian Thorns is crafted from metal, wire, glass, leather, and a pint of the creator’s blood. The materials cost 50 gp. Creating the body requires a DC 14 Craft (metalworking) check. A set of Guardian Thorns with more than 1 Hit Die can be created, but each additional Hit Die adds 2,000 gp to the cost to create.
    Craft Construct, arcane eye, mending; Price — (never sold); Cost 850 gp + 68 XP.


    Piloted Subtype:
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    A piloted construct has the following traits, unless otherwise noted in the creature’s entry

    • Piloted:
      A construct with this quality usually takes no actions on it's own, resting inert. A creature sitting in the pilot’s seat has complete control of the construct‘s body, and must spend actions to make the piloted construct use the same actions. The piloted construct uses the pilot’s mental scores, feats, and BaB instead of it’s own. It may also use any extraordinary special abilities of the pilot, provided the construct is physically capable of using them as well. The pilot shares senses with the piloted construct, and can see, hear, and feel anything the piloted construct can. The pilot gains a bonus to any spot or listen checks he makes equal to the piloted construct’s wisdom modifier.
    • Pilot Protection:
      While inside a piloted construct, the pilot is considered to have total cover in all directions, and thus cannot be affected by area effects and cannot be targeted by any attack, spell, or ability that requires a line of sight or line of effect. A sucessful critical hit by a creature attacking the construct does not deal additional damage to the construct, but instead, the attack deals its normal damage to the pilot as well. If this attack carries an additional affect, such as poison or energy drain, the pilot suffers those effects as well, but the attack does not carry any effects that would otherwise activate on a critical hit.


    Piloted Constructs
    Gurren Lagann
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    Lagann
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    Medium Construct [Piloted]
    Hit Dice:5d10+20 (47 HP)
    Initiative: +3
    Speed: 30 feet (6 squares), Fly 60 (good), Burrow 30
    Armor Class: 19 (+6 natural, +3 dex), 13 touch, 16 flat-footed
    Base Attack/Grapple: +3/+9
    Attack: Drill +9 melee (2d6+9/x4)
    Full Attack: Drill +9 Melee (2d6+9/x4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Combine, Powerful Charge +2d6
    Special Qualities: Fighting Spirit, Construct Traits, Piloted Traits, Self-Repair
    Saves: Fort +1, Ref +4, Will +1
    Abilities Str 22, Dex 16, Con -, Int -, Wis 10, Cha 6
    Skills: -
    Feats:-
    Environment: Underground
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Always neutral
    Advancement: -
    Level Adjustment: -

    The creature standing before you looks like a giant, metallic head, large enough to fit a person inside it. It bears two short arms and two short legs, the arms emerging from about where it‘s ears would normally be. The patterned roof retracts, revealing a set flanked by handles, a strange, circular readout centered in front of it.

    Lagann, to be honest, not all that impressive on it’s own. Being a piloted construct, it can’t even move unless it has a pilot, but even then it’s not a terrible danger. It can cause some damage, but nothing compared to the kind of power it is capable of bringing out when it combines with another construct.

    Combat:

    Lagann fights with surprising bravado for one so small, and has been known to defeat enemies many times it’s size. It’s generally straight-forward about combat, charging in with it’s drill attack, but the exact tactics depend on who is piloting it.

    Combine:
    If Lagann hits a construct two or more sizes larger than itself with it‘s drill attack, it can attempt to combine, taking over the larger machine. The targeted construct must make a fortitude save against DC (10+½ pilot’s HD+pilot’s cha mod) or be taken over. A controlled construct is under the control of lagann’s pilot and gains the benefits of Lagann’s fighting spirit. In addition, if lagann combines with another construct that possesses the fighting spirit ability, multiply the lagann’s pilot’s charisma and wisdom by the second pilot’s wisdom and charisma to determine the bonuses granted by the fighting spirit ability. Any construct lagann combines with can manifest drills. This is treated as a Drill Arm of appropriate size for the construct in question, but it can activate or deactivate the drill as a free action

    Fighting Spirit:
    Lagann gains a wide array of bonuses from it’s pilot. It gains a morale bonus equal to the pilot’s charisma modifier to attack, damage, and all strength-based checks. In addition, it gains a morale bonus to AC and all saves equal to the pilot’s wisdom modifier, a well as gaining DR /- equal to the pilot’s wisdom modifier.

    Self-Repair
    As a standard action, Lagann can temporarily repair itself and any construct it combines with, gaining a number of temporary HP equal to the (Pilot’s HD x Charisma Modifier). These temporary hit points fade after one minute per point of charisma bonus the pilot possesses.

    Ganmen
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    Huge Construct [Piloted]
    Hit Dice: 16d10+40 (128 HP)
    Initiative: +2
    Speed: 40 feet (8 squares), fly 80 feet (good)
    Armor Class: 22 (+12 natural, +2 dex -2 size), 8 touch, 20 flat-footed
    Base Attack/Grapple: +12/+35
    Attack: Slam +27 Melee (1d8+15)
    Full Attack: Two Slams +27 Melee (1d8+15)
    Space/Reach: 15 ft./15 ft.
    Special Attacks:
    Special Qualities: Fighting Spirit, Construct Traits, Piloted Traits
    Saves: Fort +1, Ref +4, Will +1
    Abilities Str 40, Dex 14, Con -, Int -, Wis 10, Cha 4
    Skills: -
    Feats:-
    Environment: Any
    Organization: Solitary, Brigade (10-20) or Alliance (50-200)
    Challenge Rating: 10
    Treasure: None
    Alignment: Always neutral
    Advancement: -
    Level Adjustment: -

    This creature resembles an enormous, heavily stylized mechanical head. From the ears emerge a pair of arms, and a pair of strong iron legs support the 20-foot-tall mech. It's jaws sit open, revealing a pilot's seat and

    A ganmen is a type of mecha originally designed to combat anti-spirals. It is fueled by the fighting spirit of evolving beings, and amplifies it into real combat power. The ganmen take on many different outward appearances, though at their core, they all function basically the same.

    Combat:

    While a pilotless ganmen is harmless, a ganmen piloted by a beastman is a dangerous foe, though by far no match for a ganmen piloted by a human soldier. Generally, ganmen pilots take big risks, trusting their fighting spirit to carry them through dangerous situations, and their iron will to endure any consequences.

    Fighting Spirit:
    Ganmen gain a wide array of bonuses from it’s pilot. It gains a morale bonus equal to the pilot’s charisma modifier to attack, damage, and all strength-based checks. In addition, it gains a morale bonus to AC and all saves equal to the pilot’s wisdom modifier, a well as gaining DR /- equal to the pilot’s wisdom modifier.

    Piloted
    Ganmen have been extensively modified to seat a pilot of small, medium, or large size. A construct with this quality has no actions of it’s own, usually resting inert in a pilot-boardable position. A construct so inert can still speak or perform purely mental actions if able. A creature sitting in the pilot’s seat has complete control of the construct‘s body, but must spend actions to grant the same actions to the construct. The piloted construct uses the pilot’s skill points, feats, and BaB instead of it’s own. It may also use any extraordinary special abilities of the pilot, provided the construct is physically capable of using them as well.

    While inside a piloted construct, the pilot is considered to have total cover in all directions, and thus cannot be affected by area effects and cannot be targeted by any attack, spell, or ability that requires a line of sight or line of effect. A critical hit by a creature attacking the construct does not deal additional damage to the construct, but instead, the attack deals its normal damage to the pilot as well. If this attack carries an additional affect, such as poison or energy drain, the pilot suffers those effects as well, but the attack does not carry any effects that would otherwise activate on a critical hit.

    District 9:
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    D-9 Battlesuit
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    Large Construct [Piloted]
    Hit Dice: 10d10+30
    Initiative: +3
    Speed: 40 Feet. (8 squares)
    Armor Class: 22 (+10 Natural, +3 dex, -1 size), 12 touch, , 19 flat-footed
    Base Attack/Grapple: +7/+21
    Attack: Slam +17 Melee (1d8+10) or Slugthrower +10 Ranged (1d4/2d6)
    Full Attack: Two Slams +17 Melee (1d8+10) or Slug thrower +10/+5 Ranged (1d4/2d6)
    Space/Reach: 10 ft/10 ft.
    Special Attacks: Tesla Rifle, Mass Hurler, Knockback, Missiles
    Special Qualities: Construct Traits, Piloted Traits, Bolt Returner
    Saves: Fort +3, Ref +6, Will +5
    Abilities Str 30, Dex 16, Con -, Int -, Wis 14, Cha 10
    Skills: -
    Feats: -
    Environment: Any
    Organization: Solitary or Patrol (3-6)
    Challenge Rating: 10
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: -

    This massive, mechanical war-machine stands before you. It‘s body is curved into a C-shape, the head and hips coming forward in a way that seems somewhat awkward. The thing‘s long legs are double-jointed, giving it a springing stride as it runs. It‘s large arms bristle with structures you can only guess at the purpose of, tipped in surprisingly small claws gripping claws. As you watch, it fires of a series of bolts from one arm, then lifts a broken body off the ground with a gesture and sends it hurling at an enemy.

    The D-9 Battlesuit is a piloted construct of terrible power brought by the Illithid from their homeworld. The heavily-armored machine stands 10 feet tall, with a hunched posture and it’s double-knees bent. Each arm carries a number of dangerous-looking structures, each with a different function and each extremely dangerous. The D-9 Suit was intended to transform a single warrior into a war-machine capable of taking on an entire battalion of trained fighters.

    Combat:
    The D-9 battlesuit carries a wide array of armaments, each terrifying and deadly in their own, unique way. Piloting a D-9 is not for the faint of heart. D-9 pilots usually favor shock tactics. Come in hard and fast, throw enemies around, open up with the special weapons on important targets, and generally create havoc.

    Slugthrower:
    The slugthrower is a rapid-fire weapon with a range increment of 50 feet. If you hit, roll 1d4 to determine the number of shots that hit the target. Each shot deals 2d6 points of damage.

    Tesla Rifle:
    Firing the teals is a standard action. Make a ranged touch attack with a range of 100 feet. The target takes 2d6 electricity damage, then 5d6 untyped damage as the energy disrupts their internal organs, DC 15 fortitude save for half. A target that dies from the tesla rifle explodes in a shower of blood and gore.

    Mass Hurler:
    As a swift action, the D-9 can grab a medium or smaller object or creature and lift it with pure force. As a standard action, it can then fire the lifted object at a target. Small creatures or objects have a range increment of 50 feet and deal 1d8 points of damage to both target and the thrown object or creature. Medium creatures or objects have a range increment of 30 feet and deal 2d6 damage to both the target and thrown object or creature. Hard objects, like rocks or scrap metal, deal lethal damage, while soft objects, like corpses or creatures deal nonlethal. A medium or smaller creature hit by a hurled object is affected by the D-9’s knockback ability.

    Knockback:
    If a object or creature is struck by the D-9’s slam attack or an object or creature hurled by the mass hurler, the D-9 may make a free bullrush attempt against the target that does not provoke an attack of opportunity. The D-9 has a modifier of +14 for this check if hitting with a slam attack. The modifier for the check when striking with a hurled medium-sized object or creature is +10, and it is +6 for a small-sized hurled object or creature. If the check is successful, the target is pushed back five feet for every five damage taken and knocked prone. If an object or creature thrown by this ability that impacts another creature or object, both parties take 1d6 points of damage for every 10 feet pushed.

    Missiles:
    As a standard action, a D-9 can fire up to four missiles at a time. Each missile is a ranged touch attack with a range of 60 feet. The target takes 1d8 damage if the attack is successful even if the attack misses, the missile explodes, dealing 2d6 fire damage to all creatures within 5 feet of the target, reflex DC 18 half. The save DC is dexterity based. The pilot may fire all these missiles at one target, or divide them up as he chooses. The D-9 is loaded with 12 missiles, and replacement missiles cost 100 GP.

    Bolt Returner:
    As a standard action, the D-9’s pilot may raise a protective field around itself for the next round. All ranged physical attacks made against the D-9 are negated. This cannot stop thrown objects larger than small size. At the beginning of the next round, the D-9 may make a single ranged attack roll as a standard action to reflect all projectiles negated back at their shooters.

    Last edited by Admiral Squish; 2011-01-20 at 05:52 PM.
    My Homebrew
    Five-time champion of the GITP monster competition!

    Current Projects:
    Crossroads: the New World: A pathfinder campaign setting about an alternate history of North America, where five empire collide in a magical land full of potential. On the road to publication!

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Vehicle Subtype:
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    A vehicle has the following traits, unless otherwise noted in the creature’s entry

    • Pilot Dependant: A vehicle is somewhere between construct and object. A creature in the pilot’s seat has control over the vehicle, but must make pilot checks to operate the vehicle properly. A vehicle takes no actions on its own unless the pilot makes a successful piloting check. The vehicle uses the pilot’s BaB instead of it’s own. The vehicle uses it’s own dexterity modifier or it’s pilots, whichever is lower.
    • Pilot Protection: Most vehicles offer cover of some degree or another from enemy attacks. Some off full cover in all directions, others offer improved cover, other regular cover, and some don’t even provide any cover. A sucessful critical hit by a creature attacking the construct does not deal additional damage to the construct, but instead, the attack deals its normal damage to the pilot as well. If this attack carries an additional affect, such as poison or energy drain, the pilot suffers those effects as well, but the attack does not carry any effects that would otherwise activate on a critical hit. If a vehicle reaches 0 HP while the pilot is inside, the pilot takes damage mentioned in the creature's entry.
    • Hardness: Vehicles have hardness based on the materials they are constructed out of.


    New Skill:
    Piloting (Dex):
    Spoiler
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    This skill represents your ability to control a vehicle and interact with the controls. The following uses will have DCs mentioned in the entry for each vehicle. Some are harder to steer while others have more complicated weapons.

    Move: You make a piloting check to make your vehicle take a move action. This requires one hand and can be done as a free action.

    Floor it: You make a piloting check to make your vehicle take a double move or run action. This requires one hand and can be done as a move action.

    Attack: You can make a piloting check to make your vehicle attack with it’s natural or attached weapons as a standard action. This requires two hands and can be done as a standard action.

    Full Attack: You can make a piloting check to make your vehicle make a full attack action. This requires two hands and can be made as a full-round action.

    Maintain Control: You must make a piloting check to avoid losing control of your vehicle when you take damage. Failing this check means your vehicle can only take a stardard or move action on the following round.

    Cover: You may make a piloting check to take cover inside your vehicle as a swift or immediate action. This improves the cover granted by your vehicle by one step until the start of your next turn. You cannot attack or cast spells while using your vehicle for cover, though you may use your vehicle’s weapons.

    Skill: You make make a special piloting check to make your vehicle use a strength or dexterity based skill. Use your ranks in piloting plus the vehicle’s appropriate ability modifier plus any relevant modifiers to determine the result of this check. Using a skill requires the appropriate action described in the skill entry from both the vehicle and the pilot.

    Maneuver: You may make a piloting check to have your vehicle perform a combat maneuver. Maneuvers that can be used include Bull rush, Charge, Disarm, Feint, Grapple, Overrun, Sunder, and Trip. These maneuvers use the pilot’s BaB, skills, and any appropriate feats, and the vehicle’s strength or dexterity. Using these maneuvers requires the appropriate actions described in their entries from both the vehicle and pilot.

    Bail: You may make a piloting check to dive from your vehicle safely, avoiding damage associated with the destruction of your vehicle. You make this check as an immediate action.


    Vehicles:
    Star Wars
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    AT-PT
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    Large Construct [Vehicle]
    Hit Dice: 4d10+30 (52 HP)
    Initiative: +1
    Speed: 40 (8 squares)
    Armor Class: 18 (+8 Natural +1 Dex, -1 size), 10 touch, 17 flat-footed
    Base Attack/Grapple:+3/+12
    Attack: Blaster +4 Ranged (1d8)
    Full Attack: Blaster +4 Ranged (1d8)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Grenade Launcher
    Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
    Saves: Fort +1, Ref +2, Will +1
    Abilities Str 20, Dex 12, Con -, Int -, Wis -, Cha-
    Skills:-
    Feats:-
    Environment: Any
    Organization: Solitary, Patrol (3-6), Calvalry (20-50)
    Challenge Rating: 3
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: -

    Before you stands a large machine of some sort. It’s steel-gray plating is shaped into a boxy body that its between a pair of long, multi-jointed, birdlike legs ending in three-toed feet. Beneath the darkened plate of glass on the front sits a small orb with a trio of tubes coming off it. As it turns with a clank, the orb swivels, aiming the tubes aim for you.

    The All Terrain Personal Transport (AT-PT) is a light anti-infantry walker. It was made to take a single trooper into an intense combat situation on his own. Equipped with twin pulse blasters and a Grenade Launcher as well as impressive armor plating, the AT-PT makes a single trooper into the equivalent of a entire squad.

    Combat:

    In combat, an AT-PT is more than a match for infantry units, usually opening up with a blast from it’s grenade launcher and blasters.

    Grenade Launcher:
    As a swift action, the pilot can fire a grenade at an enemy within 60 feet as a ranged touch attack. A successful hit deals 1d8 damage to the target. Even if the attack misses, the target and all enemies within five feet take 2d6 fire damage (Reflex DC 13 Half). An AT-PT has a magazine of 10 grenades. Replacement grenades cost 75 GP

    Blaster:
    As a primary attack, an AT-PT is equipped with a blaster. The blaster has a range increment of 50 feet and deals 1d8 points of damage to the target.

    Vehicle Traits:
    An AT-PT offers total cover to it’s pilot, and deals 2d6 damage to it’s pilot when it reaches 0 HP.

    {table=head]Piloting Use|DC
    Move|10
    Floor It|15
    Attack|10
    Full Attack|10
    Maintain Control|15
    Cover|10
    Skill|Varies
    Maneuver|20
    Bail|15
    [/table]

    AT-ST
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    Huge Construct [Vehicle]
    Hit Dice:8d10+30
    Initiative: +2
    Speed: 30 Feet (6 squares)
    Armor Class: 22 (+12 Natural, +2 Dex, -2 Size), 10 touch, 20 flat-footed
    Base Attack/Grapple: +6/+22
    Attack: Blaster +6 Ranged (2d6) or Claw +7 Melee (1d6+8)
    Full Attack: Blaster +6/+0 Ranged (2d6)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Grenade Launcher
    Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
    Saves: Fort +2, Ref +4, Will +2
    Abilities Str 26, Dex 14, Con -, Int -, Wis -, Cha -
    Skills:-
    Feats:-
    Environment: Any
    Organization: Solitary, Patrol (3-6), Squadron (10-15)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Always neutral
    Advancement: -
    Level Adjustment: -

    Before you stands a huge machine of some sort. It’s steel-gray plating is shaped into a boxy body that sits atop a pair of long, multi-jointed, birdlike legs ending in round feet tipped with short claws. Beneath the darkened plates of glass on the front there is a pair of large blater barrels. From one side emerged a thick tube mounted on a swivel, and on the other, a pair of smaller tubes on a similar swivel-mount.

    Colloquially known as a "chicken walker" because of its shape and walking motion, the AT-ST is a heavily armed light ground combat vehicle. It’s equipped with a chin-mounted double medium blaster cannon, a concussion grenade launcher on the starboard side of its head, 2 durasteel feet with claws, and a blaster cannon on the port side. It was designed to be a recon hit and run vehicle. It’s lighter than its bigger brother the AT-AT walker and can withstand standard blaster fire, but is vulnerable to heavy laser fire and missiles as well as physical attacks to the legs and the side of the head.

    Combat:

    AT-STs have similar tactics to their smaller relatives, AT-PTs. They usually open up combat with a blast from their grenade launcher and then follow up with a full attack from their blaster turret. They generally only use their claws in emergencies, though they’re quite useful for clearing undergrowth.

    Grenade Launcher:
    As a swift action, the pilot can fire a grenade at an enemy within 60 feet as a ranged touch attack. A successful hit deals 2d6 damage to the target. Even if the attack misses, the target and all enemies within five feet take 3d6 fire damage (Reflex DC 16 Half). An AT-PT has a magazine of 10 grenades. Replacement grenades cost 100 GP

    Blaster:
    As a primary attack, an AT-ST is equipped with a blaster. The blaster has a range increment of 80 feet and deals 2d6 points of damage to the target.

    Vehicle Traits:
    An AT-ST offers total cover to it’s pilot, and deals 4d6 damage to it’s pilot when it reaches 0 HP.
    {table=head]Piloting Use|DC
    Move|10
    Floor It|15
    Attack|10
    Full Attack|10
    Maintain Control|15
    Cover|10
    Skill|Varies
    Maneuver|20
    Bail|15
    [/table]

    AT-AT
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    Colossal Construct [Vehicle]
    Hit Dice: 20d10+80
    Initiative: +0
    Speed: 20 Feet (4 squares)
    Armor Class: 30 (+28 Natural +0 Dex, -8 Size), 2 touch, 30 flat-footed
    Base Attack/Grapple: +15/+46
    Attack: Blaster +8 Ranged (4d6) or Stomp +23 Melee (4d6+22)
    Full Attack: Blaster +8/+3/-2 Ranged (4d6) or 2 Stomps +23 Melee (4d6+22)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Trample (4d6+22)
    Special Qualities: Troop Compartment Construct Traits, Vehicle Traits, Hardness 20
    Saves: Fort +6, Ref +6, Will +6
    Abilities Str 40, Dex 10, Con -, Int -, Wis -, Cha -
    Skills:-
    Feats:-
    Environment: Any
    Organization: Squadron (10-20)
    Challenge Rating: 15
    Treasure: standard
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: -

    This massive, boxy machine towers above you on long, angular legs ending with huge, flat steel feet. Their body consists of a thickly-plated, trapezoid body, a short, flexible neck, and a flat, armored head with a pair of heavy blasters mounted on each side. It’s long legs hold the entire body high off the ground. It looks slow and lumbering, but it‘s long legs give it surprising speed.

    The AT-AT walker is a behemoth of a war machine, standing at a height of 70 feet. The quadrupedal walker closely resembles ancient beasts of war, or even a giant legendary beast from the dark side of the Force. Designed for the dual purpose of crushing and demoralizing enemy forces, and also serving as a transport for Imperial troops and light vehicles, the AT-AT is among the most awesome vehicles in the Imperial Army inventory. Its intimidating and powerful presence often earns it the distinction of being the first vehicle into a combat zone.

    Combat

    AT-ATs are heavy weapons. They stomp forward, firing at fortified positions and slow-moving vehicles until they get in range, then crush walls and turrets with their titanic steel feet. Once past the outer defenses, they kneel down and release the troops and vehicles they carry.

    Blaster:
    As a primary attack, an AT-AT is equipped with a heavy blaster. The blaster has a range increment of 100 feet and deals 4d6 points of damage to the target.

    Troop Compartment:
    AT-ATs contain a large compartment to carry troops and vehicles. The compartment can contain 2 huge, 10 large, or 40 medium creatures. Creatures inside this compartment have total cover in all directions. The AT-AT must kneel down do release the creatures in its troop compartment, which requires a full-round action. The AT-AT cannot move while kneeling like this, though it may fire its blasters.

    Vehicle Traits:
    An AT-AT offers total cover to it’s pilot, and deals 10d6 damage to it’s pilot when it reaches 0 HP.
    {table=head]Piloting Use|DC
    Move|10
    Floor It|15
    Attack|15
    Full Attack|15
    Maintain Control|10
    Cover|10
    Skill|Varies
    Maneuver|20
    Bail|15
    [/table]

    AT-TE
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    Huge Construct [Vehicle]
    Hit Dice: 16d10+30
    Initiative: +0
    Speed: 30 feet (6 squares)
    Armor Class: 28 (+20 natural, -2 Size), 8 touch, 28 flat-footed
    Base Attack/Grapple: +12/+30
    Attack: Cannon +10 Ranged (4d6+10) and Four Blasters +5 Ranged (2d6)
    Full Attack: Cannon +10/+5 Ranged (4d6+10) and Four Blasters +5/+0 Ranged (2d6)
    Space/Reach: 15/10
    Special Attacks:
    Special Qualities: Construct Traits, Vehicle Traits, Troop Compartment, Multiple Gunners, Hardness 10
    Saves: Fort +5, Ref +5, Will +5
    Abilities Str 30, Dex 10, Con -, Int -, Wis -, Cha -
    Skills:-
    Feats:-
    Environment: Any
    Organization: Solitary or Assault (20-50)
    Challenge Rating: 14
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: -

    This squat-six-legged construct lumbers forward. With a massive thud, the cannon on it's back recoils and something in the distance explodes. The thing's body is angular and low to the ground. On it's back, a massive cannon swivels freely. Stationed around the cockpit, four turrets swivel, bringing barrels to bear on different targets.

    The AT-TE is a multi-purpose assault vehicle capable of tasks ranging from the transportation of platoons of troopers around a battlefield to full-scale attacks upon enemy installations. The vehicle performs most admirably in support roles that involved providing immediate cover fire for battalions of soldiers. AT-TEs are often deployed in large numbers to overwhelm the enemy through sheer volume of fire.

    Combat:
    A fully-manned At-TE can bring to bear a frightening amount of firepower. Heavy shots from it's main cannon punctuating barrages from it's four forward turrets as it thunders forward toward the enemy lines are it's signature style, but they also are capable of pickup and dropoff of troops and vehicles.

    Cannon:
    As a primary attack, an AT-TE is equipped with a powerful mass-driver cannon. This cannon has a range increment of 100 feet and deals 4d6+Str damage on a successful hit.

    Blasters:
    As a secondary attack, an AT-TE is equipped with four blaster turrets. These turrets, however, cannot be used by the pilot. Instead, each blaster requires a gunner. A gunner can fire a blaster as a standard action or take a full-attack action with the blaster. The action does not affect the actions of the vehicle as a whole. Each blaster has a range increment of 60 feet and deals 2d6 damage on a successful hit.

    Troop Compartment:
    AT-TEs contains two compartments used to carry troops and vehicles. Each compartment can hold 20 medium-sized creatures, two large creatures, or one huge creature.

    Vehicle Traits:
    An AT-TE offers total cover to it’s pilot, and deals 8d6 damage to it’s pilot when it reaches 0 HP.
    {table=head]Piloting Use|DC
    Move|10
    Floor It|15
    Attack|15
    Full Attack|20
    Maintain Control|10
    Cover|10
    Skill|Varies
    Maneuver|20
    Bail|20
    [/table]

    Halo:
    Spoiler
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    Scorpion
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    Gargantuan Construct [Vehicle]
    Hit Dice: 20d10+60
    Initiative: +2
    Speed: 50 feet. (10 squares)
    Armor Class: 28 (+20 Natural, -4 size, +2 dex), 8 touch, 26 flat-footed
    Base Attack/Grapple: +15/+37
    Attack: Chain gun +13 ranged (1d6/1d6)
    Full Attack: Chain Gun +13/+8 Ranged (1d6/1d6)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Cannon, Trample (3d6+15)
    Special Qualities: Construct Traits, Vehicle Traits, Hardness 20
    Saves: Fort +6, Ref +8, Will +6
    Abilities Str 30, Dex 14, Con , Int , Wis , Cha
    Skills: -
    Feats: -
    Environment: Any
    Organization: Solitary
    Challenge Rating: 16
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: -

    This tread-crawling, heavily armored vehicle vaguely resembles a scorpion. It‘s long, low forward body contrasts sharply with the raised turret, the barrel coming forward over the cockpit like a scorpion‘s stinger. Four heavy treads shift and swivel as it rolls over a fallen enemy, and it‘s turret comes to bear.

    The M808 Scorpion is an armored attack vehicle that has been in service for more than thirty years, and serves as the UNSC's main anti-vehicle platform. The M808B is considered "light" by standard definitions but has served as the UNSC's main battle tank well before the Human-Covenant War. Its four-track nacelles design with each track mounted on an independent, computer-controlled suspension system, allows the Scorpion to traverse, climb over, or maneuver around large debris or other battlefield obstacles, and prevents the vehicle from being easily disabled. The central chassis is simple in design containing the main armament at the stern of the hull, and the crew compartment forward of it; and the machine gun at the bow on certain variants. The chassis is covered with heavy titanium-ceramic armor plating, making it incredibly resilient to small-arms fire; however, it's still possible for infantry-portable anti-armor weapons to inflict catastrophic damage. The M808B only requires a crew of one, with complete weapons control allocated to the driver, provided the driver is equipped with a neural interface. Otherwise, it requires one driver and one gunner on a coaxial mounted machine gun. As time has progressed, the Scorpion has been modified into more then a half-dozen different versions, however, despite the modifications the Scorpion's psychological aspect and versatility remain unchanged.

    Combat:
    The scorpion usually opens up with it’s cannon, partially for sheer firepower and partially for the psychological effect. Then the chain gun begins to sweep, punctuated with cannon blasts.

    Cannon:
    Once/Round as a swift action, the pilot can fire the main cannon. This is a ranged touch attack with a range increment of 50 feet. If the attack hits, it deals 3d6 damage to the target. Even if the shot misses, it explodes, dealing 4d6 fire damage (Reflex DC 22 half) to all creatures within 10 feet of the target.

    Chain Gun:
    The chain gun is a rapid-fire weapon. The chain gun has a range increment of 30 feet. If you hit, roll 1d6 to determine the number of shots that hit the target. Each round deals 1d6 points of damage.

    Vehicle Traits:
    A scorpion offers total cover to it’s pilot, and deals 10d6 damage to it’s pilot when it reaches 0 HP.
    {table=head]Piloting Use|DC
    Move|5
    Floor It|10
    Attack|10
    Full Attack|10
    Maintain Control|15
    Cover|10
    Skill|Varies
    Maneuver|20
    Bail|20
    [/table]

    Warthog
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    Large construct [Vehicle]
    Hit Dice:8d10+30
    Initiative:+4
    Speed: 60 (12 squares)
    Armor Class: 22 (+9 natural, -1 size, +4 dex), 13 touch, 18 flat-footed
    Base Attack/Grapple: +6/+18
    Attack: Chain Gun +10/+5 Ranged (1d6/1d6)
    Full Attack: Chain Gun +10/+5 Ranged (1d6/1d6)
    Space/Reach:10 ft/5 Ft
    Special Attacks: Trample (2d6+12)
    Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
    Saves: Fort +2, Ref +6, Will +2
    Abilities Str 26, Dex 18, Con , Int , Wis , Cha
    Skills:-
    Feats:-
    Environment: Any
    Organization: Solitary or Patrol (3-6)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Always Neutral
    Advancement:
    Level Adjustment:

    Over a nearby ridge you hear the roar of an engine, suddenly, a large, four-wheeled vehicle soars clear of the peak. It‘s body is a dark green, with a clear windshield, and four large, heavily-textured tires. In the back, you can see a man standing behind a turret mounted in the rear of the vehicle. The vehicle fishtails in the loose dirt and comes to a stop, then kicks up again with a renewed roar as it takes off in a different direction.

    The M12 FAV Warthog is the UNSC's primary ground vehicle, used for its scouting and reconnaissance capacity, or as an integral part of a mechanized infantry unit; the M12 has been a part of the UNSC's armored vehicle fleet for fifty years, and is the most recognizable vehicle in their arsenal. It is a highly mobile, all-wheel-drive, all-wheel-steering, ICE-powered (Internal combustion engine) vehicle equipped with a manual transmission

    Combat:

    The warthog is a highly mobile enemy. With a gunner on hand, the pilots will generally charge enemy units, trampling over them while their gunner wreaks havoc on their formations. Warthogs are not designed for taking down fortified positions, however, and usually do their best work against lightly-armored infantry.

    Chain Gun:
    The Warthog has a mounted Chain gun turret. This turret, however, cannot be used by the pilot. Instead, it requires a gunner. A gunner can fire the chain gun as a standard action or take a full-attack action with the chain gun as he wishes. The action does not affect the actions of the vehicle as a whole. The chain gun has a range increment of 30 feet. If you hit, roll 1d6 to determine the number of shots that hit the target. Each shot deals 1d6 points of damage.

    Vehicle Traits:
    A warthog offers improved cover to it’s pilot, and deals 4d6 damage to it’s pilot when it reaches 0 HP.
    {table=head]Piloting Use|DC
    Move|5
    Floor It|10
    Attack|15
    Full Attack|15
    Maintain Control|20
    Cover|15
    Skill|Varies
    Maneuver|20
    Bail|10
    [/table]

    Ghost
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    Medium Construct [Vehicle]
    Hit Dice: 6d10+10
    Initiative: +5
    Speed: 60 (12 squares)
    Armor Class: 20 (+5 Natural, +5 dex), 15 touch, 15 flat-footed
    Base Attack/Grapple: +4/+8
    Attack: Blaster +9 Ranged (1d6) or Slam +8 Melee (1d6+6)
    Full Attack: Blaster +9 Ranged (1d6) or Slam +8 Melee (1d6+6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Powerful Charge +1d6
    Special Qualities: Construct Traits, Vehicle traits, Hardness 5, Hover
    Saves: Fort +2, Ref +7, Will +2
    Abilities Str 18, Dex 20, Con , Int , Wis , Cha
    Skills:-
    Feats:-
    Environment: Any
    Organization: Solitary, Patrol (3-6) or Calvalry (10-30)
    Challenge Rating:4
    Treasure: Standard
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: -

    Blaster
    The ghost is equipped with a blaster. The blaster has a range increment of 30 feet and deals 1d6 damaga on a successful hit.

    Hover
    The ghost hovers 1-2 feet off the ground while active. Floating like this, the ghost takes a -4 to strength-based checks, including checks to avoid being bullrushed or tripped. However, the ghost can ignore most forms of difficult terrain, and can even float across the surface of water at it’s base land speed with no penalty.

    Vehicle Traits:
    A ghost offers cover to it’s pilot, and deals 3d6 damage to it’s pilot when it reaches 0 HP.
    {table=head]Piloting Use|DC
    Move|5
    Floor It|5
    Attack|10
    Full Attack|10
    Maintain Control|20
    Cover|15
    Skill|Varies
    Maneuver|20
    Bail|5
    [/table]

    Modern Vehicles:
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    Motorcycle:
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    Medium Construct [Vehicle]
    Hit Dice: 2d10+10
    Initiative: +3
    Speed: 60 feet (12 squares)
    Armor Class: 16 (+3 Natural, +3 Dex), touch 13, flat-footed 13
    Base Attack/Grapple: +1/+5
    Attack: Slam +5 Melee (1d6+6)
    Full Attack: Slam +5 Melee (1d6+6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Powerful Charge +1d6
    Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
    Saves: Fort +0, Ref +3, Will +0
    Abilities Str 18, Dex 16, Con -, Int -, Wis -, Cha -
    Skills:-
    Feats:-
    Environment: Any Urban
    Organization: Solitary, Squad (3-6), Gang (20-50)
    Challenge Rating: 1
    Treasure: -
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: -

    Combat

    Vehicle Traits:
    A motorcycle offers cover to it’s pilot, and deals 1d6 damage to it’s pilot when it reaches 0 HP.
    {table=head]Piloting Use|DC
    Move|10
    Floor It|10
    Attack|10
    Full Attack|10
    Maintain Control|25
    Cover|15
    Skill|Varies
    Maneuver|20
    Bail|5
    [/table]

    Car:
    Spoiler
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    Large Construct [Vehicle]
    Hit Dice: 4d10+30 (52 HP)
    Initiative: +2
    Speed: 60 (12 squares)
    Armor Class: 16 (+5 Natural, +2 dex, -1 size), touch 11, flat-footed 14
    Base Attack/Grapple: +3
    Attack: Slam +12 Melee (1d8+15)
    Full Attack: Slam +12 Melee (1d8+15)
    Space/Reach: 10 ft./5 Ft.
    Special Attacks: Trample 2d6+15
    Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
    Saves: Fort +1, Ref +3, Will +1
    Abilities Str 30, Dex 14, Con -, Int -, Wis -, Cha -
    Skills:-
    Feats:-
    Environment: Any Urban
    Organization: Solitary or Team (4-8)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always Neutral
    Advancement: -
    Level Adjustment: -

    Combat:

    Trample:
    Reflex DC 22 half. The save DC is strength-based.

    Vehicle Traits:
    A car offers improved cover to it’s pilot, and deals 2d6 damage to it’s pilot when it reaches 0 HP.
    {table=head]Piloting Use|DC
    Move|10
    Floor It|10
    Attack|10
    Full Attack|10
    Maintain Control|15
    Cover|10
    Skill|Varies
    Maneuver|20
    Bail|10
    [/table]

    Fighter Plane
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    Spoiler
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    Huge Construct [Vehicle]
    Hit Dice: 8d10+40
    Initiative: +5
    Speed: 20 feet (4 squares) Fly 120 feet (Poor)
    Armor Class: 20 (+7 Natural, +5 Dex, -2 Size), 13 touch, 15 flat-footed
    Base Attack/Grapple: +6/+19
    Attack: Machine Gun +9 Ranged (1d6/1d8)
    Full Attack: Machine Gun +9/+4 Ranged (1d6/1d8)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Missile
    Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
    Saves: Fort +2, Ref +7, Will +2
    Abilities Str 20, Dex 20, Con -, Int -, Wis -, Cha -
    Skills:-
    Feats:-
    Environment: Any
    Organization: Solitary, Wing (3-5), or Squadron (15-30
    Challenge Rating: 6
    Treasure: None
    Alignment: Always neutral
    Advancement: -
    Level Adjustment: -

    Combat:

    Machine Gun:
    Fighter Planes have mounted machine guns. The machine gun has a range increment of 60 feet. If you hit, roll 1d6 to determine the number of shots that hit the target. Each shot deals 1d8 points of damage.

    Missiles:
    As a standard action, a fighter plane can fire up to two missiles at a time. Each missile is a ranged touch attack with a range of 100 feet. The target takes 2d6 damage if the attack is successful. Even if the attack misses, the missile explodes, dealing 3d6 fire damage to all creatures within 5 feet of the target, reflex DC 19 half. The save DC is dexterity based. The pilot may fire all these missiles at one target, or divide them up as he chooses. A fighter plane is loaded with 6 missiles, and replacement missiles cost 150 GP.

    Vehicle Traits:
    A fighter plane offers total cover to it’s pilot, and deals 4d6 damage to it’s pilot when it reaches 0 HP.
    {table=head]Piloting Use|DC
    Move|15
    Floor It|15
    Attack|15
    Full Attack|20
    Maintain Control|20
    Cover|10
    Skill|Varies
    Maneuver|25
    Bail|15
    [/table]

    Robotech:
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    Robotech Fighter
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    Huge Construct [Vehicle]
    Hit Dice:8d10+40
    Initiative: +5
    Speed: 40 feet (8 squares), Fly 40 feet (good)
    Armor Class: 20 (+7 Natural, +5 Dex, -2 Size), 13 touch, 15 flat-footed
    Base Attack/Grapple: +6/+19
    Attack: Machine Gun +9 Ranged (1d6/1d8) Or Slam +9 Melee (1d8+5)
    Full Attack:Machine Gun +9/+4 Ranged (1d6/1d8) Or Two slams +9 melee (1d8+5)
    Space/Reach: 15 ft/15 ft
    Special Attacks:
    Special Qualities: Construct Traits, Vehicle Traits, Hardness 10
    Saves: Fort +2, Ref +7, Will +2
    Abilities: Str 20, Dex 20, Con -, Int -, Wis -, Cha -
    Skills:-
    Feats:-
    Environment: Any
    Organization: Solitary, wing (3-5) or Squadron (15-30)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always neutral
    Advancement: -
    Level Adjustment: -

    Machine Gun:
    Robotech fighters wield machine guns. The machine gun has a range increment of 60 feet. If you hit, roll 1d6 to determine the number of shots that hit the target. Each shot deals 1d8 points of damage.

    Alternate Form:
    A robotech fighter can assume the form of a fighter plane or a hybrid form known as guardian mode. A robotech fighter in guardian mode has a fly speed of 80 feet with good maneuverability, and may use a fighter plane’s missiles. It loses the robotech fighter’s slam attacks, and it’s land speed decreases to 20 feet

    Vehicle Traits:
    A robotech fighter offers total cover to it’s pilot, and deals 4d6 damage to it’s pilot when it reaches 0 HP.
    {table=head]Piloting Use|DC
    Move|15
    Floor It|15
    Attack|15
    Full Attack|20
    Maintain Control|20
    Cover|10
    Skill|Varies
    Maneuver|25
    Bail|15
    [/table]

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Admiral Squish View Post
    (Reserved for New Monsters/Mecha/Walkers)
    You have my attention.

    I shall be following this thread with great interest.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Admiral Squish View Post
    (Reserved for Warforged Template, Material Variants, and Feats)
    Quote Originally Posted by Admiral Squish View Post
    (Reserved for New Monsters/Mecha/Walkers)
    I agree with The-Mage-King, can't wait for these additions!
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Well, that was certainly a fast response. I don't suppose I can interest you gentlemen in playing a T-100 or T-1000 series warforged for the moment? I'm still working on the rest of them.

    By the way, if you're interesting in the mecha and walkers, check out the chest section of features to find the Pilot's Hollow feature. That's basically the mechanics of the whole piloting thing.

    Which mecha/walkers do you want to see first? Star Wars? Gurren Lagann? Zoids? Effigy Dire Eagle Warplanes? FMP Arm Slaves?
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Admiral Squish View Post
    Well, that was certainly a fast response. I don't suppose I can interest you gentlemen in playing a T-100 or T-1000 series warforged for the moment? I'm still working on the rest of them.

    By the way, if you're interesting in the mecha and walkers, check out the chest section of features to find the Pilot's Hollow feature. That's basically the mechanics of the whole piloting thing.

    Which mecha/walkers do you want to see first? Star Wars? Gurren Lagann? Zoids? Effigy Dire Eagle Warplanes? FMP Arm Slaves?
    *sigh*

    Well, it'll work for now.


    As for Mecha, well... I'll give you a hint! HOT BLOOD AND FIGHTING SPIRIT!


    Ahem. Gurren Lagann style, thank you very much.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    One that works like an AT-ST would be cool. So would Colossal AT-ATs. On second thought, anything Star Wars would be awesome.

    T-1000 Warforged? That would be cool to see.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by The-Mage-King View Post
    *sigh*

    Well, it'll work for now.


    As for Mecha, well... I'll give you a hint! HOT BLOOD AND FIGHTING SPIRIT!


    Ahem. Gurren Lagann style, thank you very much.
    It shall be done. Probably just gonna be a lagann-style tiny guy, and a generalized ganmen statblock, though. In the meantime, there's already a drill arm feature you can go salivate at for the moment.

    Quote Originally Posted by LOTRfan View Post
    One that works like an AT-ST would be cool. So would Colossal AT-ATs. On second thought, anything Star Wars would be awesome.

    T-1000 Warforged? That would be cool to see.
    I'm thinking all three of the main walkers. Large-sized AT-PT, huge AT-ST, and then a colossal AT-AT.

    As for T-1000, check out mirrorwater material variant.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    For mechas, I'd like to see tank-like things. So I guess Star Wars AT-TEs would be nice.

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Volt View Post
    For mechas, I'd like to see tank-like things. So I guess Star Wars AT-TEs would be nice.
    Tanks you shall receive! so, going by order of request, it looks like it's Gurren and Lagann first, then four of the star wars walkers.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Admiral Squish View Post
    Warforged Material Variants:

    Crystalcraft

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    The Following abilities are in addition to warforged traits, except where noted.
    • +2 con, -2 dex, -2 wis. These adjustments replace the warforged's ability adjustments.
    • +2 Natural Armor. This replaces a Warforged's Composite Plating
    • Two 1d4 claw attacks. This replaces the Warforged's slam attack.
    • Dazzling Lights: A crystalcraft warforged is a thing of beauty, and while in an area of normal illumination, all opponents within 10 feet of a crystalcraft that can see it are automatically dazzled.
    Dazzling Lights seems a bit too strong for a +0 LA race. All enemies within 10ft take a -1 penalty to attack rolls all the time. I'd do something to bump the Crystalcraft Warforged up to +1 LA personally. Give it +2 Cha and some Spell Resistance maybe that seems to work.

    Emberforged
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    The Following abilities are in addition to warforged traits, except where noted.
    • +2 con, -2 wis. These adjustments replace the warforged's ability adjustments.
    • Burning Spirit: 3/day, and charisma modifier to a single attack roll, save, skill, or ability check.
    • Searing Touch: An emberforged deals 1d4 fire damage to any creature attacking him with natural weapons or unarmed strikes. Any creature hit with his slam attack takes an extra 1d4 fire damage. Metal weapons he wields conduct this heat.
    • LA +1
    This one feels a little too weak to be LA +1 to me. I would go ahead and add +2 Cha and raise the Searing Touch to 1d6 fire.

    Harvestforged
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    The Following abilities are in addition to warforged traits, except where noted.
    • +2 dex, -2 int, -2 wis. These adjustments replace the warforged's ability adjustments.
    • DR 5/slashing. This replaces the Warforged's composite plating.
    • Fire Vulnerability: A Harvestforged takes 50% more damage than normal from fire attacks.
    This one seems to be getting the short end of the stick here compared with a normal Warforged. I'm also not getting the fluff here. So maybe give it an extra special ability to finish the thought on this one and give it a small bonus.

    Mirrorwater
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    The Following abilities are in addition to warforged traits, except where noted.
    • +2 dex, +2 con, -2 int, -2 wis. These adjustments replace the warforged's ability adjustments.
    • A mirrorwater warforged does not gain a warforged's composite plating ability.
    • Amorphous: A mirrorwater warforged cannot be flanked and is immune to critical hits. This ability replaces the Warforged's light fortification ability.
    • Regeneration 5: The mirrorwater warforged takes normal damage from Fire and Cold.
    • Shapechange: A mirrorwater warforged can change it's appearance at will, as with the disguise self spell. This is not an illusory effect, but an actual physical change. The mirrorwater cannot create working pieces of equipment with this ability, but he can create imitations. In addition, he can use this ability to 'dissolve' and squeeze through tiny spaces like a liquid.
    • Shape Weapon: A mirrorwater warforged can shape his hands into blades or tools. As a move action, the mirrorwater can shape one or both hands into any one-handed or light melee weapon he is proficient with.
    • +5 LA
    This seems really weak for a LA +5 race. I'd lower the Regen to 2, raise the Dex bonus to +4 and call it LA +2.

    Stonecarved
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    The Following abilities are in addition to warforged traits, except where noted.
    • +2 con, -2 wis, -2 cha. These adjustments replace the warforged's ability adjustments.
    • +2 Natural Armor. This replaces the warforged's composite plating ability.
    • DR 2/adamantine.
    • A stonecarved warforged's base land speed is 20 feet.
    • Stability: A stonecarved gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
    Like the dwarf this is inspired by this feels like it's pushing the limits of LA +0 territory. Maybe tack on an additional -2 penalty to Int? I don't have a great idea how to cut this one down.

    Vinebound
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    The Following abilities are in addition to warforged traits, except where noted.
    • +2 str, -2 int, -2 cha. These adjustments replace the warforged's ability adjustments.
    • Dr 5/slashing. This replaces the Warforged's composite plating ability.
    • Long Limbs: A vinebound warforged has a natural reach five feet longer than the norm for it's size.
    • Climb Speed 20.
    • Vinebound warforged gain a +4 bonus to grapple checks.
    This one is definitely too strong for LA +0. Compared with a Warforged this gains 5ft of reach (which is awesome), a climb speed, and the +4 bonus to grapples and loses nothing. I'd say add a +2 bonus to Dex and call it LA +1.

    Warforged Feats:

    Aquatic Body:
    Prerequisites: Warforged, first level only
    Benefit: You gain plating streamlined and designed for aquatic use. Your armor bonus is increased to +4, and you have a +6 maximum dexterity bonus to AC, as well as an arcane spell failure chance of 15%. In addition, you gain a swim speed of 30 feet. This is treated as light armor.
    Compared with Mithril Body this seems too good. I'd call it medium armor, give it a max dex of +4, and arcane spell failure of 30%.

    Arcane Body
    Prerequisites: Warforged, first level only
    Benefit: Your body is covered in runes that offer protective magic. Your body is surrounded by a tangible field of force that grants you a +4 armor bonus to AC, but has no maximum dexterity bonus and no arcane spell failure chance. In addition, for every three levels you possess in an arcane spellcasting class, the armor bonus increases by one. Taking this feat removes your composite plating, but is still considered to take up your body slot.
    This one is way too good compared to any other Warforged body feat, and it also rewards spellcasters who don't need any unnecessary bonuses. Reducing it to a +2 armor bonus makes it a bit more sane, but it's still going to become a +8 armor bonus by the time it's all said and done. But I have an idea - Allow the spellcaster to turn the armor bonus on and off. While it's on they take a penalty to caster level equal to half the bonus. It would be a free action to turn it on or off.

    Stealth Body
    Prerequisites: Warforged, first level only
    Benefit: You gain special-stealth-focused armor designed to muffle sound and hide you. Your armor bonus is increased to +4, and you have a +6 maximum dexterity bonus to AC, as well as an arcane spell failure chance of 10%. You also gain a +4 bonus on hide and move silently checks. This is treated as light armor
    Again, this is way better than Mithril Body. I'm not really sure what to suggest here. Maybe lower the armor bonus to +2 and raise the max dex to +8?

    Livewood Body
    Prerequisites: Warforged, Ironwood Body, Able to cast 2nd-Level Divine spells
    Benefit: Your connection with nature allows your body to respond more like a living creature. You now receive the full benefit from spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage.
    [/quote]

    There is already a Living Body feat that is actually better than this and requires Darkwood Body. The Living Body feat kinda sucks, and this is worse, so... I'm not sure what to suggest.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    A challenger! I shall boldy respond!

    Quote Originally Posted by Ziegander View Post
    Dazzling Lights seems a bit too strong for a +0 LA race. All enemies within 10ft take a -1 penalty to attack rolls all the time. I'd do something to bump the Crystalcraft Warforged up to +1 LA personally. Give it +2 Cha and some Spell Resistance maybe that seems to work.

    That sounds pretty fair.

    This one feels a little too weak to be LA +1 to me. I would go ahead and add +2 Cha and raise the Searing Touch to 1d6 fire.

    Also sounds fair.

    This one seems to be getting the short end of the stick here compared with a normal Warforged. I'm also not getting the fluff here. So maybe give it an extra special ability to finish the thought on this one and give it a small bonus.

    It's basically an animated scarecrow. Designed to be real cheap for farmers to buy so they could have some extra hands around, and it doubles as a crow-spooker. What would you suggest for a special ability? I'm honestly having trouble thinking of anything. I considered slight build for a bit, but they're not small of stature, they're just sorta lanky.

    This seems really weak for a LA +5 race. I'd lower the Regen to 2, raise the Dex bonus to +4 and call it LA +2.

    This sounds pretty good to me. I shall do it!

    Like the dwarf this is inspired by this feels like it's pushing the limits of LA +0 territory. Maybe tack on an additional -2 penalty to Int? I don't have a great idea how to cut this one down.

    I could see an int penalty. Maybe dex would fit better, though?

    This one is definitely too strong for LA +0. Compared with a Warforged this gains 5ft of reach (which is awesome), a climb speed, and the +4 bonus to grapples and loses nothing. I'd say add a +2 bonus to Dex and call it LA +1.

    Alright, this can be fixed, then.

    Compared with Mithril Body this seems too good. I'd call it medium armor, give it a max dex of +4, and arcane spell failure of 30%.

    It's the stats for a mithril chain shirt. I'll never understand why they went with breastplate, honestly. the main reason I wasn't going with heavier armor stats was because I wanted to make sure it was something with no ACP to get in the way of swimmin'.

    This one is way too good compared to any other Warforged body feat, and it also rewards spellcasters who don't need any unnecessary bonuses. Reducing it to a +2 armor bonus makes it a bit more sane, but it's still going to become a +8 armor bonus by the time it's all said and done. But I have an idea - Allow the spellcaster to turn the armor bonus on and off. While it's on they take a penalty to caster level equal to half the bonus. It would be a free action to turn it on or off.

    Valid, I didn't really think that through... Ooh, perhaps a +3 AC bonus, but you have to sacrifice a spell slot at the start of the day to make it go higher. The AC bonus increases by the spell level of the sacced spell.

    Again, this is way better than Mithril Body. I'm not really sure what to suggest here. Maybe lower the armor bonus to +2 and raise the max dex to +8?

    that would probably make sense to put some distance between it and the aquatic plate.

    There is already a Living Body feat that is actually better than this and requires Darkwood Body. The Living Body feat kinda sucks, and this is worse, so... I'm not sure what to suggest.
    Darkwood body? I've never head of it. Where can it be found?
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Admiral Squish View Post
    Darkwood body? I've never head of it. Where can it be found?
    It's in Races of Eberron rather than the Eberron Campaign Setting. Now on to other points:

    1) So Harvestforged is a scarecrow dude. Okay, I like that. Maybe give him a Frightful Presence that only effects creatures with Int 1 to 3 (so that it doesn't effect mindless creatures with Int 0 or --)?

    2) Maybe you want to bump the Adamantine Body, Mithril Body, and Darkwood Body feats a bit so that they are a little cooler? Honestly, they could probably use it because Aquatic Body and Stealth Body aren't too powerful as they stand as feats, just more powerful than the existing Warforged feats.

    3) I like your idea for the Arcane Body feat a good bit. Run with it!
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Ziegander View Post
    It's in Races of Eberron rather than the Eberron Campaign Setting. Now on to other points:

    1) So Harvestforged is a scarecrow dude. Okay, I like that. Maybe give him a Frightful Presence that only effects creatures with Int 1 to 3 (so that it doesn't effect mindless creatures with Int 0 or --)?

    2) Maybe you want to bump the Adamantine Body, Mithril Body, and Darkwood Body feats a bit so that they are a little cooler? Honestly, they could probably use it because Aquatic Body and Stealth Body aren't too powerful as they stand as feats, just more powerful than the existing Warforged feats.

    3) I like your idea for the Arcane Body feat a good bit. Run with it!
    No, that's Ironwood Body. I don't see a darkwood body.

    1: that's pretty much the lamest power ever, to be brutally honest. "What do you do?"
    Crystalcraft: 'I'm fabulous~!'
    Emberforged: 'I BURN THINGS.'
    Harvestforged: 'I... uh... I scare birds... And sometimes badgers...'
    Perhaps bump their speed up to 40 and add in another +2 dex?
    This is tough. There are no cool scarecrows to work off of.

    2: I dunno, adamantine body is pretty nice, at least from a monetary standpoint. It's like a free 16000 GP at level one. But that aside, I'm not even really sure what I'd do to bump up the other feats.

    3: Run with it, aye!
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Admiral Squish View Post
    No, that's Ironwood Body. I don't see a darkwood body.
    Weird. I don't know what I'm thinking of then. Carry on.

    1: that's pretty much the lamest power ever, to be brutally honest. "What do you do?"
    Crystalcraft: 'I'm fabulous~!'
    Emberforged: 'I BURN THINGS.'
    Harvestforged: 'I... uh... I scare birds... And sometimes badgers...'
    Perhaps bump their speed up to 40 and add in another +2 dex?
    This is tough. There are no cool scarecrows to work off of.
    Well, you're comparing two LA +1 races to an LA +0 race. Also, note that I didn't suggest only making the Frightful Presence scare Animal type monsters. In the Monster Manual alone it would be able to scare all Animals, Ankhegs, Basilisks, Bulettes, Cockatrices, Darkmantles, Digesters, all Dinosaurs, Frost Worms, Girallons, Gorgons, Gray Renders, Gricks, Hippogriffs, any Hydra, Owlbears, Purple Worms, Rasts, Razor Boars, Rust Monsters, Sea Cats, Shocker Lizards, Spider Eaters, Stirges, and last but not least the deadly Terrasque.

    If you bumped the Int limit to 5 that would include, in the Monster Manual alone, Chimeras, Chokers, Elementals, Gibbering Mouthers, Griffons, Otyughs, Remorhazs, and Vargouilles.

    That's A LOT of things for the Frightful Presence to be effective against actually including many classic monsters. So much so that it might actually be best to raise the Int limit to 5, but then limit it to effecting creatures at least the Harvestforged's size or smaller. Because even a Bulette being scared of a medium scarecrow is silly.

    2: I dunno, adamantine body is pretty nice, at least from a monetary standpoint. It's like a free 16000 GP at level one. But that aside, I'm not even really sure what I'd do to bump up the other feats.
    Well, but still, the Aquatic Body felt unnecessarily powerful to me. Compared to Mithril Body you're losing 1 AC to gain a 30ft swim speed, and if you've got the 22 Dex you're actually losing nothing. If you lower the max dex bonus and increase the arcane spell failure it's probably okay.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Ziegander View Post
    Weird. I don't know what I'm thinking of then. Carry on.



    Well, you're comparing two LA +1 races to an LA +0 race. Also, note that I didn't suggest only making the Frightful Presence scare Animal type monsters. In the Monster Manual alone it would be able to scare all Animals, Ankhegs, Basilisks, Bulettes, Cockatrices, Darkmantles, Digesters, all Dinosaurs, Frost Worms, Girallons, Gorgons, Gray Renders, Gricks, Hippogriffs, any Hydra, Owlbears, Purple Worms, Rasts, Razor Boars, Rust Monsters, Sea Cats, Shocker Lizards, Spider Eaters, Stirges, and last but not least the deadly Terrasque.

    If you bumped the Int limit to 5 that would include, in the Monster Manual alone, Chimeras, Chokers, Elementals, Gibbering Mouthers, Griffons, Otyughs, Remorhazs, and Vargouilles.

    That's A LOT of things for the Frightful Presence to be effective against actually including many classic monsters. So much so that it might actually be best to raise the Int limit to 5, but then limit it to effecting creatures at least the Harvestforged's size or smaller. Because even a Bulette being scared of a medium scarecrow is silly.



    Well, but still, the Aquatic Body felt unnecessarily powerful to me. Compared to Mithril Body you're losing 1 AC to gain a 30ft swim speed, and if you've got the 22 Dex you're actually losing nothing. If you lower the max dex bonus and increase the arcane spell failure it's probably okay.
    changes installed to stealth and aquatic body.

    As for harvestforged, I added in that speed boost and gave them the ability to startle off 1 or 2-int beasts with a move action.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    How about a pinser hand? Could help with grappling or make a grapple attempt with just one arm. Maybe add a special interaction with hydrolic driver?

    A grappling hool hand would be usefull too (Get over here!)


    As for the chest canon, how about adding the option of charging it? Can spend a full round to charge it, increasing damage, but needing a cooldown round (or more) after. It would also need to be undisturbed during charging, probably needing help from it's allies (cover me!)

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Bergor Terraf View Post
    How about a pinser hand? Could help with grappling or make a grapple attempt with just one arm. Maybe add a special interaction with hydrolic driver?

    A grappling hool hand would be usefull too (Get over here!)


    As for the chest canon, how about adding the option of charging it? Can spend a full round to charge it, increasing damage, but needing a cooldown round (or more) after. It would also need to be undisturbed during charging, probably needing help from it's allies (cover me!)
    I could see that, a giant mechanical crab-claw of destruction, the Guillotine grip.

    Also, I could see a grappling spike launcher. An adamantine harpoon that can embed itself in any surface.

    Oooh! I'm seeing an arm feature that turns your natural weapons into adamantium.

    Also, I see your idea for the chest cannon, but the full-round firing time is already supposed to represent charging it to a degree. Think along the lines of iron man's chest repulsor.
    Last edited by Admiral Squish; 2011-01-09 at 01:41 AM.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Admiral Squish View Post
    No, that's Ironwood Body. I don't see a darkwood body.

    Crystalcraft: 'I'm fabulous~!'
    Emberforged: 'I BURN THINGS.'
    Harvestforged: 'I... uh... I scare birds... And sometimes badgers...'
    Perhaps bump their speed up to 40 and add in another +2 dex?
    This is tough. There are no cool scarecrows to work off of.
    Note, all benefits from these feats are based on the character's total HD (I think that's the right wording....)

    HarvestForged
    (Seriously? No cool scarecrows? Think THE Scarecrow)
    "Would you like to see my mask?"
    "They scream and they cry, much as you're doing now."

    1: You may use the spell "Cause Fear" as a spell like ability a number of times equal to your charisma modifier per day.
    4: You may use the spell "Scare" as a spell like ability a number of times equal to your charisma modifier per day.
    7: You may use the spell "Fear" as a spell like ability a number of times equal to your charisma modifier per day.
    10: You may use the spell "Nightmare" as a spell like ability a number of times equal to your charisma modifier.

    Maybe something like that. I don't know. That's how I would do it, honestly. I think the spell levels scale with the HD. If not, just do something that allows you to scare things that could pose a threat. I want to hear stories about the HarvestForged who scared an entire village of people or made a black dragon cower in fear.
    What is this, I don't even.

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Dencero View Post
    Note, all benefits from these feats are based on the character's total HD (I think that's the right wording....)

    HarvestForged
    (Seriously? No cool scarecrows? Think THE Scarecrow)
    "Would you like to see my mask?"
    "They scream and they cry, much as you're doing now."

    1: You may use the spell "Cause Fear" as a spell like ability a number of times equal to your charisma modifier per day.
    4: You may use the spell "Scare" as a spell like ability a number of times equal to your charisma modifier per day.
    7: You may use the spell "Fear" as a spell like ability a number of times equal to your charisma modifier per day.
    10: You may use the spell "Nightmare" as a spell like ability a number of times equal to your charisma modifier.

    Maybe something like that. I don't know. That's how I would do it, honestly. I think the spell levels scale with the HD. If not, just do something that allows you to scare things that could pose a threat. I want to hear stories about the HarvestForged who scared an entire village of people or made a black dragon cower in fear.
    The scarecrow is laaaaame. Nerdy little punk who thinks he's bad 'cause he's got some spooky gas.

    Anyways, I think we're getting off point. The fact is, if fear is involved in the harvestforged's creation, it should be a minor, minor aspect. They're intended to be farmhands, not shock troopers. They just happen to look like scarecrows, 'cause those are the cheapest materials.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    why not make the Harvester like the Combination Harvester" from Terry Patchet's Discworld: Reaper Man?
    Last edited by ocel; 2011-01-09 at 03:06 AM.

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Admiral Squish View Post
    The scarecrow is laaaaame. Nerdy little punk who thinks he's bad 'cause he's got some spooky gas.

    Anyways, I think we're getting off point. The fact is, if fear is involved in the harvestforged's creation, it should be a minor, minor aspect. They're intended to be farmhands, not shock troopers. They just happen to look like scarecrows, 'cause those are the cheapest materials.
    If you're referring to the 1960's Scarecrow, sure, lame. But the newer incarnations are great. And if they were intended to be farmhands, then you could have mentioned that. I get where you were going, but I thought they would be out in the field, scaring away stuff, not working tilling the field and such. I vaguely recall a Scarecrow construct here on GitP that I used before. His name was Hollow. He was a warlock and managed to scare the **** out of people. But I digress. It had a different kind of fire vulnerability. Something about the reflex save to not catch on fire 25. And I just remembered the name. Fieldguards. What saddens me about these scarecrows is the fact that you elected to give them a fear ability, but it's so ridiculous.... "Harvestforged can....stamp their feet or shout of flail about, tapping into latent fear magic to panic..." If that's true, then I tap into my latent fear magic anytime I want to scare my dog. Give them Cause Fear as a spell like ability, but a limit to how many times they can use it, and it's golden.

    Now, excuse me if I'm coming off hostile. I don't mean to be. It's just you're doing something I can really sink my teeth into and I don't want to see it
    What is this, I don't even.

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Dencero View Post
    If you're referring to the 1960's Scarecrow, sure, lame. But the newer incarnations are great. And if they were intended to be farmhands, then you could have mentioned that. I get where you were going, but I thought they would be out in the field, scaring away stuff, not working tilling the field and such. I vaguely recall a Scarecrow construct here on GitP that I used before. His name was Hollow. He was a warlock and managed to scare the **** out of people. But I digress. It had a different kind of fire vulnerability. Something about the reflex save to not catch on fire 25. And I just remembered the name. Fieldguards. What saddens me about these scarecrows is the fact that you elected to give them a fear ability, but it's so ridiculous.... "Harvestforged can....stamp their feet or shout of flail about, tapping into latent fear magic to panic..." If that's true, then I tap into my latent fear magic anytime I want to scare my dog. Give them Cause Fear as a spell like ability, but a limit to how many times they can use it, and it's golden.

    Now, excuse me if I'm coming off hostile. I don't mean to be. It's just you're doing something I can really sink my teeth into and I don't want to see it
    The main reason I gave them the fear ability at all was because I was grasping at straws as to what to give the things to make them more balanced. As for the flavor of it, it's really up to you as long as you take a move action to make yourself physically intimidating. And while, yes, that could scare off a dog, this taps into a primal fear that can scare off anything from bears to bulettes. It's not strong enough to work on things that are intelligent, but animals find it quite unsettling. As for your suggestion of cause fear, the problem with that is that it targets one thing at a time, has an HD limit, and a fixed save mod. It would be useless after 5th level or so.

    How about the latest version, demoralizing in combat as a swift action? How's that look?

    Also, I added a little (very little) fluff to the material warforged variants, and I've posted Lagann's stats. I'm starting on a generic ganmen now.

    EDIT: Added on ganmen. These are getting done really fast. I'm concerned that they only seem balanced to me because I'm all psyched up.
    Last edited by Admiral Squish; 2011-01-09 at 06:13 AM.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Admiral Squish View Post
    Fleshgarbed
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    The fleshgarbed are warforged designed to infiltrate enemy forces. Outwardly, they resemble humans perfectly. Looking deeper, however, a fleshgarbed warforged has a mechanical skeleton and musculature, covered with a layer of flesh and blood kept alive with magic. While they may look human, fleshgarbed warforged are generally cold and unfeeling, concerned with the mission and nothing more.

    The Following abilities are in addition to warforged traits, except where noted.
    • +2 str, +2 con, -2 wis, -2 cha. These adjustments replace the warforged's ability adjustments.
    • Living Skin: It requires a DC 25 spot check to identify a fleshgarbed as non-human.
    • +2 Natural Armor. This replaces the Warforged's composite plating
    • Unnerving Presence: All creatures with int 2 or less have an initial attitude of hostile towards you.
    Has anyone ever told you that you are just plain awesome? T-100 Terminators! You even included the animal detection system!
    Last edited by LOTRfan; 2011-01-09 at 10:04 AM.
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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Don't know why, but all I can think about is this: Warforged Bear.

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    Quote Originally Posted by Pyromancer999 View Post
    Don't know why, but all I can think about is this: Warforged Bear.
    With cannons

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    Default Re: Tome of Iron MK II [3.5 Construct Resource]

    I love it, but you need to get the prices out so I can play with the additions to constructs.
    Also, you might want to make the shoulder cannon scale with HD as far as damage. 1d12(gatling) isn't great when you have 15HD.... And its affected by DR/1.....
    Last edited by Elfstone; 2011-01-09 at 10:24 AM.

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