| Post/Author/DateTime | Post |
|---|---|
| Beware of Kobold01-12-07, 03:26 PM | I read a thread a while ago where people were trying to create a D&D version of a mech, and someone suggested the simple solution of using animated objects that people can ride in or on. I had thought about this idea before and I am trying to create a method using the current rules to make an efficient "mech"-type vehicle. The obvivous starting point is a Huge (since huge is the biggest object a level 11 cleric can animate when he first gets the spell) animated object with permanency cast on it. The "rider" could be within a compartment that lets him see outside and cast spells through some opening (granting him improved cover: +8 AC, +4 to reflex saves, and improved evasion). Another addition might be to cast a permanent Telepathic Bond on the rider and the object so the rider can give commands to it without needing to speak. The biggest weakness to this whole system is of course Dispel Magic which could disable the whole thing with a few good rolls. But anyway, my question here is what are some ways to improve on this idea? What might be added to protect the system from dispel magic? Since the rider gets a full round action every turn, what would be the best use of his turns? Try to think of all the possible implications of this form of battle and what would be the best ways to improve upon the rider and the object and give me your ideas. Thanks in advance. |
| Phoenix0001-12-07, 03:34 PM | Warforged Juggernaught that is all. |
| Beware of Kobold01-12-07, 03:39 PM | you cant ride inside a warforged juggernaut, so it doesnt fit the criteria. sorry |
| hogarth01-12-07, 03:42 PM | My idea in the thread you mentioned was to use Lesser Planar Binding on a ravid, and use the ravid's caster level 20 Animate Objects power to animate a Gargantuan object (like a small hut on stilts, maybe). An open-ended task like that should last a week or two until you need to bind a new one. One advantage is that if the Animate Objects effect is dispelled, it'll automatically keep reanimating the same object every round as long as you don't keep any other unattended items within 20' of the ravid. Also, if your "mecha" is attacked, you can bring out some more objects for the ravid to animate to join in the fray! |
| Beware of Kobold01-12-07, 03:47 PM | that seems like a good idea, but would the ravid actually be compelled to fight for you (via his animated objects). Could you give it a command of "animate this object im riding in and make it attack my enemies as i command"? If that works, a summoned ravid could be thought of as a sort of engine for the mech, and you could telepathically bond to it, instead of the object |
| hogarth01-12-07, 04:06 PM | that seems like a good idea, but would the ravid actually be compelled to fight for you (via his animated objects). Could you give it a command of "animate this object im riding in and make it attack my enemies as i command"? That would be up to your DM. You could always use a Lesser Planar Binding to summon it and then Charm Monster to make it your buddy. It says in the monster description that ravids are too dumb to give their objects "elaborate tactics", so you might want to keep a spare Headband of Intellect available as well. |
| Beware of Kobold01-12-07, 04:18 PM | ravids raised from birth (from a pair of captured ravids) might be used, each bonding with a certain "pilot" to loyal and helpful to that particular pilot. When the mech activates, the ravid is loaded into a secure completely enclosed compartment and then the pilot uses intelligent tactics to give the ravid telepathic commands, which it relays to the obejct, such as "attack the spell caster with the red robes". The Ravid might not be able to see the spell caster, but he can command the object to attack it still I believe. Working as a team, the pilot would be the "eyes" and the brain, while the ravid would be the "engine" and the object the body. I like your idea, thanks for the input. |
| Hyfigh01-12-07, 04:51 PM | Perhaps as a cohort? Thaumaturgist can gain an outsider cohort... |
| hogarth01-12-07, 04:57 PM | Perhaps as a cohort? Thaumaturgist can gain an outsider cohort... I like Lesser Planar Binding because it's free. :D |
| jameswilliamogle01-12-07, 04:58 PM | ravids raised from birth (from a pair of captured ravids) might be used, each bonding with a certain "pilot" to loyal and helpful to that particular pilot...Sounds like Anne Mcaffrey's Pern series (might've mispelled her name, oh well). |
| Beware of Kobold01-12-07, 05:06 PM | the thaumaturgist idea is good, because it doesnt give the ravid anyway to break free from the spell. anyone else got any ideas to improve this system? |
| ronyon01-12-07, 08:52 PM | I like undead for this,but I understand the obvious objections. I seem to remember from the Cover rules that an opening in a wall of 1 foot negates a 5 foot section of wall as full cover. Smaller openings should by constrast not negate the cover. Lets see,looks like it actually from the line of effect rules... Here is the text below: "An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell’s line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell’s line of effect." So it seems that it definately aplies to spells, and it might apply to weapons attacks, depending on the transparency between the line of effect and cover rules... Since Undead are very...disposable, I have thought that using a Familier Carrier, sized for a medium familier, and carried by my minion of the moment. |
| aaaron001-12-07, 09:02 PM | If you aren't stuck on the humanoid shape, there is a crab monster in (I think) the MM III that uses a pilot and crew in a compartment inside the crab. It even allows the pilot if a spell caster to toss his spells from the crab's claws. I thought it was pretty cool at the time. If I remember right it was a Siege Crab (or something like that) and there was also an improved version for a higher level encounter. |
| Vestigial_Thumb01-12-07, 09:57 PM | Then there's this. (http://www.wizards.com/default.asp?x=dnd/dnd/20061020a) It takes some adjusting, but it worked wonders for me. |
| Part-Human201-13-07, 12:36 AM | I read a thread a while ago where people were trying to create a D&D version of a mech, and someone suggested the simple solution of using animated objects that people can ride in or on. .... you cant ride inside a warforged juggernaut, so it doesnt fit the criteria. sorry You can ride on it and your criteria gave that option. Check out All About Mounts (Part Five) (http://www.wizards.com/default.asp?x=dnd/rg/20050222a) under Intelligent Mounts. Have you considered animating the mech via the Fiend of Possession PrC's (FF) possession ability? The Urban Druid (Dragon Magazine) can Wild Shape into an animated objects. |
| Beware of Kobold01-13-07, 03:38 AM | does a warforged juggernaut change sizes as it advances in levels? I thought they stayed medium |
| Beware of Kobold01-15-07, 02:54 PM | anyone else got any ideas to improve upon this? |
| Arem_K01-15-07, 03:43 PM | Golems are pretty good mechs. You can also make an effigy creature of anything in the monster manual. Somewhere there was a thread about making your own tank with the stronghold builder's guide. I guess they have mobile things in there too. You could probably use that to build a giant robot. |
| Beware of Kobold01-15-07, 03:50 PM | well what im really looking for is suggestions as to what spells or magic items might be used to improve the Lesser Planar Binding/Ravid/Animated Object/Rary's Telepathic Bond combo that has already been suggested |