| Post/Author/DateTime | Post |
|---|---|
| shmeg08-05-04, 12:11 PM | Ok, I'll be making my own template for machine devils/demons that will fit into my Eberron games. This is what happens when Artificers start tinkering in the Demon Wastes: Kyton Deviloid (http://images3.deviantart.com/i/2004/166/f/0/Kyton_Deviloid.jpg) Yes, I need my own webspace with higher bandwidth damnit! Comments, Requests? |
| Pocket Ace Pretender08-05-04, 01:05 PM | Link doesn't work. |
| Gurv08-05-04, 01:11 PM | Link doesn't work. No, but the other one does and deviantart is pretty easy to navigate. The image is here: http://www.deviantart.com/deviation/8114318/ Pretty nice work. What are the stats for this poster child for avoiding the Demon Wastes? |
| shmeg08-05-04, 01:22 PM | Originally posted by Gurv Pretty nice work. What are the stats for this poster child for avoiding the Demon Wastes? [/B] Working on it...might have the stats on a computer at home along with the old template. Must update for 3.5 and make them more Eberronish. What demons/devils/yachloth/whathaveyou would you evil posters out there like to see get the mecha treatment? |
| Teslacoil113808-05-04, 01:35 PM | I'd like to see a "constructed" balor or pit fiend. IMO, that would be pretty hardcore. |
| shmeg08-05-04, 02:27 PM | Originally posted by Teslacoil1138 I'd like to see a "constructed" balor or pit fiend. IMO, that would be pretty hardcore. Ask and ye shall recieve: Pit Deviloid (http://www.deviantart.com/deviation/9510739/) |
| Teslacoil113808-05-04, 02:32 PM | Nice. Is that a jetpack on his back!?! :D :D I love the exhaust cylinders too, that's a great touch. |
| shmeg08-05-04, 02:53 PM | Originally posted by Teslacoil1138 Nice. Is that a jetpack on his back!?! :D :D I love the exhaust cylinders too, that's a great touch. Well if you have tech capacity and the ability to generate fireballs and lightening bolts why bother with silly wings when you can have a freaken arcane rocket pack? That and I couldn't seem to get mechanized wings right :( Ok folks, I need more suggestions of mecha-demons (as well as a new name that will combine devils, demons, and all those other outsiders of a negative persuation) cause I work best with direction :smirk: |
| Teslacoil113808-05-04, 03:10 PM | Originally posted by shmeg Ok folks, I need more suggestions of mecha-demons (as well as a new name that will combine devils, demons, and all those other outsiders of a negative persuation) cause I work best with direction :smirk: "Fiend" works nicely. Also, how about a mecha-godzilla type fiendish dinosaur? The halflings could go nuts with that one. "Mecharaptorfiend is attacking Gatherhold!" (halflings scream and run in panic) |
| shmeg08-08-04, 10:43 PM | Ok, so here's the template. I'll be posting a Kytan version. Does the CR modification make sense, to low, to high? Fiendish Machine Template This acquired template can be applied to any outsider (hereafter referred to as Base Creature) but is generally reserved only for evil outsiders. Fiendish Machines are created by artificers or other spell-casters who have access to the Craft Construct feat. They summon an outsider and bargain with it until it agrees to possess a specially constructed artificial body or shell. The outsider is then permanently bound into the new body (meaning that if the body is destroyed so is the outsider unless special exorcism techniques are used to break the enchantment). By permanently bonding with the body the outsider becomes immune to effects that would normally repel or destroy it. They also gain the same immunities as most constructs but are still vulnerable to mental influences since they retain their intellect and sense of self. Size and Type: Size goes up one level so a medium creature becomes a large creature, large becomes huge, etc. Change Type to Construct (Outsider) Hit Dice and Hit Points: Change Hit Dice to d10 with bonus Hit Points based on construct size, remove any hit points based on Constitution (since con becomes -- thanks to the change in type, see below) Initiative: As Base Creature Speed: As Base Creature in all forms, gain no new movement methods. Armor Class: Gain Natural Armor +5 or keep Base Creature’s Natural Armor bonus (whichever is higher) Base Attack/Grapple: As Base Creature modified for size change. Attack and Full Attack: As Base Creature Damage: As Base Creature, increased for size change. Space/Reach: As Base Creature modified for size change. Special Attacks: As Base Creature Special Qualities/Traits: As Base Creature unless otherwise noted: Construct Traits: • No Constitution score. • Low-light vision. • Darkvision out to 60 feet. • Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. • Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). • Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less • Fiendish Machines do not eat, sleep, or breathe (but still need to rest in order to cast spells if they needed to before being changed). • Unlike other constructs, Fiendish Machines heal by supernatural self repair at the same rate as they did before being changed. If the base creature had fast healing or regeneration they retain this quality. Healing spells are only half as effective when used on a Fiendish Machine while repair spells work at full effect (like a Warforged). Outsider Traits: • When the Fiendish Machine is slain no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on the Fiendish Machine. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life, in which case the outsider is restored to the way it was before becoming a Fiendish Machine. Additional Traits: • Damage Reduction: As Base Creature or 5/- (whichever is better) • No Longer Affected as Outsider: Immune to spells that normally target outsiders like Banishment, Circle of Protection, Summon, Forbiddance, etc. • Energy Resistance: As Base Creature Lost Traits: • Can No longer summon other outsiders: if the Base creature could summon others of its kind it can no longer do so since it is no longer connected with its native realm. Base Saves: As Base Creature Abilities: +4 Strength, -- Constitution (Strength and Dexterity also change based on size alteration in addition to the modification listed here) Skills: As Base Creature Feats: As Base Creature Environment: Demon Wastes Organization: Solitary Challenge Rating: As Base Creature +3 Treasure: As Base Creature Alignment: As Base Creature Advancement: By Character Class or as an Outsider for BAB, Base Saves, Skills, and Feats and a Construct for Hit Points. |
| Murr-Quan Lord #208-08-04, 10:59 PM | Do an Arcanoloth! There's a pic in the Monster Manual II art gallery. We've got one of those up in Sigil, and I want to see what she thinks of it. They're some of the better-looking fiends too, her excepted. ^.^ I was going to suggest dragons too, although they're different enough in Eberron that no one probably would. Build one, I mean. |
| shmeg08-08-04, 11:12 PM | Ok, here's the kyton from the picture above, enjoy! Kyton Fiendish Machine Large Construct (Lawful Evil Outsider) Hit Dice: 8d10+30 (70 hp) Initiative: +5 Speed: 40 ft. Armor Class: 20 (+1 Dex, +10 natural, -1 size), touch 10, flat-footed 19 Base Attack/Grapple: +8/+20 Attack: Chain +15 melee (2d6+8/19–20) Full Attack: 2 chains +15 melee (2d6+8/19–20) Space/Reach: 10 ft./10 ft. (15 ft. with chains) Special Attacks: Dancing chains, unnerving gaze Special Qualities: Damage reduction 5/silver or good, Low-Light Vision, darkvision 60 ft., immunity to cold, regeneration 2, spell resistance 18, Fiendish Machine Traits Saves: Fort --, Ref +7, Will +6 Abilities: Str 27, Dex 13, Con --, Int 6, Wis 10, Cha 12 Skills: Climb +13, Craft (blacksmithing) +17, Escape Artist +12, Intimidate +12, Listen +13, Spot +13, Use Rope +1 (+3 with bindings) Feats: Alertness, Improved Critical (chain), Improved Initiative Challenge Rating: 9 Treasure: Standard Alignment: LE Kyton Fiendish Machines are humanoid robots of immense size, they are wrapped in hook covered chains that move of their own accord to entangle and shred anything unlucky enough to attract the creature’s attention. Kyton Fiendish Machines speak Infernal and Common. Combat A Kyton Fiendish Machine attacks by flailing away with the spiked chains that serve as its clothing, armor, and weapons. A Kyton Fiendish Machine’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Dancing Chains (Su): A Kyton Fiendish Machine’s most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a Kyton Fiendish Machine can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the devil itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the Kyton Fiendish Machine’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. The save DC is Charisma-based. A Kyton Fiendish Machine can climb chains it controls at its normal speed without making Climb checks. Unnerving Gaze (Su): Range 30 ft., Will DC 15 negates. A Kyton Fiendish Machine can make its face resemble one of an opponent’s departed loved ones or bitter enemies. Those who fail their saves take a –2 penalty on attack rolls for 1d3 rounds. The save DC is Charisma-based. Regeneration (Ex): Kyton Fiendish Machines take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor. A Kyton Fiendish Machine that loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly. Skills: Kyton Fiendish Machines have a +8 racial bonus on Craft checks involving metalwork. |
| shmeg08-12-04, 12:38 AM | Ok, so here are some quick pics of the arcanoloth before and after being turned into a Fiendish Machine. Premech Arcanoloth (http://www.deviantart.com/view/9702497/) Arcanoloth Fiendish Machine (http://www.deviantart.com/view/9702609/) Thoughts? |
| bloodwynd08-12-04, 06:23 PM | Originally posted by Teslacoil1138 Metal, wood, and organic components: 5,260 gold Blood, sweat, and tears: 0 gold 46 hours of work that you'll never get back: 0 gold Watching your warforged grow into a bard with no musical aptitude: PRICELESS. For everything else... there's MasterShard Brilliant, I am still in stitches. |
| tentacle_mike08-14-04, 01:48 AM | The Pit Deviloid is definitly my favorite. Keep up the good work |