Can we build it? Yes we can! [Archive] - Wizards Community

Post/Author/DateTimePost
The Vorpal Tribble

11-17-05, 12:11 PM
I'm working on a campaign where the players will spend most of their time out in the artic wilderness. While on their mission I plan on them coming across this vast plain of stone in an area that is highly mountainous. What occured is that hundreds of years ago a mage was trying an expirement with constructs that could be programmed to build entire cities with the material at hand, and literally build themselves up so that if they are destroyed or they need more workers, boom, heres some new hands.

However, a catastrophe occured that is partially the basis of this adventure, and he was hurt badly. The creatures, programmed to take him somewhere safe, rescued him and stuck him deep beneath the earth in a vault. However, they took his words literally and seal him up within where he suffocated. Without any further instructions they continued to build, and build, and build, and build, and build and have been going at it till for miles around and a thousand feet deep is nothing but one massive, multi-layered city of stone.

These creatures are nearing dangerous territory, a massive glacier that if they release the pressure of will flood this 'city' and the Goliaths that have taken up residence. The players will meet a great band of them fleeing the city, but many are still within. The only way to stop these creatures is a reverse of the spell... which is holed up with the wizard.

Here are the builders...

-=-=-=-=-=-=-=-

Steinner, Scout

Tiny construct (earth)
Hit Dice: 3d10 (16 hp)
Initiative: +4
Speed: 30 ft. (6 squares), 5 ft. (burrow)
Armor Class: 20 (+4 dex, +4 natural, +2 size), touch 16, flat-footed 16
Base Attack/Grapple: +2/-8
Attack: Claw +9 melee (1d4-2)
Full attack: 2 claws +9 melee (1d4-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: --
Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., replicate self, spell-like abilities, tremorsense 60 ft.
Saves: Fort +1, Ref +5, Will +7
Abilities: Str 6, Dex 19, Con -, Int -, Wis 23, Cha 1
Skills: Craft (stone working) +10, climb +10, jump +10, knowledge (dungeoneering) +10, spot +12
Feats: Craft Construct(B), Weapon Finesse(b)
Environment: Underground
Organization: Solitary, Party (3-9), Investigation (10-40)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (tiny)
Level Adjustment: --

Steinner scouts job is to constantly scuttle about, searching for useful ores, repairing other damaged scouts, and checking for blockages and obstructions in already crafted areas of the Valley. They then run for the nearest crafter or lifter and relay the information.

Steinner scouts appear, in their resting stage, as simple stone, though individuals vary wildly in their shapes, textures and makes. Only a DC 25 Knowledge (dungeoneerng) check allows one to notice the steinner is not a common rock. However, when working these stones extrude eight crystaline legs and and four manipulative mouthparts from each side. All in all they appear as stone spiders with two 'heads', though devoid of eyes.

Steinner scouts weigh about 20 lbs. They do not speak but instinctively use their stone tell ability to exchange information

Combat:
Steinner's never initiate combat, but their original instructions include self defense, and if they cannot run they will rear up fearlessly upon their opponents, slashing and gouging with their sharp legs. A steinner's natural weapons are considered magical for the purpose of overcoming damage reduction.

Replicate Self (Su):
A steinner scout can build aduplicate of itself in 1d6 hours with a successful DC 20 craft (stone working) check. As well, it can repair and bring back to functionality a scout that has been killed, but still retains its pieces. This process takes a full minute of uninterupted work plus one minute for each point below 0 the scout was damaged. The damaged scout loses 1d4 hit points each time it is repaired.

Spell-like Abilities:
At will/Soften Earth and Stone, Stone Tell. 1/day Meld With Stone. Caster level 16. Save DC's are wisdom based.

Skills:
Scouts have a +10 racial bonus on knowledge (dungeoneering) and craft (stone working) checks. They also have a +6 bonus on climb, jump and spot checks. A scout uses its dexterity modifier for climb and jump checks.

-=-=-=-=-=-=-=-=-


Steinner, Lifter

Large Construct (earth)
Hit Dice: 13d10+30 (101 hp)
Initiative: -1
Speed: 50 ft. (10 squares)
Armor Class: 20 (-1 dex, +12 natural, -1 size), touch 8, flat-footed 20
Base Attack/Grapple: +9/+22
Attack: Claw +17 melee (1d8+9)
Full attack: 4 claws +17 melee (1d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: Deathgrip, Improved Grab
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., replicate self, spell-like abilities, tremorsense 60 ft.
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 28, Dex 8, Con -, Int -, Wis 9, Cha 1
Skills: Craft (stone working) +12, knowledge (dungeoneering)+6
Feats: Craft Construct(B)
Environment: Underground
Organization: Solitary, (2-5), or Construction (6-12)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 14-26 HD (large), 27-39 HD (Huge)
Level Adjustment: --

A lifter's life is the tunneling, excavating and expanding of the Valley, along with the hauling of the raw materials used for crafting to the Crafters. They are also responsible for the repair of their fellow lifters.

Lifters appear much as their smaller brethren, except that are a great deal larger, and their legs and manipulative digits are developed into thick limbs with massive grasping claws on the ends. In their resting state they are often mistaken for boulders or piles of rubble. Only a DC 25 Knowledge (dungeoneerng) check allows one to notice the difference until it moves.

Lifters weigh about two tons.

Combat:
Lifters are the closest things a steinners have to a guard, and if they even see another steinner being harmed they scuttle forth with pinches extended for grabbing. If they can get a hold they then tend to rend the agressor in two.

A steinner's natural weapons are considered magical for the purpose of overcoming damage reduction.

Deathgrip (Ex):
The following round after a successful grapple a lifter can attempt to pin its opponent. If successful it then grips its foe bodily and the victim must make a successful fortitude save (DC 25) or be torn in half and die instantly. Even if the save is successful the victim takes 2d8+13 danage. The save DC is strength based.

Improved Grab (Ex): To use this ability, a lifter must hit with two claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Replicate Self (Su):
A steinner lifter can build a duplicate of itself in 2d6 hours with a successful DC 26 craft (stone working) check. As well, it can repair and bring back to functionality a lifter that has been killed, but still retains its pieces. This process takes 3d10 minutes of uninterupted work plus one minute for each point below 0 the lifter was damaged. The damaged lifter loses 4d6 hit points each time it is repaired.

Spell-like Abilities:
At will/Soften Earth and Stone, Stone Tell. Caster level 16. Save DC's are wisdom based.

Skills:
Lifters have a +12 racial bonus on craft (stone working) checks and a +6 bonus on knowledge (dungeoneering).

-=-=-=-=-=-=-=-=-


Steinner, Crafter

Large Construct (earth)
Hit Dice: 9d10+30 (79 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 20 (+3 dex, +8 natural, -1 size), touch 12, flat-footed 17
Base Attack/Grapple: +6/+16
Attack: Claw +11 melee (1d6+6)
Full attack: 2 claws +11 melee (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: --
Special Qualities: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., replicate self, spell-like abilities, tremorsense 60 ft.
Saves: Fort +3, Ref +6, Will +6
Abilities: Str 23, Dex 17, Con -, Int -, Wis 16, Cha 4
Skills: Craft (stone working) +20, Knowledge (dungeoneering) +6
Feats: Craft Construct(B)
Environment: Underground
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 9-16 HD (large)
Level Adjustment: --

Though with no more intelligence than any other steinner, a crafter is the 'mastermind' of the steinners, filled with programmed instincts that allow them to direct the lifters and scouts. They design and construct and build nearly everything found within the Valley, and recieve a constant influx of information from the scouts, and materials for building from the lifters.

Crafters appear more waspish than the others, leanner, though with eight overly long limbs with a couple dozen manipulative digits to each. These digits range from knife or axe-like to corkscrew and drill shaped.

Crafters weigh somewhere around a ton.

Combat:
Crafters never fight if they can help it, relying on the nearby lifters and scouts to keep them from damage. If they have no alternative however their self preservation instincts kick in, and they slash and gouge until their opponent is dead or fled.

A steinner's natural weapons are considered magical for the purpose of overcoming damage reduction.

Replicate Self (Su):
A steinner crafter can build a duplicate of itself in a day with a successful DC 32 craft (stone working) check. It can also rebuild any other steiner with the craft check mentioned in their entries. As well, it can repair and bring back to functionality a crafter that has been killed, but still retains its pieces. This process takes 1d6 hours of uninterupted work plus one hour for each point below 0 the crafter was damaged. The damaged lifter loses 2d6 hit points each time it is repaired. It may also repair other steinners, but usually assigns this task to others.

Spell-like Abilities:
At will/Mending, Soften Earth and Stone, Stone Tell. Caster level 16. Save DC's are wisdom based.

Skills:
Crafters have a +20 racial bonus on craft (stone working) checks and a +6 bonus on knowledge (dungeoneering).
The Vorpal Tribble

01-12-06, 12:16 PM
PEACH :bump:
Spike_Fightwicky

01-12-06, 12:48 PM
Strap yourself in, here we go!

Steinner, Scout

Awesome concept, BTW :D

Hit Dice: 3d10 (15 hp)
- HP should be 16 average

Armor Class: 20 (+4 dex, +4 natural, +2 size), touch
- Touch AC should be 16, Flat footed AC should be 16

Base Attack/Grapple: +3/-7
- BaB should be +2 (3/4 hit dice), grapple -8

Attack: Claw +9 melee (1d4-2)
Full attack: 2 claws +9 melee (1d4-2)
- Tiny Claw damage is 1d2

damage reduction 5/adamantium
- DR 5/Adamantine Wolverine's metal doesn't exist in D&D :D

Challenge Rating: 3
- I'd put it to 2.

Very cool idea for the campaign! Apart from these couple of issues, looks good!

I'll check out the remaining ones.
Spike_Fightwicky

01-12-06, 01:07 PM
Steinner, Lifter

Hit Dice: 13d10+30 (95 hp)
- 101 HP average

Attack: Claw +17 melee (1d8+9)
Full attack: 4 claws +17 melee (1d8+9)
It should be 1d6+9 damage. However, I'm thinking that it may be just that these dudes have nasty claws. You should sneak in the Improved Natural Attack (Claws) feat as a racial bonus feat if that was the plan.

The rest seems ok. I thought it was underpowered until I saw the deathgrip ability. OUCH! :eek:

Then again, any creature with swallow whole is practically a death sentence anyways :D

Other than HP, everything else seems ok

Steinner, Crafter

Hit Dice: 9d10+30 (75 hp)
- Average HP should be 79

Full attack: 2 claws +11 melee (1d6+6)
- From the description of this thing, it sounds like it should have some other attacks as well as the claws, may some weapons or something like that.

Challenge Rating: 7
- Maybe drop it to 6. Apart from his HP, it seems like his overall stats and abilities are par for most CR 6 creatures.

That's my P.E.A.C.H., and I'm sticking to it :D
The Vorpal Tribble

01-15-06, 03:16 PM
Yeah, basically they all have oversized claws for their size... though don't know what happened with the HP. Thought I had gone over that before I posted.

Thanks :cool:
Vanigo

01-15-06, 04:46 PM
So, if these things only attack in self-defense, what's going to be the main obstacle in the PC's way?
The Vorpal Tribble

01-15-06, 05:57 PM
So, if these things only attack in self-defense, what's going to be the main obstacle in the PC's way?
Because they are guarding their maker. And he's who they are having to find ;)