Constructable Constructs Contest [Archive] - Wizards Community

Post/Author/DateTimePost
Haakon the Airlord

03-12-04, 12:11 PM
Okay......... Even though there is a lot of monster contests running, I decided to start one myself. And Read My Glowing Claw-Like Finger, I know you are out there and capable of making something for this contest too.

Rules:
1. The monster must be of the Construct type.
2. The construct must be constructable using the Craft Construct feat.
3. I will choose the winner, though significant replies to monster post saying that the monster is good mmay sway my judgement.
4. Have fun!!:angel:
Eltheynn

03-12-04, 12:21 PM
I submit the Arcbound, which can be found here (http://boards1.wizards.com/showthread.php?s=&postid=2591051).
Vanigo

03-12-04, 05:20 PM
Uh, the Arcbound can't be constructed using Craft Construct, or if it can, you don't say how.
I made this for entirely unrelated reasons, but I'll submit my Bulwark Spider (http://boards1.wizards.com/showthread.php?s=&postid=2837902#post2820991).
Vlorich San'cheh

03-12-04, 08:38 PM
THese are mine ...
the Shield Bearer (http://boards1.wizards.com/showthread.php?s=&threadid=198913) , a lesser Shield Guardian.
and my Sojourner (http://boards1.wizards.com/showthread.php?s=&threadid=200187) , I got my inspiration from the spider things in Minority Report.

the Gossamer flyer (http://boards1.wizards.com/showthread.php?s=&threadid=201028) its a easy first project for wizards.
Vlorich San'cheh

03-12-04, 08:42 PM
Eltheynn I really like that arcbound repair feature, I think i'll add that feature to one of my 3-4 HD constructs(my wizard is poor). You should write up the constuction process for that thing; its pretty cool!!
Vanigo

03-12-04, 08:46 PM
I suppose I might as well enter the ballista golem too; it's in the same thread as the bulwark spider.
Eltheynn

03-13-04, 02:38 PM
Originally posted by Vanigo
Uh, the Arcbound can't be constructed using Craft Construct, or if it can, you don't say how.
I made this for entirely unrelated reasons, but I'll submit my Bulwark Spider (http://boards1.wizards.com/showthread.php?s=&postid=2837902#post2820991).

D'oh! Sorry, I didn't copy it from the file in my HD, but it's added now....

@Vlorich San'cheh: Sure, go ahead... It's always cool to have a construct thhat can repair others of its kind, but it ups the CR a bit when you're fighting a group of them. The idea was not mine, though...
BrianMc223

03-13-04, 09:44 PM
I would just like to say that Vanigo's Bulwark Spider is very very cool. (Also it is perfect for the use it was created for.)
Xavim

03-13-04, 11:20 PM
Not quite fully a creature in its own right, but it is constructable with that feat.

Draxion Armour/ Armour of the Rising Flame:

In his dreams for the coming of a new age for all of the multiverse, the Cornugan Ur-Priest Draxnathatakarzix designed a new kind of battle armour for his loyal followers, the Order of the Rising Flame. These massive suits of armour were driven into battle against the arrayed forces of his previous master in the Nine Hells, the Pit Fiend Bhalnastrilth, to devastating effect. These huge suits, as large as the greatest giant allow their pilot, for they are more driven than worn, to increase their combative effectiveness exponentially while ensuring their fragile mortal frame was effectively protected. These machines stand approximately 20 feet tall and weigh some 25,000 pounds. Their appearance varies wildly depending on the crafter’s preference but they function the same regardless of design. Somewhere on the Armour there is a large gem-like portion that serves as the Armour’s power source. This portion of the Armour is vulnerable to attack and if destroyed will render the armour powerless. A character that wishes to attack this spot on the armour must make a sunder attack against it. The spot has an AC of 30, 60hp and a hardness of 15. This spot must also be sundered in one blow as the Armour’s energies immediately repair this spot.

In order to function one must be trained properly in its use. This is acquired through the gaining of the Armour Pilot Feat (See Later Text). When a medium sized relatively humanoid shaped character with this feat and knowledge of the individual Armour’s command word (the armour’s name) places his hand upon the Armour’s power source he is granted entry to the control chamber of the Armour. Here there is room enough for the character to store a single blade or any weapon of medium size or smaller. The character then seats himself in the contraption and places his hands and feat into their respective slots. While in the chamber the character has room enough to go through nearly their entire range of motion just as if they were wearing full plate mail, and indeed, the magic and technology of the Armour allows the Armour to completely mimic any movement the character makes. Thus these massive constructs allow the character to utilise their combative prowess while enjoying its protection.

While wearing the armour the character experiences the following effects:

Huge Sized: The character is effectively huge sized for any and all considerations save the targeting of spells. The character gains a +16 circumstance bonus to strength, and a -4 penalty to Dexterity in addition to a -2 size penalty to attack rolls and armour class. His speed increases to 40feet if it wasn’t already, and he can now carry 6x as much weight as before.

Huge Sized Attacks: The pilot gains a slam attack that deals 2d6 damage plus the character’s strength modifier. In addition to this the pilot gains a trample attack that it can use against any target of two sizes smaller than itself or less. This attack deals slam damage + 1½ the character’s strength modifier. This attack provokes an attack of opportunity but may be directed against any creatures within the pilot’s movement range. The armour also has a reach of 15ft and occupies space as a huge creature (tall; 15ft)

Cover: The armour effectively grants the character soft cover against all opponents and the benefits of total concealment against attacks from 30ft or farther away. Within this range the character enjoys 90% concealment to attacks directed at him. This does not block spellcaster line of effect. This cover grants the pilot a +4 bonus to AC and reflex saving throws.

Interception: Foes battling the pilot attack and deal damage to the Armour as if it were an actual creature unless the enemy is within 30ft of the character and declares their intent to aim straight for the pilot. If the enemy wishes to directly attack the pilot, the enemy must first successfully land a hit on the armour. Then the concealment chance is rolled, if the roll succeeds, the attacker must immediately make a second attack roll to ‘confirm’ that the pilot was actually struck. This attack roll is made against the pilot’s flat footed AC.

Armoured Defence: The armour grants the wearer a +8 bonus to armour class as well as a +6 natural armour bonus, giving the pilot an armour class of 22 + the pilot’s Dexterity modifier to a maximum of +1 as if the pilot was wearing full plate. The armour has hit points equal to the wearer’s +40 and a hardness of 10. Any attack that is made at the pilot is still subject to this hardness. If the armour is reduced to 0hp it is ruined and collapses, forcing the pilot to make a DC25 strength check to escape the now destroyed armour. If the armour is damaged it can be repaired by anyone with the Craft Construct feat at a rate of 20hp/days of work. The repairs cost 50gp/damage to be repaired. The increased repair costs derived from skilled operators reflects the pilot’s greater ability to push the mechanism to levels lesser pilots could only dream. While this level of ability makes the Armour last longer in combat, the strain on the more sensitive mechanisms increases the repair cost drastically.

Critical Hit Vulnerability: While the Armour itself is not subject to critical hits, any critical hit that is scored upon the Armour has a chance of dealing damage to the Pilot in addition to dealing non-critical damage to the Armour. When an attacker scores a threat they must roll to confirm the attack against the flat-footed armour class of the pilot instead of the armour. If hit confirms, then both the Armour and the Pilot take damage. The Armour’s hardness is counted when calculating damage. For example, Yagrid’s enemy scores a natural 20 on his attack, scoring a threat. Yagrid’s flat footed AC is 15 because he is still wearing chainmail underneath the Armour. His opponent confirms the critical with his greataxe on a 15, rolling for 15 points of damage. Thus both Yagrid and his Armour suffer 5 points of damage (15 – 10(hardness)=5).

Awkward Movement: The character is always assumed to suffer from heavy encumbrance and suffers a -4 penalty to all attack rolls and initiative because of the resistance and ponderous nature of the armour. The pilot additionally cannot make use of the Dodge, Mobility, Spring Attack, Weapon Finesse or any feat or skill that would require exceptional agility and movement. The character cannot make use of the Jump, Tumble or Swim skills while piloting the armour. Also rising up from the prone requires the use of a full round action. Also any opponent of medium size or smaller is considered to have 10% concealment/size smaller than medium due to the Armour’s hindering vision. Eg. A medium creature has 10% concealment, a small 20%, a tiny 30%, and a diminutive 40%.

Weapons: Because of its size the Armour allows the character to wield far larger weapons that they otherwise could. The pilot can now use Huge sized weapons in one hand and Gargantuan sized weapons in two.

Feats:
Armour Pilot:
Being a member of the Order of the Rising Flame’s elite forces you have been extensively trained in the use of the powerful suits of Armour the order was known for.
Prerequisites: Base attack bonus +3 or higher
Benefit: You can now operate a Draxion.

Great Pilot:
You have incredible mastery of Draxion Armour and can manipulate it with much greater ease than most warriors.
Prerequisites: Base Attack Bonus +6; Armour Pilot
Benefit: You are considered Moderately encumbered when piloting the Draxion rather than Heavily encumbered. All concealment penalties to attack smaller target’s are reduced by 10%

Draxion Agility:
You can pilot the Draxion with remarkable agility.
Prerequisites: Dexterity 17+; Great Pilot;
Benefit: You are no longer encumbered when piloting the Draxion and the maximum Dexterity bonus increases by +2. You can also now make full use of the Jump skill while piloting the Draxion.

Draxion Finesse:
You are so skilled and accustom to the Draxion that you display incredible finesse in combat.
Prerequisites: Draxion Agility; Dex 17+
Benefit: You may now make use of the Dodge, Mobility, Spring Attack, Weapon Finesse or any feat or skill that would require exceptional agility and movement while piloting the Draxion.

Draxion Mastery:
You are a master at piloting the Draxion Armour.
Prerequisites: Draxion Agility:
Benefit: Your attack penalty is reduced by 2 and your maximum Dexterity Bonus increases by 1. You now can stand up from the prone in a normal move action.




Construction:

The construction of a Draxion requires the Craft Wondrous item, Craft Magic Weapon and Armour, Craft Construct feats as well as the casting of the following spells Telempathic Bond, Geas/Quest, Limited Wish. This construction of the Armour requires 15,000 pounds of pure iron or steel and requires the acquisition of a petrified Draconium Fundamentum to serve as the power source. The Draconium Fendamentum will power the suit for a number of years equal to the age category of the Dragon used +4. When this power runs dry, the power source must be replaced.
Market Price: 75,000gp
Caster Level: 13
Cost to Create: 37,500gp + 1,500xp
Special:
It is possible to construct Draxion Armour that is powered by stored souls rather than Draconic energy. Such a variant adds an additional 10,000gp to the market price and has 10 power sources located on the joints of the Shoulders, Elbows, Hands, Waist (one/leg), and Knees. These souls will power the Armour for a decade before needing replacing and all 10 must be knocked out before the armour becomes powerless. Utilising this version of the Armour is an utterly evil act and taints the suit with a lingering effect of evil as described in the Book of Vile Darkness. This also bestows a negative level upon all non-evil characters that attempt to pilot it.
Reklin Hace

03-14-04, 08:48 AM
Xavim, your an Escaflowne fan aren't you? :D

I guess I'll post my Fire Eye Turret (http://boards1.wizards.com/showthread.php?s=&threadid=200433) now that its relatively balanced.
Xavim

03-14-04, 09:08 AM
Hee hee how'd you know? :D

With the inclusion of Morphing and Sizing weapons from the FR Underdark book and invisibility cloaks it is actually completely possible to make the Ziabach Alsadies Guymelefs in D&D. The thought sends pure undiluted joy running through my body.
Haakon the Airlord

03-16-04, 12:19 PM
BUMPing once........