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| thinkhard03-17-05, 10:40 PM | This is a monster race used in my campaign setting Compitum. Its still under work. To better understand these monsters, check the thread link in my sig. Deus Arbitrium http://ddepenning.photosite.com/~photos/tn/13_1024.ts1111202938000.jpg From across the cosmos, the Deus Arbitrium arrived. Astoundingly strong and resiliant humanoid creatures made entirely of metal, covered in unreadable runes and carrying foreign weapons, they were insantly questioned. These beings immediately began capturing humans in shows of aggressive force, and began placing them in encampments. No outward violence was shown to the other races, but the conflict caused collateral damage enough to disrupt the existing balance. -From the "Brief History of Copmitum" The Deus Arbitrium are not truly understood by anyone. It is believed that they come from a plane entirely outside Compitum’s fully coterminous cosmology, as the humans did. Many scholars who have studied human texts theorize they were created by some divinity as a punishment on the humans, but the Deus Arbitrium seem to prefer to subdue humans than slay them. And the arrival of the Aliovores soon made Compitum’s inhabitants question who the true punishers were. Medium Humanoid (Alien Construct) Hit Dice: 12d12+90 (181 HP) Speed: 40 feet. Initiative: +4 Armor Class: 28 (+0 dexterity, +18 natural armor) Attack: +21 (weapons and damage discussed later) Full attack: +21/+16 (no specific routine) Face/Reach: 5/5 Saves: Fort 14 Ref 8 Will 8 Special Attacks: The Deus Arbitrium come equipped with different weapons, usually not in any particular distribution. These are the weapons used whenever available; Deus Arbitrium have been known, though, to improvise weaponry when necessary. Massadin: This weapon deals either nonlethal or lethal damage, upon the Deus Arbitrium's discretion. It is a faint, glowing weapon that deals 4d6 force damage as well as 2d6 slashing damage, crit 19-20x2 (the force damage is not multiplied on a successful critical). The weapon is used two-handed. Obidum: This weapon can be held in one hand. It is a tiny, metallic tube with runes enscribed on it, and a dark lense on the other. It is pointed at an enemy using a ranged touch attack (Deus Arbitrium get +5 to this attack because of familiarity). A successful hit causes the target to have to make a will save DC 22, or become unconscious for 2d4 minutes. Tethin: This weapon can be held in one hand. It is a short piercing weapon and incredibly lethal. The piercing end crackles with electric energy. This weapon deals 5d8 electric damage and 1d8 piercing, crit 20 x4. Special Qualities: The Deus Arbitrium are Alien Constructs. This means they count as objects in terms of being affected by spells or spell-like abilities. Because of their active cunning, though, they can fall victim to visual or auditory deceptions (such as distracting a Deus Arbitrium with Ghost Sound). They have a somewhat life-like nature about them, hence why they have constitution scores. But they cannot be healed naturally or by spells. They must regain hitpoints by being repaired through Craft Arms and Armor checks (working as a heal check). They are immune to criticals and have damage reduction 15/adamantine. They have spell resistance 25. Though they may differ slightly on actual fortitude (hence rolling hitdice) they always have the following stats: STR 26 Con 24 Dex 10 Int 16 Wis 16 Cha 10 Skills: Spot +16, Listen +16, Search +16, Concentration +16, Craft Arms and Armor +16 Feats: Power Attack, Improved Initiative, Two Weapon Fighting (automatically given based upon race), Combat Reflexes (automatically given based upon race), Improved Disarm Organization: There is no specific organization; the Deus Arbitrium seem to work almost hive-mind in nature. There is no communication, obvious leadership, or decision making. It has been observed, though, that they must be within line of sight of eachother to exchange information by whatever unknown method they use. Challenge Rating: 13 Advancement: by racial hit die with perfect saves and BAB, gaining feats every 3 hit die. They also receive +1 natural armor at every hit die, upon the assumption they have improved themselves with craft checks along the way. For every 10 hit die, they gain 10 spell resistance. They suffer a 1/4 experience penalty for advancement because of their complex and unnatural sentience, causing them to learn and grow slightly slower than most other sentients. Level Adjustment: +8 These are the basics. Any suggestions? Remember, this is a monster, not necessarily a race. |
| Milkman Dan03-18-05, 03:46 AM | This reminds me of a 1983 movie, Krull. And there ain't nothing wrong with that! (Hey, I was only about 11 years old at the time. :P ) |
| thinkhard03-18-05, 06:25 AM | I never saw Krull. What was it about? |
| Ardras03-18-05, 06:55 AM | Well, it was basically about a fantasy world inviaded by some monsters who remind of your creations. Now, onto your Monsters: They look good, but the Cr is way too high. Every Level 13 Char i know will kill one of these singlehanded. They have great Weapons, and they mostly seem okay, but the Hitpoints are too low. Maybe up the Con score to about 25-30 and the HD to 13. Also give them some kind of SR, else the will be toast to every Caster (this also comes from the HP issue: At Level 13 a Mage will simply burn them to ashes. Especially with these low saves). Just my 2€ cts |
| thinkhard03-18-05, 07:21 AM | ok thanks will do! |
| thinkhard04-04-05, 05:40 PM | :bump: |
| thinkhard11-18-05, 04:08 PM | uh this thread is broken. I can't view my top post... wait..it fixed!!! |
| ArochanoX11-18-05, 05:56 PM | Um, why not give it living construct traits? Found on eberron campaing setting and MM3. If you changed the type to living construct nad subtype extraplanar instead of alien, it would be good in normal dnd terms. That changes HD to d8, makes bab average, gives only one good save and lessens the immuties and such. Then you could give it more hit dice to balance the hp and bab loss. And, it gains this monster more feats! :D Advanced, extraplanar warforged that is. |
| thinkhard11-19-05, 08:53 AM | i've considered it, but i don't want the Deus Arbitrium to be truly autonomous. I wrote this awhile ago and didn't fully explain things, i might go do some editing if i feel like it:P Basically, warforged are just the same thing as a normal living being, autonomous and such. These are supposed to be almost alive and near autonomous, but slave to an inherent goal, kind of like a basic set of parameters an advanced android would have to adhere to, like the 3 laws of robotics... i don't want to give Deus Arbitrium the power to ignore their purpose of encamping humans/fighting aliovores, which i'm afraid happens if i make them living constructs. |