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| DarkerDreams07-26-05, 11:53 AM | These items act as creatures and occupy their own space, however a character may wish to attempt to wield the item. The item itself can have one of several attitudes towards the wielder (determined by the commands given by its owner); Helpfull: In addition to any bonuses provided by being a masterwork object, and possibly enchanted as a normal item of its type, the item grants a +2 competence bonus to attack and damage (for weapons) or armor class and armor penalties (for shields). Quiescent: The item provides no special help or hindrance, including not making its masterwork or magical bonuses available. Hindering: In addition to not providing bonuses for being a masterwork (or magical) object the item grants a -2 penalty to attack and damage (for weapons) or armor class and armor penalties (for shields). Further, if the item has numerical bonuses (a +1 sword for instance) those bonuses become penalties. Combative: The item attacks and a character cannot even attempt to wield it, hoping only to pin it in place. Improving one of these creatures can be done in two different manners; enchantment, and advancement. These items may be enchanted as normal items by a character with Craft Magic Arms and Armor, improving their ability to attack or defend. Alternately, they may be improved with certain class levels. Regardless of class and level, as unintelligent items they never receive skills, the ability to use abilities that require thought and insight (such as a rogue's trapfinding or skill mastery), nor the normal feats a creature gains at each third level. Except for daggers and bucklers, which gain levels as rogues, each of the others can be improved with levels of the NPC Warrior class. Animated Dagger Tiny Construct Hit Dice: 1/2 d10 (2 hp) Initiative: +2 Speed: Fly 40 ft. (8 squares) (perfect) Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/–9 Attack: Slash or pierce +3 melee (1d4–1) Full Attack: Slash or pierce +3 melee (1d4–1) Space/Reach: 2-1/2 ft./5 ft. Special Attacks: edged Special Qualities: Construct traits, darkvision 60 ft., low-light vision, Hardness 10 Saves: Fort +0, Ref +2, Will –5 Abilities: Str 8, Dex 14, Con —, Int —, Wis 1, Cha 1 Skills: — Feats: Weapon finesse (b) Environment: Any Organization: Any Challenge Rating: 1/2 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: — Animated Longsword Small Construct Hit Dice: 1d10+10 (15 hp) Initiative: +1 Speed: Fly 30 ft. (6 squares) (perfect) Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13 Base Attack/Grapple: +0/–4 Attack: Slash +1 melee (1d8) Full Attack: Slash +1 melee (1d8) Space/Reach: 5 ft./5 ft. Special Attacks: edged Special Qualities: Construct traits, darkvision 60 ft., low-light vision, Hardness 10 Saves: Fort +0, Ref +1, Will –5 Abilities: Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1 Skills: — Feats: — Environment: Any Organization: Any Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: — Animated Greatsword Medium Construct Hit Dice: 2d10+20 (31 hp) Initiative: +0 Speed: Fly 30 ft. (6 squares) (good) Armor Class: 14 (+4 natural), touch 10, flat-footed 14 Base Attack/Grapple: +1/+2 Attack: Slash +2 melee (2d6+1) Full Attack: Slash +2 melee (2d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: edged Special Qualities: Construct traits, darkvision 60 ft., low-light vision, Hardness 10 Saves: Fort +0, Ref +0, Will –5 Abilities: Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1 Skills: — Feats: — Environment: Any Organization: Any Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: — Created from masterwork weapons, these items are often used as guardians, especially of treasure, or as personal bodyguards. Combat Edged: These items cannot initiate a grapple, however characters attempting to grapple the item must make a reflex save each round (DC 15+the items dexterity bonus) or suffer 1d4 slashing damage. Animated Buckler Tiny Construct Hit Dice: 1/2 d10 (5 hp) Initiative: +2 Speed: Fly 40 ft. (8 squares) (perfect) Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/–9 Attack: Slam +1 melee (1d3–1) Full Attack: Slam +1 melee (1d3–1) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Special Qualities: Construct traits, darkvision 60 ft., deflect, guard, low-light vision, hardness 10 Saves: Fort +0, Ref +4, Will –5 Abilities: Str 8, Dex 14, Con —, Int —, Wis 1, Cha 1 Skills: — Feats: Lightning Reflexes (b) Environment: Any Organization: Any Challenge Rating: 1/2 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: — Animated Large Shield Small Construct Hit Dice: 2d10+10 (30 hp) Initiative: +1 Speed: Fly 30 ft. (6 squares) (perfect) Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13 Base Attack/Grapple: +0/–4 Attack: Slam +1 melee (1d4) Full Attack: Slam +1 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Special Qualities: Construct traits, darkvision 60 ft., guard, low-light vision, Hardness 10 Saves: Fort +0, Ref +1, Will –5 Abilities: Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1 Skills: — Feats: — Environment: Any Organization: Any Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: — Animated Tower Shield Medium Construct Hit Dice: 2d10+20 (40 hp) Initiative: +0 Speed: Fly 30 ft. (6 squares) (good) Armor Class: 14 (+4 natural), touch 10, flat-footed 14 Base Attack/Grapple: +1/+2 Attack: Slam +2 melee (1d6+1) Full Attack: Slam +2 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Special Qualities: Construct traits, darkvision 60 ft., guard, low-light vision, Hardness 5 Saves: Fort +0, Ref +0, Will –5 Abilities: Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1 Skills: — Feats: — Environment: Any Organization: Any Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: — Level Adjustment: — Created from masterwork shields, these constructs work to protect their master. An animated buckler simply keeps enemies at range, while the larger shields often use the aid another action to help their master increase his armor class. Also, tower shields and large shields provide those adjacent cover. An animated large shield provides cover, but only to creatures within 30 feet (6 squares) of it (as a low wall). The attacker can ignore the cover if he's closer to the obstacle than his target. Animated tower shields provide cover normally. Combat Deflect (Ex): When an attack passes through the square an animated buckler occupies during combat (such as a ranged or reach attack), it may attempt a Reflex check to negate the hit. The hit is negated if the Reflex check result is greater than the opponent's attack roll. (Essentially, the Reflex check result becomes the subject's Armor Class if it's higher than the subject's regular AC.) This is an attack of opportunity for the animated buckler. Guard (Ex): If ordered to do so, an animated shield moves swiftly to defend its owner, blocking blows and disrupting foes. Attacks against the possessor that pass through or adjacent to the shield take a -2 penalty when the shield is adjacent to its master. Creating an animated weapon or shield requires a masterwork item to be enchanted. CL 9th; Craft Construct, Telekinesis, Flight; Price 50,000 gp; Cost (not including basic item) 25,000 gp + 2,000 XP. Animated Dagger Swarm Tiny Construct Swarm Hit Dice: 5d10 (50 hp) Initiative: +2 Speed: Fly 40 ft. (8 squares) (perfect) Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: -/- Attack: Swarm (1d6) Full Attack: Swarm (1d6) Space/Reach: 10 ft./0 ft. Special Attacks: Special Qualities: Construct traits, darkvision 60 ft., low-light vision, swarm traits, hardness 10 Saves: Fort +0, Ref +2, Will –5 Abilities: Str 8, Dex 14, Con —, Int —, Wis 1, Cha 1 Skills: — Feats: — Environment: Any Organization: Any Challenge Rating: 5 Treasure: 5d100 serviceable daggers and 1d10-2 (minimum 0) masterwork daggers. Alignment: Always neutral Advancement: — Level Adjustment: — Construct traits: A construct possesses the following traits. --Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). --Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects. --Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. --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. --Since it was never alive, a construct cannot be raised or resurrected. --Constructs do not eat, sleep, or breathe. Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent. A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate). A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. Distraction (Ex): Any living creature vulnerable to a swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 12) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check. Animated dagger swarms are not, normally, created intentionally- coming about as the result of magical mishaps, supernatural events, or animated objects going out of control. However, a dagger swarm could be created intentionally if an individual desired. The "body" requires the purchase of 1,000 daggers (These do not need to be masterwork. The cost of this "body" is 2,000). CL 9th; Craft Construct, Telekinesis, Flight; Price 200,000 gp; Cost (not including body) 100,000 gp + 8,000 XP. |
| Nezzadar07-26-05, 12:22 PM | how does the heplful/hindering work |
| DarkerDreams07-26-05, 12:30 PM | generally; ignore that part- it's special rules for when people decide to get silly/sneaky. For an actual answer; the item is either helpful, or it works against you. It's just another way of saying you have a special magic item that can be beneficial or a curse. basically, the thing is an extra hand fighting with you or twisting in ways you don't expect or want, depending on what it's orders are. The idea is that it could fight seperately, but for whatever reason, someone's trying to be quiet about how vivacious the thing can be. now, if you want a really confusing idea, these things can be enchanted as normal- what happens if you make one (or more) intelligent? |
| Nezzadar Respawned07-27-05, 10:57 AM | Give your Guardian Orb a couple of daggers |
| DarkerDreams07-27-05, 01:04 PM | while an interesting option for an encounter- not something I'm going to make standard. |
| Nezzadar Respawned07-27-05, 06:06 PM | I see a floating, gem studded, cube surrounded by floating battle axes somewhere in a castle. |