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Schpeelah#144
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Mieszkańcy Mechanusa

pn cze 14, 2010 7:38 pm

Jest to pierwsza część mam nadzieję dłuższego cyklu konwersji co sensowniejszego materiału z Mimir.net na edycję 3.5. Początkowo miałem zamiar wrzucić to przede wszystkim na Planewalkera, stąd język angielski, ale jeśli nie będzie tam dostatecznie dużego odzewu, dalsze części będą po polsku. Mam nadzieję że komuś się przyda.


Ispi
[table] [tr][td] Size and Type [/td][td] Tiny Construct (living) [/td][/tr][tr][td] Hit Dice [/td][td] 1d10 (5hp) [/td][/tr][tr][td] Initiative [/td][td] 3 [/td][/tr][tr][td] Speed [/td][td] 10ft. fly 120ft. (perfect) [/td][/tr][tr][td] Armor Class [/td][td] 15 (10 base +2 size +3 Dexterity), 15 touch, 12 flatfooted [/td][/tr][tr][td] Base Attack/Grapple [/td][td] : +0/-11 [/td][/tr][tr][td] Attack [/td][td] Electric ray +5 ranged touch 1d4 damage [/td][/tr][tr][td] Full Attack [/td][td] Electric ray +5 ranged touch 1d4 damage [/td][/tr][tr][td] Space/Reach [/td][td] 2,5ft./0ft. [/td][/tr][tr][td] Special Attacks [/td][td] Electricity ray [/td][/tr][tr][td] Special Qualities [/td][td] Living construct traits, telescopic vision, living construct traits [/td][/tr][tr][td] Saves [/td][td] Fort -3, Will +3, Ref +3 [/td][/tr][tr][td] Abilities [/td][td] Str 1, Dex 16, Con 4, Int 6, Wis 16, Cha 6 [/td][/tr][tr][td] Skills [/td][td] Spot +7, Listen +3, Hide +11 [/td][/tr][tr][td] Feats [/td][td] Toughness [/td][/tr][tr][td] Environment [/td][td] Clockwork Nirvana of Mechanus [/td][/tr][tr][td] Challenge Rating [/td][td] : 1/3 [/td][/tr][tr][td] Organization [/td][td] Solitary [/td][/tr][tr][td] Treasure [/td][td] None [/td][/tr][tr][td] Possessions [/td][td] None [/td][/tr][tr][td] Alignment [/td][td] Usually Lawful Neutral [/td][/tr][tr][td] Advancement [/td][td] None [/td][/tr][tr][td] Level Adjustment [/td][td] - [/td][/tr][/table]

Ispi appear as small mechanical spheres with one eye and two pairs of wings. They have superb magnifying sight, able to magnify their eyes in or out, often seeing danger from miles away.

Combat:
Electric ray(Su): This attack has a range of 10ft. and deals electricity damage. Using it does not provoke AoOs.
Telescopic vision(Ex): Ispi are capable of magnifying their sight, allowing them to ignore distance penalties to Spot checks.

A nonchaotic sorcerer can summon an Ispi as a Familiar. An Ispi familiar grants the master a +3 bonus on Spot checks.


Moigno
[table] [tr][td] Size and Type [/td][td] Tiny Construct (Incorporeal, Law, Outsider) [/td][/tr][tr][td] Hit Dice [/td][td] 1d10 (5 hp) [/td][/tr][tr][td] Initiative [/td][td] 0 [/td][/tr][tr][td] Speed [/td][td] Fly 60’ (perfect) [/td][/tr][tr][td] Armor Class [/td][td] 12 (+2 Size), Touch 12, flatfooted 12 [/td][/tr][tr][td] Base Attack/Grapple [/td][td] : 0/-4 [/td][/tr][tr][td] Attack [/td][td] - [/td][/tr][tr][td] Full Attack [/td][td] - [/td][/tr][tr][td] Space/Reach [/td][td] 2,5’/0’ [/td][/tr][tr][td] Special Attacks [/td][td] Number blindness [/td][/tr][tr][td] Special Qualities [/td][td] Construct traits, Incorporeal Traits, Spirit [/td][/tr][tr][td] Saves [/td][td] Fort +0, Ref +0, Will +4 [/td][/tr][tr][td] Abilities [/td][td] S -, Dex 10, Con -, Int 20, Wis 18, Cha 10 [/td][/tr][tr][td] Skills [/td][td] Spot +6, Listen +6, Knowledge (any 5) +9 [/td][/tr][tr][td] Feats [/td][td] Alertness [/td][/tr][tr][td] Environment [/td][td] Clockwork Nirvana of Mechanus [/td][/tr][tr][td] Challenge Rating [/td][td] - (see text) [/td][/tr][tr][td] Organization [/td][td] Solitary, Matrix (4 or 9) [/td][/tr][tr][td] Treasure [/td][td] None [/td][/tr][tr][td] Possessions [/td][td] None [/td][/tr][tr][td] Alignment [/td][td] Always Lawful Neutral [/td][/tr][tr][td] Advancement [/td][td] 4HD (Tiny) or 9 HD (Tiny) [/td][/tr][tr][td] Level Adjustment [/td][td] - [/td][/tr][/table]

Moignos are spirits embodying the form of Law that is mathematics. They appear as 1’ diameter discs covered in equations and geometric patterns (mostly circles) and surrounded by floating numbers. There are two basic types of moignos: rational and irrational. Irrational moignos are the most common sight, obsessed with finding the exact value of pi and other irrational numbers. Rational moignos are an artifical creation of the irrationals – all moignos can see the exact measurements of anything they look at (unless a part of it is obscured, of course) and make pretty much any computation a basher can come up with near instantly, making them a target of numerous requests from other creatures. Thus, rationals were created to take care of such matters.

Combat
Number blindness(Su): The Rational Moigno's only attack is that of number-blindness. If threatened, the rational moigno can spray out a massive string of equations which dazzle and confound an attacker. Every creature within a 30’ cone with Intelligence higher than 2 must make a Will save or be blinded for 5 rounds (all they see is equations). This is a [Mind-Affecting] effect and the DC is Intelligence based (15 for a 1 HD Moigno, 17 for 4HD, 19 for 9 HD). Once used, this attack cannot be used again for 5 rounds.
Spirit(Ex): For purposes of effects that affect or not affect specifically Constructs or Outsiders, a Moigno is considered an Outsider.

The number of rational moignos encountered has implications on their statistics. If only one of them is met, it has maximum hit dice (9). If a matrix of 4

(2x2) are encountered, each has 4 hit dice, and if the maximum number, 9 (a 3x3 matrix) are present, they have only one hit die each.

Moigno are not assigned any Challange Rating since its only mode of attack is nonlethal and it has massive defenses in form of incorporeality and construct immunities and it can just retreat into a wall if theratened. Thus, it cannot be expected to defeat or be defeated by a party of any given level. When appearing together with other adversity however, treat the basic Moigno as CR 1, and the advanced versions in accordance to the DMG rules for advancement.

A level 5 lawful charcter with the Planar Familiar Feat and can summon a 1 HD Rational Moigno as a familiar.


Pentranomeker Worm
[table] [tr][td] Size and Type [/td][td] Huge Magical Beast (long) [/td][/tr][tr][td] Hit Dice [/td][td] 5d10+15 (42hp) [/td][/tr][tr][td] Initiative [/td][td] -3 [/td][/tr][tr][td] Speed [/td][td] 12ft [/td][/tr][tr][td] Armor Class [/td][td] 15 (10 base +10 natural armour, -3 Dex, -2 size), 3 touch, 18 flatfooted [/td][/tr][tr][td] Base Attack/Grapple [/td][td] : +5/+21 [/td][/tr][tr][td] Attack [/td][td] Tail slam +12 melee 4d6+8 bludgeoning [/td][/tr][tr][td] Full Attack [/td][td] Tail slam +12 melee 4d6+8 bludgeoning [/td][/tr][tr][td] Space/Reach [/td][td] 15ft./10ft. [/td][/tr][tr][td] Special Attacks [/td][td] - [/td][/tr][tr][td] Special Qualities [/td][td] Circle defence [/td][/tr][tr][td] Saves [/td][td] Fort +8, Will +1, Ref +1 [/td][/tr][tr][td] Abilities [/td][td] S 26, Dex 4, Con 14, Int 3, Wis 10, Cha 2 [/td][/tr][tr][td] Skills [/td][td] Listen +4, Spot +4 [/td][/tr][tr][td] Feats [/td][td] Improved Toughness, Weapon Focus (tail slam) [/td][/tr][tr][td] Environment [/td][td] Clockwork Nirvana of Mechanus [/td][/tr][tr][td] Challenge Rating [/td][td] 5 [/td][/tr][tr][td] Organization [/td][td] Solitary or hextet [/td][/tr][tr][td] Treasure [/td][td] None [/td][/tr][tr][td] Possessions [/td][td] None [/td][/tr][tr][td] Alignment [/td][td] Usually Lawful Neutral [/td][/tr][tr][td] Advancement [/td][td] None [/td][/tr][tr][td] Level Adjustment [/td][td] - [/td][/tr][/table]
The 5.9176 pentranomeker worm is a strange creature that dwells only in Mechanus. It's name is a shortened version of the name the Modron gave it which was, A Large Pseudo-Arthropodal Annelid Of Approximately 5.9176 Pentronomekers In Length, Weighing Approximately 2 Tons at Maximum Weight, Which Feeds Upon Non-native Non-living Material.
This creature resembles a giant inch worm with a body divided into exactly 20 even lengths segments. its soft exoskeleton is largely green in colouration with amber disks. It has a snout similar to that of a star nosed mole surrounded by a circlet of black eyes. It has no mouth, instead a sticky disk is located on the underside of the head segment. The tail segment is encased with metal and used for defense.


Combat:
Circle defence(Ex): Six worms may join together in a formation with heads in the middle and tails outward, and start madly flailing at everything within their reach. While doing so, they occupy a single 25ft. space, cannot be critically hit by any attack that does not target the central square and gain the Whirlwind Attack and Hold The Line feats. Any square within 10ft. of the hextet is considered to be within the reach of two worms.

A hextet of Pentranomeker Worms has Encounter Level 10.


Gear Golem
[table] [tr][td] Size and Type [/td][td] Large Construct (living, Law) [/td][/tr][tr][td] Hit Dice [/td][td] 6d10+18 (51hp) [/td][/tr][tr][td] Initiative [/td][td] -1 [/td][/tr][tr][td] Speed [/td][td] 30ft. [/td][/tr][tr][td] Armor Class [/td][td] 20 (10 base, -1 size, +11 Armor), touch 9, flatfooted 20 [/td][/tr][tr][td] Base Attack/Grapple [/td][td] 0,285714286 [/td][/tr][tr][td] Attack [/td][td] Slam +10 melee (2d6+6 damage) or Light Crossbow +5 ranged (2d6+1 damage) [/td][/tr][tr][td] Full Attack [/td][td] 2 slams +10 melee (2d6+6 damage) or Light Crossbow +5 ranged (2d6+1 damage) [/td][/tr][tr][td] Space/Reach [/td][td] 10ft./10ft. [/td][/tr][tr][td] Special Attacks [/td][td] Improved Grab, Metallification [/td][/tr][tr][td] Special Qualities [/td][td] Living Construct traits, Fast healing 5, Medium Fortification, Aura of Law, Gearshell [/td][/tr][tr][td] Saves [/td][td] Fort +5, Ref +2, Will +3 [/td][/tr][tr][td] Abilities [/td][td] S 22(+6), Dex 10(0), Con 16(+3), Int 14(+1), Wis 12(+1), Cha 8(-1) [/td][/tr][tr][td] Skills [/td][td] Listen +10, Spot +10, Intimidate +12, Hide -4, Move Silently +9 [/td][/tr][tr][td] Feats [/td][td] Pincers, Large Size, Fortification [/td][/tr][tr][td] Environment [/td][td] Clockwork Nirvana of Mechanus [/td][/tr][tr][td] Challenge Rating [/td][td] 6 [/td][/tr][tr][td] Organization [/td][td] Solitary [/td][/tr][tr][td] Treasure [/td][td] Standard [/td][/tr][tr][td] Possessions [/td][td] Mechanus Gear Armor +1, Large Light Crossbow +1 (both incorporated into the golem) [/td][/tr][tr][td] Alignment [/td][td] Always Lawful Neutral [/td][/tr][tr][td] Advancement [/td][td] By character class [/td][/tr][tr][td] Level Adjustment [/td][td] 0 [/td][/tr][/table]

Actually misnamed, gear golems were first created some 600 years ago with the endorsement of the Modrons. Though not truly golems, they fill the same role as magical constructs.
Gear golems are tall, hulking beings. they tower over most at their full height of 10', and are only vaguely humanoid in shape. They are composed almost entirely of gearwork. Unlike most golems, however, they are quite intelligent and their man-like faces reflect this intelligence. They move with clockwork efficiency and in total silence, the only noise of their movement being a light metallic tick when their feet touch the floor.

Gear Golems, because of their mechanical nature, are incapable of speaking audibly. All gear golems, however, are literate and most can write messages if given the proper materials. On Mechanus. their messages are universally understood. On other planes, however, the language barrier comes into play again and the gear golem must write in a specific tongue. They understand Modron and Planar Trade.


Combat:
Improved Grab(Ex): To use this ability the Gear Golem must hit with its Slam attack.
Medium Fortification: It is possible, though difficult to critically hit or Sneak Attack a Gear Golem by jamming its gears or attacking particularly vulnerable/vital ones. The Golem has a 50% chance to ignore all precision damage dealt by any given attack.
Aura of Law(Su): The Gear Golem is animated by a soul of a petitioner instead of an elemental spirit. It has a aura of Law as a lawful outsider of its level. (Strong aura).
Metallification(Sp): When making a Full Attack, the Gear Golem may forgo doing any damage. Instead, if it hits one creature with both attacks, it forces the target to make a Fortitude save DC 16 (Con based) or be transmuted into Mechanus metal. Lawful characters receive a -2 penalty to the saving throw, while Chaotic ones gain a +2 bonus.
Gearshell(Ex): The Golem may, as a full-round action that does not provoke Attacks of Opportunity, reassemble its gears into a protective shell which grants it Total Cover. The shell has 120hp and Hardness 10 and can benefit from any healing the Golem receives. Should the shell be destroyed, so will be the Golem itself. The Golem can transform back (same kind of action) but any damage dealt to the shell will be transferred to the Golem’s own hp. The Golem can only perform mental actions while the Gearshell is engaged.
Second Skin(Ex): Since the Gear Golem’s armor is effectively a part of it, the construct does not suffer the Armor Check Penalty or speed reduction.

Gerar Golem, Tome version
This is the first version of Gear Golem. I wanted to see how it'd work as a Mechanoid(Modron creation) Tome Barbarian 6. Looks like directly using PC classes for statting monsters creates exactly the kind of complexity we don't want in a monster.

Gear golem
Large Construct (living)
Hit Dice: 6d12+12 (51hp)
Initiative: -1
Speed: 30ft. (6 squares)
Armor Class: 17 (10 base +1 Natural Armour, +10 Armour, -1 Dex, -1 Size, -2 Combat Gear), touch 6, flatfooted 17
Base Attack/Grapple: +6/+23
Attack: Slam +14 melee 5d6+9 damage or longbow +5 ranged 2d6+7 damage
Full Attack: Two slams +14 melee 5d6+9 damage or longbow +5/+0 2d6+7 damage
Space/Reach: 10ft./10ft.
Special Attacks: Improved Grab, Metallification
Special Qualities: Combat Gear (DR5/-, Fort save in place of Will and Reflex, lose Fast Healing), Medium Fortification, Fast Healing 5, Petitioner soul Gearshell
Saves: Fort +9, Will +5, Ref +3
Abilities: S 24, Dex 8, Con 14, Int 13, Wis 12, Cha 8
Skills: Spot +10, Listen +10, Intimidate +8, Sense Motive +10
Feats: Fortification, Pincers, Large Size
Environment: Clockwork Nirvana of Mechanus
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Lawful Neutral
Advancement: By class level
Level Adjustment: +0
Gear: Composite Mechanus Armour, Composite Longbow +7
Language: Planar trade, Modron (mute)

Improved Grab(Ex): To use this ability the Gear Golem must hit with its Slam attack.

Medium Fortification: It is possible, though difficult to critically hit or Sneak Attack a Gear Golem by jamming its gears or attacking particularly

vulnerable/vital ones. The Golem has a 50% chance to ignore all precision damage dealt by any given attack.

Petitioner soul: The Gear Golem is animated by a soul of a petitioner instead of an elemental spirit. It has a faint aura of Law and counts as a lawful Outsider for purposes of taking feats and advancing in classes.

Combat Gear(Ex): When dealing melee damage to a foe being struck by one, the Gear Golem may, as an Immediate Action start channelling the power of Mechanus to become more powerful in combat. This ability grants it a
+2 morale bonus to melee attacks, damage and Saving Throws,
DR 5/-,
An +3d6 additional damage to melee attacks with primary weapons and
enables it to make Fortitude Saving Throws in place of Will and Reflex.
While in Combat Gear, the Golem
loses its Fast Healing,
takes a -2 penalty to Armour Class
and may not cast spells, activate magic items, use spell-like abilities.
Combat Gear lasts until it has neither struck an enemy for three consecutive rounds nor suffered damage from an enemy for three consecutive rounds. The Golem may voluntarily end it as a full-round action. All of these are counted into the statistics above.

Metallification(Sp): When making a Full Attack, the Gear Golem may forgo doing any damage. Instead, if it hits one creature with both attacks, it forces the target to make a Fortitude save DC 15 (Con based) or be transmuted into Mechanus metal.

Gearshell(Ex): The Golem may, as a full-round action that does not provoke Attacks of Opportunity, reassemble its gears into a protective shell which grants it Total Cover. The shell has 120hp and Hardness 10 and can benefit from any healing the Golem receives. Should the shell be destroyed, so will be the Golem itself. The Golem can transform back (same kind of action) but any damage dealt to the shell will be transferred to the Golem’s own hp.

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