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Dragon Elite
2009-09-16, 10:24 PM
Here they are, spoilered for your convenience and inspired by The Engineer (http://www.giantitp.com/forums/showthread.php?t=125121)

Gun Dude

A small mess of whirling gears and hammers stands on two small metal. It has a long tube mounted on the feet. It looks cute.
Size/Type: Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: 5
Speed: 30 feet
Armor Class: 16, touch 16, flat-footed 12 (+2 size, +4 dex)
Base Attack/Grapple: 0/-8
Attack: +6 Gun (1d10)
Full Attack: +6 Gun (1d10)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Gun
Special Qualities: Construct traits A construct possesses the following traits (unless otherwise noted in a creature’s entry).

* No Constitution score.
* Low-light vision.
* Darkvision out to 60 feet.
* 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 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.
* Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size.
* Proficient with its natural weapons only.
* Proficient with no armor.
* Constructs do not eat, sleep, or breathe.
Saves: Fort 0, Ref 4, Will 0
Abilities: Str 10, Dex 18, Con —, Int 10, Wis 10, Cha 10
Skills: Spot +4, Knowledge(High-tech stuff) +4
Feats: Point Blank Shot
Enviroment: Any
Organization: Solitary
Challange Rating: 2
Treasure: None
Alignment: TN
Advancement: To small
Level Adjustment: —

Gun: A Gun dude has a gun. It deals 1d10 damage, and the Gun dude can use no other weapons. The gun has 250 feet of range.

Combat
Round 1: Back away and fire gun
Round 2: Back away and fire gun
Round 3: Back away and fire gun
Round 4: Back away and fire gun
Round 5: Back away and fire gun
You get the point

Sword Dude

A child-sized sword mounted on a spring bounces toward you. It lowers its tip and charges (well, bounces more quickly) at you.
Size/Type: Small Construct
Hit Dice: 3d10+10 (26 hp)
Initiative: 0
Speed: 15 feet
Armor Class: 11, touch 11, flat-footed 11 (+1 size)
Base Attack/Grapple: +2/+1
Attack: +6 Sword (1d8+3)
Full Attack: +6 Sword (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Construct traits A construct possesses the following traits (unless otherwise noted in a creature’s entry).

* No Constitution score.
* Low-light vision.
* Darkvision out to 60 feet.
* 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 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.
* Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size.
* Proficient with its natural weapons only.
* Proficient with no armor.
* Constructs do not eat, sleep, or breathe.
Saves: Fort +1, Ref +1, Will +1
Abilities: Str 16, Dex 10, Con —, Int 6, Wis 10, Cha 10
Skills: Balance +6
Feats: Power attack, Cleave
Enviroment: Any
Organization: Any
Challange Rating: 3
Treasure: None
Alignment: TN
Advancement: To medium
Level Adjustment: —

Combat
Round 1: Charge at closest
All other rounds: Attack nearest enemy


Electra-net

A small metal ball rolls slowly towards you. Suddenly, it launches a metal net and wheels towards you.
Size/Type: Small Construct
Hit Dice: 1d10+10 (15 hp)
Initiative: +2
Speed: 20 feet
Armor Class: 13, touch 13, flat-footed 11 (+1 size, +2 dex)
Base Attack/Grapple: 0/-2
Attack: Net +3 (1d6+2)
Full Attack: +3
Space/Reach: 5 ft./5 ft.
Special Attacks: Net
Special Qualities: Construct traits, Electrify
Saves: Fort 0, Ref +2, Will 0
Abilities: Str 14, Dex 14, Con —, Int 10, Wis 10, Cha 10
Skills: Balance +6, Disable Device +4
Feats: Point blank shot
Enviroment: Any, usually hills
Organization: Any
Challange Rating: 2
Treasure: None
Alignment: TN
Advancement: To medium
Level Adjustment: —
Combat
Round 1: Launch net at most dangerous enemy
Round 2: Repeat until all enemies are tangled.
Round 3: Electrify all
Net: An Electra-net can shoot a net as a full-round action. It has an Escape artist DC of 20.
Electrify: As a swift action, an Electra-net can electrify any of its nets. This deals 2d6 electricity damage for 2 rounds.


Any ideas for others? Or critiques?

The Witch-King
2009-09-16, 10:37 PM
"Gun Dude--sanjo!" (http://farm3.static.flickr.com/2072/2465085198_945edbca21_o.jpg)

Cool ideas.

A couple I had:

A rolling bomb. (Yeah, kinda obvious but used in numbers effective both as an attack and in causing terror.)

A construct that runs at the enemy and launches a metal mesh net over them--and then electrifies it!

Dragon Elite
2009-09-16, 10:43 PM
Ooh, I'll have them up in a short while.
That picture is awesome.

DracoDei
2009-09-17, 06:25 AM
Gun dudes need a range increment.Anything from 30 to 300 could be appropriate.

And why wouldn't the net think use its electricity thing every round?

dentrag2
2009-09-17, 07:07 AM
Possibly because it takes energy to generate electricity, and all the other suggestions could be done with clockwork?