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Lord Iames Osari
2007-03-29, 11:51 PM
Zhamach Trooper
Size/Type: Medium Construct
Hit Dice: 12d10+32 (98 hp)
Initiative: +10
Speed: 50 ft. (10 squares)
Armor Class: 25 (+10 Dex, +5 natural), touch 20, flat-footed 15
Base Attack/Grapple: +9/+14
Attack: force blade +20 (5d4+10/17-20)
Full Attack: force blade +20/+15 (5d4+10/17-20)
Special Attacks: Spell-like abilities
Special Qualities: Construct traits, immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, massive damage, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); fast healing 10, DR 10/magic
Saves: Fort +4, Ref +14, Will +6
Abilities: Str 20, Dex 30, Con ~, Int 10, Wis 14, Cha 5
Skills: Hide +15, Listen +14, Move Silently +15, Spot +14
Feats: Spring AttackB, Alertness, Improved Critical (force blade), Improved Toughness, Weapon Focus (force blade), Weapon Finesse
Environment: Any
Organization: Solitary, pair, patrol (3-6), or storm (7+)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: 13-18 HD (Medium)
Level Adjustment: —

The hulking, vaguely humanoid figure standing motionless ahead appears to be a stone statue. Two onyx eyes glitter in the smooth, featureless face.

Force Blade (Su): As a move action that does not provoke attacks of opportunity, a Zhamach can generate a blade-shaped projection of force that deals 5d4+5 + Str modifier points of damage, threatens on an attack roll of 19 or 20, and counts as a light weapon. While this ability is active, the Zhamach's magic missile ability is unusable. The Zhamach can dismiss its force blade as a free action. The Zhamach's Improved Critical feat is already factored into its statistics.
Spell-like Abilities: A Zhamach Trooper can produce the following magical effects at a caster level of 9: at will as a move action--shield, magic missile (5 missiles); 3/day--alarm.

Zhamach Troopers can speak Common and Orc. They were invented by the Dark Lord Xarakh Nam for use as shock troops and as guards in extremely sensitive areas. Their keen senses, combined with their alarm spell-like ability, make them excellent guards, while their speed, agility, and power suit them well in their role as shock troops of the Dark Lord's armies. They are unfailingly loyal to their creator and to whomever they have been assigned to protect or assist.

Construction: Constructing the body of a Zhamach Trooper requires a DC 15 Craft (sculpting) check and materials worth at least 1,000 gp.
CL 9th, Craft Construct; alarm, magic missile, magic mouth, shield; Price 60,000; Cost 30,000 gp and 2,040 XP.


And here they are in the new format, for faster gameplay!
Zhamach Trooper (CR 13)
N Medium Construct
Init +10; Senses darkvision 60 ft., low-light vision; Listen +14, Spot +14
Languages Common, Orc
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AC 25, touch 20, flat-footed 15 (+10 Dex, +5 natural)
hp 98 (12d10+32); fast heal 10; DR 10/magic
Immune mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, massive damage, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Fort +4, Ref +14, Will +6
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Speed 50 ft. (10 squares)
Melee +20/+15 force blade (5d4+10/17-20)
Base Atk +9; Grp +14
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Spell-like Abilities (CL 9th)
At will (as move action)—magic missile, shield
3/day—alarm
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Abilities Str 20, Dex 30, Con ~, Int 10, Wis 14, Cha 5
SQ Force blade, spell-like abilities, immunities, construct traits, DR 10/magic, fast healing 10
Feats Spring AttackB, Alertness, Improved Critical (force blade), Improved Toughness, Weapon Focus (force blade), Weapon Finesse
Skills Hide +15, Listen +14, Move Silently +15, Spot +14
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Force Blade (Su): As a move action that does not provoke attacks of opportunity, a Zhamach can generate a blade-shaped projection of force that deals 5d4+5 + Str modifier points of damage, threatens on an attack roll of 19 or 20, and counts as a light weapon. While this ability is active, the Zhamach's magic missile ability is unusable. The Zhamach can dismiss its force blade as a free action. The Zhamach's Improved Critical feat is already factored into its statistics.
Spell-like Abilities: A Zhamach Trooper can produce the following magical effects at a caster level of 9: at will as a move action--shield, magic missile (5 missiles); 3/day--alarm.
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Strategy and Tactics
Zhamachs on guard duty make liberal use of their alarm SLA. They prefer to stay out of melee and wear foes down with their magic missiles, which they can use twice a round, but if forced into melee they will generate their force blades and defend themselves.

Zhamach Bodyguard
Size/Type: Medium Construct
Hit Dice: 18d10+38 (137 hp)
Initiative: +10
Speed: 50 ft. (10 squares)
Armor Class: 30 (+10 Dex, +10 natural), touch 20, flat-footed 20
Base Attack/Grapple: +13/+18
Attack: force blade +24 (5d4+10/17-20)
Full Attack: force blade +24/+19 (5d4+10/17-20)
Special Attacks: Spell-like abilities
Special Qualities: Construct traits, immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, massive damage, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless); fast healing 15, DR 15/magic
Saves: Fort +6, Ref +16, Will +8
Abilities: Str 20, Dex 30, Con ~, Int 13, Wis 14, Cha 6
Skills: Disguise -2*, Hide +20, Listen +20, Move Silently +20, Sense Motive +15, Spot +20
Feats: Spring AttackB, Alertness, Improved Critical (force blade), Improved Toughness, Weapon Focus (force blade), Dodge, Mobility, Weapon Finesse
Environment: Any
Organization: Solitary, pair, shield (3-6)
Challenge Rating: 18
Treasure: None
Alignment: Always neutral
Level Adjustment: —

The humanoid figure standing motionless ahead appears to be a stone statue of some long-dead hero or soldier wielding a spear or sword. The features are lifelike, and you can see the light flickering off of the two onyx gems skillfully placed in the eye-sockets.

Force Blade (Su): As a move action that does not provoke attacks of opportunity, a Zhamach can generate a blade-shaped projection of force that deals 5d4+5 + Str modifier points of damage, threatens on an attack roll of 19 or 20, and counts as a light weapon. While this ability is active, the Zhamach's magic missile ability is unusable. The Zhamach can dismiss its force blade as a free action. The Zhamach's Improved Critical feat is already factored into its statistics.
Spell-like Abilities: A Zhamach Bodyguard can produce the following magical effects at a caster level of 9: at will as a move action--shield, magic missile (5 missiles); 3/day--alarm; 2/day--greater teleport, wall of force.
*The Zhamach Bodyguard gains a +20 racial bonus on Disguise checks made to look like a statue.

A Zhamach Bodyguard can speak Common, Draconic, and Orc. They are a development of the Zhamach Trooper, with additional magical capabilities relating to defense and travel. They are specialized for bodyguarding the Dark Lord and his most highly-ranked lieutenants, but they can also be used as long-term, deep-insertion covert operatives. The Zhamach Bodyguard can wreak havoc behind enemy lines, in their capital, or simply stand motionless, appearing to be nothing more than a statue, hearing and seeing everything. They are unfailingly loyal to their creator and to whomever they have been assigned to protect or assist.

Construction: Constructing the body of a Zhamach Bodyguard requires a DC 20 Craft (sculpting) check and materials worth at least 1,500 gp.
CL 13th, Craft Construct; alarm, greater teleport, magic missile, magic mouth, shield, wall of force; Price 90,000; Cost 45,000 gp and 3,240 XP.

And in the new format...

Zhamach Bodyguard (CR 18)
N Medium Construct
Init +10; Senses darkvision 60 ft., low-light vision; Listen +14, Spot +14
Languages Common, Draconic, Orc
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AC 30, touch 20, flat-footed 20 (+10 Dex, +10 natural)
hp 137 (18d10+38); fast heal 15; DR 15/magic
Immune mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, massive damage, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Fort +6, Ref +16, Will +8
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Speed 50 ft. (10 squares)
Melee +24/+19 force blade (5d4+10/17-20)
Base Atk +13; Grp +18
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Spell-like Abilities (CL 9th)
At will (as move action)—magic missile, shield
3/day—alarm
2/day—greater teleport, wall of force
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Abilities Str Str 20, Dex 30, Con ~, Int 13, Wis 14, Cha 6
SQ Force blade, spell-like abilities, immunities, construct traits, DR 15/magic, fast healing 15
Feats Spring AttackB, Alertness, Improved Critical (force blade), Improved Toughness, Weapon Focus (force blade), Dodge, Mobility, Weapon Finesse
Skills Disguise -2*, Hide +20, Listen +20, Move Silently +20, Sense Motive +15, Spot +20
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Force Blade (Su): As a move action that does not provoke attacks of opportunity, a Zhamach can generate a blade-shaped projection of force that deals 5d4+5 + Str modifier points of damage, threatens on an attack roll of 19 or 20, and counts as a light weapon. While this ability is active, the Zhamach's magic missile ability is unusable. The Zhamach can dismiss its force blade as a free action. The Zhamach's Improved Critical feat is already factored into its statistics.
Spell-like Abilities: A Zhamach Bodyguard can produce the following magical effects at a caster level of 9: at will as a move action--shield, magic missile (5 missiles); 3/day--alarm; 2/day--greater teleport, wall of force.
*The Zhamach Bodyguard gains a +20 racial bonus on Disguise checks made to look like a statue.
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Strategy and Tactics
Zhamachs on guard duty make liberal use of their alarm SLA. They prefer to stay out of melee and wear foes down with their magic missiles, which they can use twice a round, but if forced into melee they will generate their force blades and defend themselves. They use their walls of force to protect their charge or block off escape routes, and their greater teleport ability allows them greater mobility.

Icewalker
2007-03-30, 12:09 AM
Seems like a low CR for the first one, actually, but I'm not the one to measure these things. I love the force-blade ability, and the whole idea is very awesome. Very nice name, Zhamach, it sounds cool, also excellent organization names, Storm and Shield for larger groups. Can't you simplify down a lot of those special qualities just by replacing a load with 'construct traits'?

By the way, I vote yes for both. First vote (other than you)rific!

ArmorArmadillo
2007-03-30, 08:49 PM
Hmm...the idea of a soldier seems to imply something less powerful and more numerous than a CR 13. These seem like individual encounters, not shock troops.

jjpickar
2007-03-30, 10:54 PM
Not if they're fighting a high level party or anywhere in Forgotten Realms.:smalltongue:

Lord Iames Osari
2007-04-05, 10:01 PM
What does everyone think of making a variant with a chain missile SLA?

NemoUtopia
2007-04-06, 01:35 AM
What does everyone think of making a variant with a chain missile SLA?

Depends on times per day and caster level, I guess. I think it would be interesting, but one that can just fire away endlessly is kind of borked. On the other hand, one that could fire out 3-5 shots per day-cycle could prove interesting.

Lord Iames Osari
2007-04-06, 08:32 AM
Yeah, you're right there.

Matthew
2007-04-06, 09:01 PM
Seems good, though I would have thought they should have higher Fortitude Saves. I also think some more fluff wouldn't go amiss.

DragonTounge
2007-06-05, 09:45 PM
Good monsters, but I musst second the demand of fluff. Up with fluff!