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Revision as of 23:19, 7 January 2017
Clockwork Analyst (CR 8)
Lawful Neutral - Medium - Construct (Alchemical) |
---|
Lore: | Know (Arcana) | ||
18 | 35 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
19 | +9 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
146 | 73 | 13 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +10 |
Refl: | +5 |
Will: | +5 |
Strong Against:
- (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
- (Construct 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
- (Construct 2) Immune (no effect): bleeds (bruised, bleed, ruptured), fatigued, exhausted
- (Construct 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Construct 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Weak Against:
- Normal healing provides no benefit to Clockwork Analysts. Instead, they can only be repaired via the normal means for constructs, or by the efforts of other clockwork analysts.
Offense
Standard Attack (Melee):
- 1x Clockwork Cutters +13 (0/x2)
as undefined damage type
+ ShockExpression error: Unexpected < operator.
Full Attack (Melee):
- 1x Clockwork Cutters +13 (2d10+9/x2)
as undefined damage type
+ Shock and Division MitesExpression error: Unexpected < operator.
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage:
- 1x Clockwork Cutters +13 (1d4)
Statistics
21 |
STR |
15 |
DEX |
— |
CON |
— |
INT |
11 |
WIS |
6 |
CHA |
Special Abilities
Clockwork Shock (Ex) |
Once per round when the Clockwork Analyst hits with an attack with its cutters, the target must also make a Reflex save, DC , or become Rattled until the beginning of the Clockwork's next turn. |
Division Mites (Su) |
If the clockwork analyst hits with its cutters during a full attack, the target must make a Fortitude save, DC , as division mites are injected into its bloodstream. If the saving throw is failed, the target takes 1d3 points of CON damage each round, though the target may make a new save each round to try to overcome this effect. If the target succeeds on the save, he takes 2d8+7 piercing physical damage, but no further ill effects, as the mites are rejected and expelled through the target's pores, tear ducts, ears, etc, as a fine silvery-grey dew. A target which fails one or more saves but eventually succeeds still takes this piercing damage when the mites are rejected.
|
Clockwork Analyst
Clockwork Analysts are 4-foot long iron constructs, which look like bulky metal spiders. Most of the time, these constructs follow a pre-determined set of analog instructions, hard-coded into their gearworks and alchemical organs. These instructions can be nested and crosslinked and given so many variabes and contingencies that they appear to have free will and even modest personalities, though this is not the case. Like clockwork agents, clockwork analysts also have a limited form of telepathy, allowing them to communicate with other Clockwork constructs. Some alchemists have even managed to astrally project their consciousness into a clockwork analyst to direct it remotely. It can be nigh-impossible to determine when this is happening, due to the sophistication of their instruction sets.
- Clockwork analysts are capable fighters, but their primary purpose is troubleshooting 'problems'. This can be nearly anything an ambitious mad scientist might find too bothersome to tend to themselves, from digging out and propping up new tunnels, buildings or other structures, to emergency repairs, to crafting customized tools or alloys for their master's lab.
- Clockwork analysts have the ability to extract trace minerals and metals rapidly out of nearly any raw material, even rendering down alloys to their component parts. They can extrude these components into shapes like gears or other one-piece shapes, but nothing with moving, hinged or multiple parts. For example, given a steel breastplate, a clockwork analyst could consume it and spit out several iron ingots, several lumps of coal, some flux and a bunch of heat. They are also not as efficient at creating alloys out of these same components, requiring considerably more raw materials and time to do so than a blacksmith would require.
Combat Tactics
Clockwork Analysts that have triggered against a foe are calmly implacable, and incredibly destructive, using their Cutters to snip neat holes straight through iron portcullises, dig through stone walls, and sawing through timber obstacles with ease and frightening speed. Once they are clear of obstacles, they will use charge attacks to close to melee, hoping that the Clockwork Shock effect will slow down its opponents. Once in melee, the Analyst will settle into full attacks to make use of Division Mites. Once a target is infested with the probes successfully, the Analyst will move to a different target if possible, de-prioritizing the infested targets.
Clockwork Analysts will never flee from combat, and are not really even self-aware enough to notice when a fight is going badly for them.
Out of Combat
Clockwork Analysts are of great interest to military sorts, for dealing with fortifications, but their complex instructions and telepathic link back to their creator makes them disturbingly hard to use reliably. No military commander wants a Clockwork going rogue against his own equipment and fortifications. As a result, they are used rarely for such purposes, and most of them are encountered either in alchemical lairs, or even more scarily, as stand-alone communities. If they escape from their creator, Clockworks will continue to obey their instructions, even to the point of building new Clockworks and repairing old ones as they go about their mysterious business for no purpose at all. Such communities of Clockworks can become incredibly dangerous, as their instructions become slowly corrupted by repeated mistakes made during copying.
Rewards
XP: 4,800
Treasure: Sellable Goods worth 3,875 gp.
- Weight: 80 lbs. Volume: 3.2 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |