Clockwork

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The clockwork template be added to any corporeal living creature. Type changes to construct, loses all traits dependent on type, gains construct traits. The clockwork creature has all the base creature’s abilities, modified as follows.


CR: Up to 4 HD, same. 5+ HD +1

AL: Neutral if the creature has no Int. If the creature has an Int, alignment is same as base creature

Type: The creature’s type changes to construct

Senses: The clockwork creature gains low-light vision and darkvision 60’, looses scent

Armor Class: Natural armor improves by +2.

Hit Dice: Change all racial Hit Dice to d10s. Bonus hit points based on size.

Special Attacks: Gain a slam attack if the creature does not have one, damage standard for its size. The creature retains any natural attacks as the base creature.

Clockwork Creature Slam Attack

{T02}

Size Bonus HP Slam attack
Tiny 1d2
Small +10 1d3
Med +20 1d4
Large +30 1d6
Huge +40 1d8


Special Qualities: Construct traits, Cold and Electricity Resistance, DR /adamantine

    Cold, Electricity
HD     Resistance        DR

1-4 5 —

5-10 10 5/adamantine

11+ 15 10/adamantine


Ability Scores: Constitution is no longer applicable (--). A construct creature of 1-4 HD has no intelligence score. A construct creature of higher Int may have an Int of that of the base creature or 3, whichever is higher.


Skills: Same as base creature.


Feats: Same as base creature.


Mounts: Paladins of Reos may apply the Clockwork template instead of Celestial template at level 11. When they cast heal mount it becomes a transmutation spell, and performs on their clockwork mount in the same manner regular heal mount functions on living mounts.


Comparison:

Fiendish brown bear: CR 5; Gains Darkvision 60’, 10 Cold/Fire Resist, DR 5/good, SR 11, Smite good 1/day +5 damage against one (good) foe

Clockwork brown bear: CR 5; Gains Darkvision 60’, 10 Cold/Elec Resist, DR 5/adamantine, construct traits, hp go from 42 (5d8+20) to 57 (5d10+30), gains +7 Slam 1d6+5