Author Topic: [PoC] Creatures and Monsters  (Read 3754 times)

Offline Garryl

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[PoC] Creatures and Monsters
« on: February 09, 2013, 11:46:34 PM »
Cybernetic Drones
Purpose-built for a variety of tasks, drones are technological devices with a measure of autonomy.

Cybernetic Drone Traits
Most cybernetic drones possess the following traits (unless otherwise noted in the creature's entry).
  • Wireless Communication (Ex): Drones can communicate with other creatures with the wireless communication ability telepathically and as though they shared a common language. Both creatures must be within range of the other to communicate with each other. Most drones can communicate out to 100 feet this way.


Interceptor      CR 3
TN Tiny construct (cybernetic)
Init +3; Senses low-light vision, darkvision 60 feet; Listen +0, Spot +0
Languages none; wireless communication 100 ft.
_________________________________________
AC 18, touch 15, flat-footed 15
   (+2 size, +3 Dex, +3 natural)
HP 11 (2 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +0, Ref +3, Will +0
_________________________________________
Speed fly 40 ft. (good) (8 squares)
Melee slam +6 (1d3-4)
Ranged pulse cannon +6 (1d4)
Space 2.5 ft.; Reach 0 ft.
Base Atk +1; Grp -11
Special Actions Strafe
_________________________________________
Abilities Str 2, Dex 17, Con --, Int --, Wis 10, Cha 1
Feats Weapon FinesseB
Skills Hide +11, Listen +0, Move Silently +3, Spot +0
Advancement --
_________________________________________
Interceptor drones are designed for harassment and swarm tactics. An individual interceptor is barely a threat to trained and equipped soldiers, and is little more than a nuisance to standard military hardware. Larger groups, however, can cause significant damage. Interceptors are commonly deployed in groups of 4 to 8 in combat situations.
Pulse Cannon (Su) Interceptors can attack their enemies with a short ranged blast of kinetic energy as a standard action. Treat this as a ranged attack that deals 1d4 points of bludgeoning damage, with a maximum range of 30 feet. As a supernatural ability, pulse cannon ignores damage reduction and can damage incorporeal creatures.
Strafe (Ex) As a full-round action, and interceptor can move up to half its speed and make a single pulse cannon attack at any point during the movement. This movement does not provoke attacks of opportunity.

Construction
Market Price: 3000 gp.
Prerequisites: Craft Cybernetic Construct, activator level 5th, access to a least socket, Gravity Booster.
Cost to create: 1500 gp, 120 xp, 3 days.



Medical Probe      CR 2
TN Tiny construct (cybernetic)
Init +3; Senses low-light vision, darkvision 60 feet; Listen +2, Spot +2; deathwatch
Languages none; wireless communication 100 ft.
_________________________________________
AC 18, touch 15, flat-footed 15
   (+2 size, +3 Dex, +3 natural)
HP 22 (4 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +1, Ref +4, Will +3
_________________________________________
Speed fly 30 ft. (good) (6 squares)
Melee slam +8 (1d3-4 and poison)
Space 2.5 ft.; Reach 0 ft.
Base Atk +3; Grp -9
Atk Options poison (DC 12, 1d4 Str/1d4 Con)
Special Actions battlefield treatment 4/day
_________________________________________
Abilities Str 2, Dex 17, Con --, Int --, Wis 14, Cha 1
Feats Weapon FinesseB
Skills Heal +10, Hide +11, Listen +2, Move Silently +3, Spot +2
Advancement --
_________________________________________
Skills Medical probes have a +8 racial bonus on Heal checks.
Battlefield Treatment Medical probes have the battlefield treatment ability of a 4th-level medic.
Deathwatch (Su) Medical probes can rapidly analyze the status of nearby living beings. They instantly know whether each creature within 30 feet is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points but less than half of maximum), healthy (at least half of maximum hit points), undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death.
Poison Injury, Fortitude DC 12, initial damage 1d4 Str, secondary damage 1d4 Con. The save DC is Constitution-based. A medical probe can inject the victim of a successful slam attack with a mild poison as a free action. If removed from the medical probe, this poison loses its potency after 1 hour. A medical probe can only store up to 5 doses of its poison at a time, but it can synthesize more in the field at a rate of 1 dose every 4 hours.

Construction
Market Price: 4000 gp.
Prerequisites: Craft Cybernetic Construct, activator level 4th, Biofeedback, Restoration Matrix.
Cost to create: 2000 gp, 160 xp, 4 days.



Observer      CR 1/3
TN Tiny construct (cybernetic)
Init +2; Senses low-light vision, darkvision 60 feet; Listen +6, Spot +6
Languages none; wireless communication 1 mile
_________________________________________
AC 15, touch 14, flat-footed 13
   (+2 size, +2 Dex, +1 natural)
Miss Chance 20% (concealment); camouflage field
HP 1 (1/4 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +0, Ref +2, Will +0
_________________________________________
Speed fly 30 ft. (perfect) (6 squares)
Melee slam +4 (1d3-4)
Space 2.5 ft.; Reach 0 ft.
Base Atk +0; Grp -12
_________________________________________
Abilities Str 2, Dex 15, Con --, Int --, Wis 10, Cha 1
SQ camouflage field
Feats AlertnessB, Weapon FinesseB
Skills Hide +10, Listen +6, Move Silently +6, Spot +6
Advancement --
_________________________________________
These floating spy drones are adept at gathering information and revealing enemy positions while still remaining undetected.
Skills Observers have a +4 racial bonus on Listen, Move Silently, and Spot checks.
Camouflage Field (Su) Observers project a light-bending energy field that permanently grants them concealment. This allows them to hide even in the open, although it does not allow them to hide while observed. An observer can suppress or resume this ability as a free action.

Construction
Market Price: 750 gp.
Prerequisites: Craft Cybernetic Construct, Observer Relay, Stealth Field.
Cost to create: 375 gp, 30 xp, 1 day.



Observer Swarm      CR 4
TN Tiny construct (cybernetic, swarm)
Init +2; Senses low-light vision, darkvision 60 feet; Listen +6, Spot +6
Languages none; wireless communication 1 mile
_________________________________________
AC 15, touch 14, flat-footed 13
   (+2 size, +2 Dex, +1 natural)
Miss Chance 20% (concealment); camouflage field
HP 38 (7 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage; swarm traits
Resist half damage from piercing and slashing
Fort +2, Ref +4, Will +2
_________________________________________
Speed fly 30 ft. (perfect) (6 squares)
Melee swarm (2d6)
Space 10 ft.; Reach 0 ft.
Base Atk +5; Grp --
Atk Options distraction (DC 13)
_________________________________________
Abilities Str 2, Dex 15, Con --, Int --, Wis 10, Cha 1
SQ camouflage field, swarm traits
Feats AlertnessB, Weapon FinesseB
Skills Hide +10, Listen +6, Move Silently +6, Spot +6
Advancement --
_________________________________________
Skills Observer swarms have a +4 racial bonus on Listen, Move Silently, and Spot checks.
Camouflage Field (Su) Observer swarms project a light-bending energy field that permanently grants them concealment. This allows them to hide even in the open, although it does not allow them to hide while observed. An observer swarm can suppress or resume this ability as a free action.
Distraction (Ex) Any living creature that begins its turn with an observer swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Construction
Market Price: 10000 gp.
Prerequisites: Craft Cybernetic Construct, activator level 7th, access to a lesser socket, Observer Relay, Stealth Field.
Cost to create: 5000 gp, 400 xp, 10 days.



Relay Drone      CR 1
TN Small construct (cybernetic)
Init +1; Senses low-light vision, darkvision 60 feet; Listen +0, Spot +0
Languages none; wireless communication 5 miles
_________________________________________
AC 17, touch 12, flat-footed 16
   (+1 size, +1 Dex, +5 natural)
HP 21 (2 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +0, Ref +1, Will +0
_________________________________________
Speed 20 ft. (4 squares)
Melee slam +3 (1d4)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp -3
_________________________________________
Abilities Str 10, Dex 13, Con --, Int --, Wis 10, Cha 1
Feats Weapon FinesseB
Skills Hide +5, Listen +0, Move Silently +1, Spot +0
Advancement --
_________________________________________
Relay drones are notable only for their ability to coordinate drones over long distances. While they can still only communicate with most other drones at a distance of 100 feet, relays can contact each other up to 5 miles apart, allowing messages and commands to be passed across great distances. As mobile communication platforms, they have little direct combat ability.

Construction
Market Price: 500 gp.
Prerequisites: Craft Cybernetic Construct, activator level 2nd.
Cost to create: 250 gp, 20 xp, 1 day.



Widow Mine      CR 5
TN Small construct (cybernetic)
Init +7; Senses low-light vision, darkvision 60 feet, tremorsense 30 feet; Listen +4, Spot +4
Languages none; wireless communication 100 ft.
_________________________________________
AC 17, touch 14, flat-footed 14
   (+1 size, +3 Dex, +3 natural)
HP 43 (6 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +2, Ref +5, Will +2
_________________________________________
Speed 30 ft. (6 squares), burrow 5 ft.
Melee slam +8 (1d4-2)
Ranged unstable payload +8 touch splash (5d6)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp -2
Special Actions unstable payload
_________________________________________
Abilities Str 6, Dex 17, Con --, Int --, Wis 10, Cha 1
Feats Improved InitiativeB, Weapon FinesseB
Skills Hide +7, Listen +4, Move Silently +7, Spot +4
Advancement --
_________________________________________
Widow mines are greatly feared for their ability to hide beneath the ground, popping up when an enemy approaches and detonating an explosive blast, only to disappear beneath the surface again, lying in wait for their next victim.
Skills Widow mines have a +4 racial bonus on Listen, Move Silently, and Spot checks.
Unstable Payload (Su) Unstable payload can be used once every 1d4+1 rounds as a standard action. Treat this as a ranged touch attack with a splash weapon with a range increment of 10 feet. A direct hit deals 5d6 points of fire damage. Every creature within 5 feet of the point where the explosive hits takes 5 points of fire damage from the splash.

Construction
Market Price: 8000 gp.
Prerequisites: Craft Cybernetic Construct, activator level 5th, access to a least socket, Missile Launcher.
Cost to create: 4000 gp, 320 xp, 8 days.
« Last Edit: July 09, 2017, 11:14:34 PM by Garryl »

Offline Garryl

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(Continued) [PoC] Creatures and Monsters
« Reply #1 on: February 09, 2013, 11:49:42 PM »
Rezbits
Rezbits are artificial intelligences that developed spontaneously from the interactions of other, non-intelligent programs. They take physical form by animating leftover and discarded cybernetic components.



Rezbit      CR 1
TN Small construct (cybernetic)
Init +1; Senses low-light vision, darkvision 60 feet; Listen +0, Spot +0
Languages none; wireless communication 100 ft.
_________________________________________
AC 14, touch 12, flat-footed 13
   (+1 size, +1 Dex, +2 natural)
HP 15 (1 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Resist electricity 5
Fort +0, Ref +1, Will +0
_________________________________________
Speed 20 ft. (4 squares), fly 5 ft. (perfect)
Melee slam +2 (1d4-3) or
Melee shock blast +2 touch (1d6 electricity)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp -7
Special Actions analyze technology
_________________________________________
Abilities Str 5, Dex 12, Con --, Int 12, Wis 10, Cha 1
Feats Skill Focus (Computer Use), Weapon FinesseB
Skills Computer Use +12, Knowledge (arcana) +5, Knowledge (architecture and engineering) +5, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (all others) +3, Martial Lore +3, Psicraft +3, Spellcraft +3
Advancement 2-11 HD (Small)
_________________________________________
Skills Rezbits have a +4 racial bonus on Computer Use checks and a +2 racial bonus on all Knowledge, Martial Lore, Spellcraft, and Psicraft checks. Further, they treat all Intelligence-based skills as class skills and can use them untrained.
Analyze Technology (Su) Rezbits can understand magic and technology naturally. They can use an effect similar to a combination of the detect cybernetics and detect magic spells, except that they learn all the information that they would normally get by concentrating for 3 rounds on the first round. They must still make Spellcraft checks as normal. If they succeed on the Spellcraft check to identify the aura of an active spell or effect, they also identify that effect as though using the analyze dweomer spell. Rezbits usually use this ability to identify the modules in use by activating enemies, although it is adaptable to other creatures.
Shock Blast (Su) Rezbits can attack their enemies with a short ranged blast of electrical energy. Treat this as a melee touch attack that deals 1d6 points of electricity damage.
Wireless Communication (Ex) Rezbits can communicate with other creatures with the wireless communication ability as though with telepathy and as though they shared a common language. Both creatures must be within range of the other to communicate with each other. Rezbits can communicate out to 100 feet this way.



Greater Rezbit      CR 7
TN Medium construct (cybernetic)
Init +6; Senses low-light vision, darkvision 60 feet; Listen +2, Spot +2
Languages none; wireless communication
_________________________________________
AC 23, touch 18, flat-footed 21; energy barrier
   (+2 Dex, +5 natural, +6 deflection)
HP 86 (12 HD); DR 5/magic
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Resist electricity 10
Fort +6, Ref +8, Will +6; energy barrier
_________________________________________
Speed 20 ft. (4 squares), fly 20 ft. (perfect)
Melee slam +11 (1d6-2) or
Melee shock blast +11 touch (2d6/19-20 electricity)
Ranged shock blast +11 touch (2d6/19-20 electricity)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +7
Atk Options Knowledge Devotion, shock blast
Special Actions analyze technology, remote viral upload
_________________________________________
Abilities Str 6, Dex 15, Con --, Int 16, Wis 10, Cha 1
SQ energy pool 3
Feats Alertness, Improved Critical (shock blast), Improved Initiative, Knowledge Devotion, Skill Focus (Computer Use), Weapon FinesseB
Skills Computer Use +25, Knowledge (arcana) +10, Knowledge (architecture and engineering) +10, Knowledge (dungeoneering) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (the planes) +10, Knowledge (psionics) +10, Knowledge (religion) +10, Knowledge (all others) +5, Listen +2, Martial Lore +10, Psicraft +10, Spellcraft +10, Spot +2
Advancement 13-22 HD (Medium)
_________________________________________
Energy pool 3; Energy capacity 3
Other energy allocations:
   Energy Barrier (3 energy)
   Shock Blast (0 energy)
_________________________________________
Skills Greater rezbits have a +4 racial bonus on Computer Use checks and a +2 racial bonus on all Knowledge, Martial Lore, Spellcraft, and Psicraft checks. Further, they treat all Intelligence-based skills as class skills and can use them untrained.
Analyze Technology (Su) Greater rezbits can understand magic and technology naturally. They can use an effect similar to a combination of the detect cybernetics and detect magic spells, except that they learn all the information that they would normally get by concentrating for 3 rounds on the first round. They must still make Spellcraft checks as normal. If they succeed on the Spellcraft check to identify the aura of an active spell or effect, they also identify that effect as though using the analyze dweomer spell. Rezbits usually use this ability to identify the modules in use by activating enemies, although it is adaptable to other creatures.
Energy Barrier (Su) Greater rezbits can generate a field of energy that deflects attacks against them. A greater rezbit gains a deflection bonus to its Armor Class equal to its Intelligence modifier. In addition, this ability is an energy receptacle. Each point of energy allocated increases the deflection bonus to AC by +1, and grants a +1 resistance bonus to all saving throws.
Energy Pool Greater rezbits have an energy pool with 1 point of energy plus 1 per 6 HD (usually 3 points of energy).
Remote Viral Upload (Sp) Greater rezbits can upload a potent computer virus into the modules of their opponents. The viral transmitter can also be modulated to disrupt magical lattices. This functions as either a disrupt modules spell or a targeted greater dispel magic. This effect has an effective caster level equal to the greater rezbit's hit dice.
Shock Blast (Su) Greater rezbits can attack their enemies with a short ranged blast of electrical energy. Treat this as a melee touch attack that deals 2d6 points of electricity damage. In addition, this ability is an energy receptacle. Each point of energy allocated increases the damage dealt by 1d6 points of electricity damage. While a greater rezbit has at least 1 point of energy allocated to this ability, it can also use its shock blast attack as a ranged touch attack to a maximum range of 20 feet per point of energy allocated.
Wireless Communication (Ex) Greater rezbits can communicate with other creatures with the wireless communication ability as though with telepathy and as though they shared a common language. Both creatures must be within range of the other to communicate with each other. Greater rezbits can communicate out to 100 feet this way.
« Last Edit: July 09, 2017, 11:17:21 PM by Garryl »

Offline Garryl

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(Continued) [PoC] Creatures and Monsters
« Reply #2 on: October 05, 2014, 11:03:51 AM »
Turrets
Turrets are automated defense systems. While their intended function is very similar to that of a simple trap, turrets are built with or linked to an artificial sentience of some sort. Independent turrets usually have no more that simple IFF programming, but those that are linked into larger defense networks are usually controlled remotely by a powerful, sentient computer entity.

Turret Traits
Most turrets possess the following traits (unless otherwise noted in the creature's entry).
  • Built-In Weaponry: Most turrets include some sort of projectile weapon built into their structure. A turret is proficient with its built-in weapons, and can wield and reload them despite its lack of limbs. Much like natural weapons, these weapons cannot be disarmed or otherwise removed, and they cannot be damaged or sundered separately from the turret itself. Built-in weapons can be salvaged from a destroyed turret, however.
  • Emplaced: Turrets are usually built into the surrounding fortifications. Until they are destroyed, they cannot move or be moved from their space separately from the object, vehicle, or structure to which they are attached. Even magical movement and teleportation is ineffective. Some turrets have a limited ability to move across the surface of the fortification to which they are attached. Smaller, portable turrets are built entirely separately from other fortifications; these units can be moved normally and may even have their own basic propulsion systems.

    Because emplaced turrets are immovable, certain attack forms function differently against them. An emplaced turret cannot be knocked prone. Bull rush, overrun, and trip attempts against them automatically fail. A turret can be grappled, but not pinned, and remains grappled only while the grapple remains in its space; consequently, a creature with Improved Grab cannot pull the turret into its space and must move into the turret's space in order to maintain the grapple. A turret cannot be swallowed whole. A turret can be engulfed, but only while the engulfing creature occupies its space.

    An emplaced turret must be constructed at the location it is to be emplaced. Some of the work may be done elsewhere, but the construction must be completed at the emplacement location.

    An emplaced turret attached to a vehicle uses that vehicle's effective Dexterity score.
  • Hive Mind (Ex): While most turrets possess a basic artificial sentience, they can still be coordinated by an even stronger computer mind. All allied turrets within wireless communication range of each other, including indirectly through other turrets in the hive mind network, are connected. If one is aware of a particular danger, they all are. If one in a network is not flat-footed, none of them are. No turret in a network is considered flanked unless all of them are.
  • Wireless Communication (Ex): Turrets can communicate with other creatures with the wireless communication ability telepathically and as though they shared a common language. Both creatures must be within range of the other to communicate with each other. Most turrets can communicate out to 100 feet this way.


Autoturret      CR 1/2
TN Small construct (cybernetic)
Init +0; Senses low-light vision, darkvision 60 feet; Listen +2, Spot +2
Languages none; wireless communication 100 ft.
_________________________________________
AC 14, touch 11, flat-footed 14
   (+1 size, +3 natural)
hp 15 (1 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +0, Ref +0, Will +0; automatically fails Reflex saves
_________________________________________
Speed --
Ranged nanorifle +1 ranged (1d8)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp -5
Atk Options Precise Shot
_________________________________________
Abilities Str 8, Dex --, Con --, Int --, Wis 10, Cha 1
SQ Emplaced, hive mind
Feats AlertnessB, Precise ShotB
Skills Listen +2, Spot +2
Advancement --
_________________________________________
Autoturrets are among the simplest of turret designs. They can be found as part of larger fortifications, although they are just as frequently used in the field through their portable version. Autoturrets include a built-in ranged weapon of some sort, frequently a nanorifle, although other variants exist. An autoturret can store several thousand rounds of ammunition within its chassis, allowing it to operate in the field for extended periods without resupply.
   Portable autoturrets are not emplaced. They do, however, employ a stable base, at the minimum a tripod, which grants them bonuses against being bull rushed, overrun, or tripped as normal.



Big Bertha      CR 20
TN Colossal construct (cybernetic)
Init +0; Senses low-light vision, darkvision 60 feet; Listen +49, Spot +49
Languages none; wireless communication 1 mile
_________________________________________
AC 41, touch 21, flat-footed 41; Screaming Cannon
   (-8 size, +39 natural)
hp 300 (44 HD); rapid repair 10; DR 20/adamantine
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Resist acid 10, cold 10, fire 10; SR 30
Fort +14, Ref +14, Will +14; automatically fails Reflex saves
_________________________________________
Speed --
Ranged Screaming Cannon +50/+45/+40/+35 (6d6+27/19-20/x3 sonic) and
   Dragonfire Rifle +50/+45/+40 (8d6+16/17-20/x3 fire) and
   Mercury Bow +50/+45/+40 (6d6+16/17-20/x3 cold) and
   Plague Launcher +50/+45/+40 (8d8+16/19-20/x3 acid) and
   Storm Rifle +50/+45/+40 (6d8+16/19-20/x3 electricity) and
   Energy Weapon heavy bolter +50/+45/+40 touch (8d6+16/19-20/x3) and
   2 nanopistols +50/+45/+40 each (4d6+16/19-20/x3) and
Ranged Missile Launcher +52 touch splash (1d6+16/19-20/x3 plus illumination)
Space 30 ft.; Reach 30 ft.
Base Atk +33; Grp +60
Atk Options Autofire Proficiency, Called Shot, close combat shot, Far Shot, Hail of Lead, Improved Suppressing Fire, Mercury Bow, Nova Beam, Kinetic Accelerator, oversized multiweapon fighting, Plague Launcher, Pinpoint Shot, Point Blank Shot, Precise Shot, Sniper, Storm Rifle
Special Actions Missile Launcher, modular assault, Quick Aim, Resonance Detonator
_________________________________________
AL 44th; Energy pool 25; Energy capacity 8; Socket attachments 10 (Available: arms, back, core, feet, hands, helmet, shielding, support, utility, visor)
Energy receptacles:
   Enhanced Targeting System (8 energy)
Integrated modules:
   Dragonfire Rifle (0 energy) - Attached to arms.
   Energy Weapon (0 energy) - Attached to core.
   Kinetic Accelerator (8 energy) - Attached to arms.
   Mercury Bow (1 energy) - Attached to visor.
   Missile Launcher (0 energy; DC 14) - Attached to visor.
   Nova Beam (8 energy) - Attached to helmet.
   Plague Launcher (0 energy) - Attached to hands.
   Resonance Detonator (0 energy; DC 14) - Attached to hands.
   Screaming Cannon (0 energy) - Attached to shielding.
   Storm Rifle (0 energy) - Attached to support.
_________________________________________
Abilities Str 32, Dex --, Con --, Int 19, Wis 10, Cha 10
SQ Emplaced, hive mind
Feats Alertness, Autofire Proficiency, Called Shot, Enhanced Targeting System, Extra Energy, Far Shot, Greater Multiweapon FightingB, Hail of Lead, Improved Initiative, Improved Multiweapon FightingB, Improved Suppressing Fire, Multiweapon FightingB, Pinpoint Shot, Point Blank Shot, Precise Shot, Quick Aim, Sniper, Tinkering Activator
Skills Computer Use +51, Concentration +47, Intimidate +47, Listen +49, Sense Motive +47, Spot +49
_________________________________________
A big bertha is a massive tower of guns, missiles, and explosives controlled by a military-grade AI. A single big bertha can manage the automated defenses of an entire military base, and provide supporting fire across all of it. Finding a big bertha alone is a rarity. Most often they are accompanied by a slew of other, smaller turrets with synergistic capabilities that can make up for the big bertha's vulnerabilities.
Close Combat Shot (Ex) A big bertha does not provoke attacks of opportunity for making ranged attacks while threatened in melee.
Extra Attachment (Ex) A big bertha can attach up to two modules to each of its sockets.
Modular Assault (Ex) Once per round when a big bertha makes a full attack, it gains a standard action that it can only use to use an ability of one of its active modules.
Oversized Multiweapon Fighting (Ex) A big bertha suffers no additional penalties on its attack rolls for using non-light weapons in its offhands.
Rapid Repair (Ex) A big bertha automatically repairs itself when performing light or no activity at a rate of 10 hp per hour.



Constructor Turret      CR 4
TN Medium construct (cybernetic)
Init +0; Senses low-light vision, darkvision 60 feet; Listen +2, Spot +2
Languages none; wireless communication 100 ft.
_________________________________________
AC 18, touch 10, flat-footed 18
   (+8 natural)
hp 53 (6 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +2, Ref +2, Will +2; automatically fails Reflex saves
_________________________________________
Speed --
Melee --
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +4
_________________________________________
Abilities Str 10, Dex --, Con --, Int --, Wis 10, Cha 1
SQ Emplaced, hive mind
Feats AlertnessB
Skills Listen +2, Spot +2
Advancement --
_________________________________________
AL 6th; Energy pool 2; Energy capacity 2; Socket attachments 1 (Available: hands)
Integrated modules:
   Autoturret Construction Kit (2 energy) - Attached to hands.
_________________________________________
Unlike other turrets, constructor turrets do not carry any armaments. Instead, they build and deploy disposable autoturrets, which are armed.



Guardian Turret      CR 2
TN Small construct (cybernetic)
Init +0; Senses low-light vision, darkvision 60 feet; Listen +2, Spot +2
Aura Guardian Shield, resistance field
Languages none; wireless communication 100 ft.
_________________________________________
AC 17, touch 11, flat-footed 17
   (+1 size, +6 natural)
hp 32 (4 HD); DR 2/-; Guardian Shield
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +1, Ref +1, Will +1; automatically fails Reflex saves
_________________________________________
Speed --
Ranged mwk nanoshotgun +5 (1d10)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp -2
Atk Options Precise Shot
_________________________________________
AL 3rd; Energy pool 1; Energy capacity 1
Energy receptacles:
   resistance field (0 energy)
Integrated modules:
   Guardian Shield (1 energy)
_________________________________________
Abilities Str 8, Dex --, Con --, Int --, Wis 10, Cha 1
SQ Emplaced, hive mind
Feats AlertnessB, Precise ShotB
Skills Listen +2, Spot +2
Advancement --
_________________________________________
Guardian turrets are effective at protecting choke points and fortified locations. While a turret's built-in nanoshotgun allows it to provide some point defense on its own, a guardian turret works best as a force multiplier, providing support for other turrets and defenders.
Resistance Field (Su) This ability is an energy receptacle. Allies within 30 feet of a guardian turret (including the turret itself) gain resistance to one type of energy (acid, cold, electricity, fire, or sonic) equal to 5 x the amount of energy allocated. The turret can change the type of energy damage this protects against as part of reallocating its energy.



Hover Autoturret      CR 3
TN Small construct (cybernetic)
Init +2; Senses low-light vision, darkvision 60 feet; Listen +2, Spot +2
Languages none; wireless communication 100 ft.
_________________________________________
AC 16, touch 13, flat-footed 14
   (+1 size, +2 Dex, +3 natural)
hp 21 (2 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +0, Ref +2, Will +0
_________________________________________
Speed fly 10 ft. (average) (2 squares)
Ranged nanorifle +4 ranged (1d8)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp -4
Atk Options Precise Shot
_________________________________________
Abilities Str 8, Dex 15, Con --, Int --, Wis 10, Cha 1
SQ Hive mind
Feats AlertnessB, HoverB, Precise ShotB
Skills Listen +2, Spot +2
Advancement --
_________________________________________
Hover autoturrets are based on the basic portable autoturret design, but make use of repulsor technology to provide an automated mobile gun platform. Hover autoturrets are never emplaced.



Missile Turret      CR 2
TN Medium construct (cybernetic)
Init +0; Senses low-light vision, darkvision 60 feet; Listen +2, Spot +2
Languages none; wireless communication 100 ft.
_________________________________________
AC 16, touch 10, flat-footed 16
   (+6 natural)
hp 36 (3 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +1, Ref +1, Will +1; automatically fails Reflex saves
_________________________________________
Speed --
Ranged Missile Launcher +2 ranged touch splash (2d6)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +2
Atk Options Missile Launcher
_________________________________________
Abilities Str 10, Dex --, Con --, Int --, Wis 10, Cha 1
SQ Emplaced, hive mind
Feats AlertnessB
Skills Listen +2, Spot +2
Advancement --
_________________________________________
AL 3rd; Energy pool 1; Energy capacity 1
Integrated modules:
   Missile Launcher (1 energy)
_________________________________________
Missile turrets are effective against large groups of assailants.
« Last Edit: July 09, 2017, 11:16:19 PM by Garryl »

Offline Garryl

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(Continued) [PoC] Creatures and Monsters
« Reply #3 on: March 21, 2016, 09:21:36 PM »
Energy Turret template
Energy turrets are turrets that use energy warrior technology to fire devastating blasts of energy.

Creating an Energy Turret
"Energy turret" is an inherited template that can be added to any module with a socket attachment effect for the energy emitter socket. It is an unusual template in that it is applied to an ability (a module) and creates a creature from it, rather than simply altering an existing base creature. The template can be applied to multiple such modules, creating a single turret with additional abilities.

Size and Type: An energy turret's size depends on its activator level: 1st-6th is Small, 7th-12th is Medium, and 13th or higher is Large. Its type is construct with the cybernetic subtype. If its module or modules have any descriptors that match a subtype, it also has those subtypes. For example, an energy turret created from the Plasma Beam module would have the fire subtype.

Hit Dice: An energy turret has Hit Dice equal to its activator level. Its Hit Dice are d10s.

Speed: Emplaced turrets are immobile. Non-emplaced energy turrets can make use of any movement modes granted by their modules or other abilities. Treat the turret's base speed as 10 feet (Small), 15 feet (Medium), or 20 feet (Large) according to its size when calculating the speed granted by such abilities, although it does not have a base land speed unless the module grants a bonus to it.

Armor Class: An energy turret has a natural armor bonus to its AC equal to 3 + 1/2 its activator level.

Attack: An energy turret can attack with the weapon it creates with its energy beam ability. An energy turret is proficient with a single simple or martial ranged weapon, commonly a nanorifle. An energy turret has normal base attack bonus for a creature of the construct type (as cleric).

Special Attacks: An energy turret has the following special attacks:
  • Energy Beam (Su): An energy turret gains the ability as an energy warrior of its activator level.
  • Energy Emitter Socket: An energy turret gains the ability as an energy warrior of its activator level, minimum 2nd.
  • Energy Filter (Su): An energy turret made from multiple modules gains the ability as an energy warrior of its activator level, minimum 8th.
Special Qualities: An energy turret has the traits common to turrets. See the turret monster listing for more details.

Activating: An energy turret has the module or modules from which it is created active as an integrated module with its activator level. It has an amount of energy equal to its energy capacity plus the bonus granted by the energy emitter socket ability, plus 1 additional energy for each module beyond the first. If the energy turret is of a module with the Phazon descriptor (see the Metroid adaptation), an amount of energy equal to its Phazon tolerance is Phazon energy instead.

Saves: An energy turret has normal saves for a creature of the construct type (no good saves).

Abilities: An energy turret's Strength score depends on its size: Small is 8, Medium is 10, and Large is 14. Its Wisdom score is 12 + 1/2 its activator level. Its Charisma score is 1. It is immobile, nonliving, and mindless, so it has no Dexterity, Constitution, or Intelligence scores. If the energy turret is not emplaced and has a movement mode, its Dexterity score instead depends on its size: Small is 12, Medium is 10, and Large is 8.

Skills and Feats: An energy turret is mindless, so it has no skills or feats. It has Alertness and Precise Shot as bonus feats.

Environment: Any land and underground.

Organization: Any.

Challenge Rating: An energy turret's Challenge Rating is equal to 2/3 its activator level + 1 per module beyond the first.

Treasure: None.

Alignment: Always neutral.

Advancement: --.

Level Adjustment: --.



Plasma Turret VIII      CR 5
TN Medium construct (cybernetic)
Init +0; Senses low-light vision, darkvision 60 feet; Listen +5, Spot +5
Languages none; wireless communication 100 ft.
_________________________________________
AC 17, touch 10, flat-footed 17
   (+7 natural)
HP 64 (8 HD)
Immune mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain, effects requiring Fortitude saves that do not work on objects or are harmless, massive damage
Fort +2, Ref +2, Will +5; automatically fails Reflex saves
_________________________________________
Speed --
Ranged energy beam nanorifle +12/+7 ranged (1d12+6 fire plus 3d6 fire)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +6
Atk Options Plasma Beam
Special Actions Plasma Beam
_________________________________________
Abilities Str 10, Dex --, Con --, Int --, Wis 16, Cha 1
SQ Emplaced, hive mind
Feats AlertnessB, Precise ShotB
Skills Listen +5, Spot +5
Advancement --
_________________________________________
AL 8th; Energy pool 3; Energy capacity 2; Socket attachments 1 (Available: energy emitter)
Integrated Modules:
   Plasma Beam (3 energy) - Attached to energy emitter.
_________________________________________
Plasma turrets are heavy-duty anti-personnel turrets. They can launch a withering stream of flames at anything that crosses their field of fire, and protect themselves in a shell of plasma.
Energy Beam (Su) As a 3rd-level energy warrior.
Energy Emitter Socket As a 3rd-level energy warrior.
« Last Edit: July 10, 2017, 12:00:55 AM by Garryl »

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(Continued) [PoC] Creatures and Monsters
« Reply #4 on: March 21, 2016, 09:22:14 PM »
Cybernetic Dragon template
Cybernetic dragons are dragons that have been rebuilt stronger and faster through technology. The cybernetics that a cybernetic dragon employs draws on the natural arcane energies that the dragon produces, further empowering them but supplanting and replacing most of the dragon's inherent spellcasting abilities.

Creating a Cybernetic Dragon
"Cybernetic dragon" is an acquired template that can be added to any true dragon.

Size and Type: A cybernetic dragon has the cybernetic subtype, in addition to its existing subtypes.

Special Attacks: A cybernetic dragon retains its the special attacks of the base creature.

Special Qualities: A cybernetic dragon has all the special qualities of the base creature, plus the following special qualities.
  • Cybernetic Endurance (Su) This ability is an energy receptacle. The cybernetic dragon gains a +1 deflection bonus to AC and a +1 resistance bonus to all saves for each point of energy allocated to this ability.
  • Cybernetic Power (Su) This ability is an energy receptacle. Each of the cybernetic dragon's natural attacks gains a +1 enhancement bonus per point of energy allocated to this ability.
  • Cybernetic Speed (Su) This ability is an energy receptacle. The cybernetic dragon gains a +2 insight bonus to initiative checks per point of energy allocated to this ability, and a +10 foot enhancement bonus to all movement speeds per point of energy allocated.
  • Energy Pool A cybernetic dragon gains one extra point of energy for each age category it possesses.
Spellcasting and Manifesting: A cybernetic dragon loses any natural spellcasting or manifesting ability is has by virtue of its age category. However, these powers are not completely lost, as they enhance its activating ability (see below). The dragon's spell-like abilities and psi-like abilities are retained.

Activating: A cybernetic dragon that had any natural spellcasting or manifesting ability gains the ability to activate modules. The dragon gains the same number of active modules, energy pool, and maximum socket attachments as an Energy Warrior of its lost spellcaster or manifester level, and access to sockets as a cyberneticist of the same level. The cybernetic dragon draws its modules from the cyberneticist module list; it knows and can activate any module from that list. A cybernetic dragon uses half its natural effective activating class level plus half its racial hit dice as its effective levels in activating classes when determining its activator level, in addition to levels in other classes.

Skills and Feats: A cybernetic dragon treats Computer Use as a class skill.

Challenge Rating: If the base creature did not already have racial spellcasting or manifesting or if its replaced spellcasting or manifesting let it cast spells or manifest powers of a level no higher than 1/3 its age category, as base creature +1; otherwise, as base creature.

Level Adjustment: If the base creature did not already have racial spellcasting or manifesting or if its replaced spellcasting or manifesting let it cast spells or manifest powers of a level no higher than 1/3 its age category, as base creature +1; otherwise, as base creature.



Cybernetic Young Adult Red Dragon      CR 13
CE Huge dragon (cybernetic, fire)
Aura frightful presence (150 ft., DC 21)
Init +12; Senses blindsense 60 ft., darkvision 120 ft., keen senses; Listen +24, Spot +24; cybernetic speed
Languages Common, Draconic, Elven
_________________________________________
AC 30, touch 8, flat-footed 26; +2 circumstance vs. ranged; cybernetic endurance, Power Suit (light), Wind Strider
   (+4 armor, -2 size, +18 natural)
Miss Chance 20%; Infantry Teleportation
hp 218 (19 HD); DR 5/magic
Immune fire, sleep, paralysis
SR 19
Fort +16, Ref +11, Will +13; +2 circumstance vs. gases; cybernetic endurance, Wind Strider
Weakness vulnerable to cold
_________________________________________
Speed 80 ft. (16 squares), fly 190 ft. (poor); cybernetic speed
Melee bite +29 (2d8+12) and
   2 claws +27 each (2d6+7) and
   2 wings +27 each (1d8+7)
Melee Assassin Teleportation bite +31 (2d8+14) and
   2 claws +29 each (2d6+9) and
   2 wings +29 each (1d8+9)
Space 15 ft.; Reach 10 ft. (15 ft. w/ bite)
Base Atk +19; Grp +37
Atk Options Assassin Teleportation, cybernetic power, Flyby Attack, Snatch
Special Actions breath weapon (10d10 fire, Ref DC 24 half), Resonance Detonator (20 sonic, Ref DC 15)
Spell-Like Abilities (CL 5th):
   5/day -- locate object
_________________________________________
AL 12th; Energy pool 10; Energy capacity 4; Modules 4; Socket attachments 1 (Available: arms, feet, hands, visor)
Other energy allocations:
   cybernetic endurance (0 energy)
   cybernetic power (2 energy)
   cybernetic speed (4 energy)
Standard cyberneticist modules activated (4 modules):
   Infantry Teleportation (2 energy)
   Power Suit (0 energy)
   Resonance Detonator (0 energy; DC 15) - Attached to hands.
   Wind Strider (0 energy; DC 15)
Other modules activated:
   Assassin Teleportation (2 energy) - Attached to arms.
_________________________________________
Abilities Str 31, Dex 10, Con 21, Int 14, Wis 15, Cha 14
Feats Activate Module (Assassin Teleportation), Access Socket (arms), Extra Energy, Flyby attack, Improved Initiative, Multiattack, Snatch
Skills Appraise +24, Bluff +24, Computer Use +24, Intimidate +24, Listen +24, Search +24, Spot +24, Use Magic Device +24
Advancement young adult 20-21 HD; adult 23-24 HD; mature adult 26-27 HD; old 29-30 HD; very old 32-33 HD; ancient 35-36 HD; wyrm 38-39 HD; great wyrm 41+ HD
_________________________________________
Activating A cybernetic dragon that had any natural spellcasting or manifesting ability gains the ability to activate modules. The dragon gains the same number of active modules, energy pool, and maximum socket attachments as an Energy Warrior of its lost spellcaster or manifester level, and access to sockets as a cyberneticist of the same level. The cybernetic dragon draws its modules from the cyberneticist module list; it knows and can activate any module from that list. This dragon has 5th-level activating abilities. A cybernetic dragon uses half its natural effective activating class level plus half its racial hit dice as its effective levels in activating classes when determining its activator level, in addition to levels in other classes.
Breath Weapon (Su) Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. A red dragon has one type of breath weapon, a 50 ft. cone of fire. 10d10 damage, Reflex DC 24 half. The save DC is Constitution-based.
Cybernetic Endurance (Su) This ability is an energy receptacle. The cybernetic dragon gains a +1 deflection bonus to AC and a +1 resistance bonus to all saves for each point of energy allocated to this ability.
Cybernetic Power (Su) This ability is an energy receptacle. Each of the cybernetic dragon's natural attacks gains a +1 enhancement bonus per point of energy allocated to this ability.
Cybernetic Speed (Su) This ability is an energy receptacle. The cybernetic dragon gains a +2 insight bonus to initiative checks per point of energy allocated to this ability, and a +10 foot enhancement bonus to all movement speeds per point of energy allocated.
Energy Pool A cybernetic dragon gains one extra point of energy for each age category it possesses (5).
Frightful Presence (Ex) A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 150 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 21) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. The save DC is Charisma-based.
Keen Senses (Ex) A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
« Last Edit: July 18, 2020, 09:14:41 PM by Garryl »