ThunderheadThe Thunderhead is a marvel of innovation, arguably the most sophisticated warjack ever built. Storming into battle armed with electrically charged shock fists and a lightning coil, the Thunderhead lands blows that liquefy metal, roast flesh, and disrupt cortexes when they land, and its lightning coil releases focused electrical bolts of tremendous power with unerring accuracy.HD:d10
Level Bab Fort Ref Will Feature
1 +0 +0 +0 +0 Body of Storms, Thunderforged, Unstoppable, +2 Str
2 +1 +0 +0 +0 Storm Generator 1, Static Shield, +1 Str
3 +2 +1 +1 +1 Lightning Fists, +1 Str
4 +3 +1 +1 +1 Electroblaster , +1 Str
5 +3 +1 +1 +1 Size Increase (Large), +1 Str
6 +4 +2 +2 +2 Magnetic Polarity, +1 Str
7 +5 +2 +2 +2 Energy Pulse, +1 Str
8 +6 +2 +2 +2 Electroblaster (Call Lightning Storm), Storm Generator 2, DR 5/Adamantine,+1 Str
9 +6 +3 +3 +3 Electrical Resonance, +1 Str
10 +7 +3 +3 +3 Electroblaster (Chain Lightning), Overboost Generator, +1 Str
11 +8 +3 +3 +3 Galvanaic Field, Rushing Winds, +1 Str
12 +9 +4 +4 +4 Stormbringer, Gift of Nemo, Storm Generator 3, +1 Str
13 +9 +4 +4 +4 Damage Reduction 10/Adamantine, Storm Bunker, +1 Str
14 +10 +4 +4 +4 Stormbringer (Control Weather), +1 Str
15 +11 +5 +5 +4 Size Increase (Huge), +1 Str
16 +12 +5 +5 +4 Disruption, Storm Generator 4,+1 Str
17 +12 +5 +5 +4 Energizer 1, Damage Reduction 15/Adamantine, +1 Str
18 +13 +6 +6 +4 Shockwave, +1 Str
19 +14 +6 +6 +4 Energizer 2, +1 Str
20 +15 +6 +6 +4 Voltaic Annihilator, Storm Generator 5, +1 Str
Skills: 2+Int modifier, quadruple at first level. No class skills.
Proficiencies: The Thunderhead is proficient in no weapons or armor.
Features: Body of Storms: The Thunderhead loses all other racial bonuses and becomes a construct, with all of its penalties and disadvantages, except for the extra HP:
# 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 certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.
# 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 except for limited wish, wish and miracle. The 1st makes the construct lose a level, the other two don't.
#However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, which makes it lose a level.
The Thunderhead is a medium sized construct with base speed 30 feet. It has two Slam attacks dealing 2d6+Str mod damage each. The Thunderhead may attack with both Slams in a full attack without penalty. The Thunderhead is immune to Electricity.
Thunderforged (Ex)The Thunderhead may never wear armor or wield weapons, however it may have its body enchanted as though it were a suit of armor and its claws enchanted as weapons. In addition it has a natural armor bonus equal to 5 + Str mod. Each time the Thunderhead increases in size it gains +1 to its natural armor.
Unstoppable (ex): The Thunderhead is no mere construct, it is powerful repository for electromagnetic energies and as such is harder to destroy than usual. While it does not gain the normal bonus hit points based on size as most constructs do it has a sort of vitality granted by its unholy state. While the Thunderhead still has no Constitution score it is treated as though it had 14 Constitution for determining Hit points. This effective constitution score cannot be boosted by any means however it increases by 1 every odd HD.
Storm Generator (Su): The Thunderhead generates a number of charges of electrical energy equal to 1/4 its levels in this class at the beginning of each of its turns plus another 1/4 at the beginning of combat. In addition whenever the Thunderhead is struck by an attack that deals electrical damage it gains a charge. The Thunderhead may store a maximum number of charges equal to its levels in this class. At the end of combat the Thunderhead loses all of its charges.
Static Shield (Su) As a Swift action the Thunderhead may spend a Charge to gain Temporary Hit points equal to its HD. These Hit points last for 10 rounds. In addition melee attackers take 1d6 points of electrical damage for each temporary hit point the Thunderhead has at the time of their attack. Only Temperary Hit points granted by this ability count towards the damage and must be tracked separately from other sources of Temporary Hit points.
Lightning Fists (Su) The Thunderhead's Fists crackle with electrical power, adding a great amount of force to its blows. For each point of charge on the Thunderhead its slam attacks deal an additional 1d6 electrical damage.
Electroblaster (Sp) By spending a charge the Thunderhead may cast Lightning bolt or Call Lightning as a spell like ability. Its caster level for this ability is equal to its HD and its save DC is 10+1/2 HD + Str mod. This ability improves at level 8 to allow Call Lightning Storm and level 10 to allow Chain Lightning.
Energy Pulse (Su) By channelling its electrical charge through the lightning coils upon its body the Thunderhead can produce a blast wave of electromagnetic force. When you use this ability you must choose a number of charges (no more than you currently have), remove those charges and then deal 1d6/Charge points of electrical damage to every creature within 5 feet/Charge.
Size Increase (Ex): At level 5 the Thunderhead increases in size to Large and again at level 15 to Huge.
Magnetic Polarity (Ex): Each time the Thunderhead successfully hits an opponent with an attack of ability that deals electrical damage its target gains a magnetic charge. For each magnetic charge its target has the Thunderhead gains a +1 to hit with its melee attacks and a +1 to the save DC of its other abilities. Magnetic charges last for 1 hour.
Damage Reduction (Ex): At level 8 the Thunderhead gains DR 5/Adamantine, This improves to DR 10/Adamantine at level 13 and DR 15/Adamantine at level 17.
Electrical Resonance (Ex) The unique electrostatic discharges of the Thunderhead are so powerful that even creatures that would normally shrug off a bolt of lightning may be grievously wounded by its electrical attacks. All of its abilities ignore resistance to Electricity and deal half damage to creatures otherwise immune to Electricity(other than the Thunderhead itself)
Overboost Generator(Su)The Thunderhead may spend the Charges it has collected to enhance its already mighty combat prowess. Each charge spent allows it to make an additional attack at its highest attack bonus with one of its weapons. In addition charges may be spent to increase the Thunderhead's accuracy or damage. After declaring an attack but before rolling to see if it hits the Thunderhead may spend a Charge, if it does roll two d20 instead of 1 and take the best result. Charges may also be spent to boost damage, if a Charge is spent before damage is rolled the total damage of the attack is multiplied by 1.5. Spending Charges is a Free action.
Galvanaic Field (Su) While the Thunderhead is a powerful foe it is not all that difficult to see it coming due to the intense light produced by its coils. The Thunderhead constantly sheds light as a Daylight spell though slightly blue tinted and is treated as always being under the effects of Faerie Fire. The intense electromagnetic fields also have an effect on the surrounding weather generating constant cloud cover.
Rushing Winds (Su) The Thunderhead is treated as though there were a Cylindrical wind wall surrounding it at all times. The wall exists in the squares immediately adjacent to the Thunderhead and can not be shaped or extended. The save DC for this ability is 10 + 1/2 HD + Str mod
Stormbringer (Sp) The Thunderhead may spend a charge as a Standard action to emulate the effects of the Control Wind spell. at level 14 this ability allows it to use Control Weather instead. The save DC for this ability is 10 + 1/2 HD + Str mod
Gift of Nemo (Su) The gift of the Thunderhead's creator the famed General Adept Sebastian Nemo is the capability to absorb lightning using its coils and discharge it in an enormous bolt of energy. Whenever the Thunderhead is struck by Electrical damage that it did not generate itself the potency of its next use of its Electroblaster ability. This ability must be used during the Thunderhead's next action and has these effects dependent on the number of times this ability has been triggered: 1 time = Empowered, 2 times = Maximised, 3 times = Doublecast. The effects of these are cumulative. Doublecast allows the ability to be used twice as a single standard action.
Storm Bunker (Su) The thunderhead may extend its immunity to electricity to its allies within 30' as an immediate action costing 3 charges.
Disruption (Su) Whenever the Thunderhead strikes a construct with Electrical damage the construct must take a Fortitude save equal to the damage dealt or be stunned for 1 round. Regardless if the save is passed or failed this ability will only affect a particular target once per day.
Energizer (Su) Whenever the Thunderhead spends a round without spending any charges it gains a deflection bonus to its AC equal to the number of charges it has until it spends a charge. At level 18 this effect improves and lasts for one round after the Thunderhead spends a charge.
Shockwave (Su) Whenever the Thunderhead uses its energy pulse ability it may spend additional charges to violently throw its targets out of the blast radius. Medium creatures are thrown back 5ft per charge spent and take an additional 1d6 damage per charge spent if they collide with an object (The object also takes the same amount of bludgeoning damage from the impact.). For every size catagory larger than Medium the distance flung is halved and for every size category smaller than medium it is doubled.
Voltaic Annihilator (Su): The final and most powerful ability of the Thunderhead is the Voltaic Annihilator, an experimental electrical burster. To activate this ability the Thunderhead must spend at least 10 charges though additional charges increase the effects of this ability. When activated this ability deals 1d10 electrical damage per charge spent to everything within 1 mile. Creatures and objects hit by this damage must make a fortitude save (DC 10 + 1/2 HD + Str mod) to avoid being stunned for 1d4 rounds. The power of this ability is so great that it overloads the Thunderhead's charge generating systems for 1 minute per charge spent, preventing any new charge generation (though it keeps whatever charges it had left) and Slowing the Thunderhead. This ability can trigger Disruption.
Comments
Another character jack, this time in Cygnar flavour. Working on more abilities at the moment.