Author Topic: Clockwork Horror  (Read 3674 times)

Offline oslecamo

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Clockwork Horror
« on: May 26, 2016, 03:09:42 AM »
Clockwork Horror



Table:Clockwork HorrorHD: d10


Level
1
2
3
4
5
6
7
8
9
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3

Will
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3


Special
Clockwork Horror Body, Spell Vulnerability, Linked Mind, Copper Horror, +1 Dex, +1 Wis
Silver Horror, Pressure Dart, +1 Str, +1 Wis
Clockwork Runes, Metal Feat, +1 Dex, +1 Str
Electrum Horror, +1 Wis, +1 Dex
Gold Horror, +1 Str, +1 Wis
Clockwork Brain, Metal Feat, +1 Str, +1 Dex
Platinium Horror, +1 Dex, +1 Wis
Nightmare Rod, Metal Feat, , +1  Wis, +1 Str
Adamantine Horror, Awaken Clockwork, +1 Str, +1 Dex, +1 Wis

Skills:2+int modifier per level, Class skills are Balance, Climb,  Craft, Intimidate, Jump, Hide, Knowledge(any), Listen, Move Silently,  Profession (Any), Sense motive, Spot, Survival, Swim

Proficiencies:  The Clockwork Horror is proficient with its own natural weapons.

Features:

Clockwork Horror Body: The Clockwork Horror loses all other racial bonuses and becomes a construct, with all of it's penalties and disadvantages, except for the extra HP:

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The Clockwork Horror is a small sized construct with base speed 30 feet. Clockwork Horrors have their own language, although they can learn other languages.

It also gains a bonus to it's Nat armor equal to its Str modifier and has Electricity Immunity.

Finally it gains +1 HP per HD. This bonus retroatively increases by +1 for every 5 HD of the Clockwork Horror.


Linked Mind: All clockwork horror within 10 miles of a gold, platinium, or adamantine horror are in constant communication. If one is aware of a particular danger, they are are. If one in a particular group is not flat-footed, none of them are. No clockwork horror in such a group is considered flanked unless they all are.

Spell Vulnerability: A shatter spell used on a Clockwork Horror blinds it for 1d4+1 rounds, ignoring any SR and immunities.

Copper Horror: The basic workers and rarely seen by other races as they only come out to harvest materials after all resistance has been crushed. Each Copper Horror comes with an in-built Masterwork Tool for a single Craft or Profession of its choice that can also be used as a natural masterwork weapon dealing 1d3+1,5 str mod damage. The Copper Horror can perform the respective Craft or Profession without trouble, but otherwise cannot perform other kinds of fine manipulation as it specialized for a specific work. A Copper Horror with Craft (Clockwork Horror) can repair other Clockwork Horrors at the rate of 1 HP and 1/10th pound of metal per round.

Ability Score Increase: The Clockwork Horror gains a permanent +1 to
Str at levels 2, 3, 5, 6, 8, 9
Dex at levels 1, 3, 4, 6, 7, 9
Wis at levels 1, 2, 4, 5, 7, 8, 9
For a total of +6 Str, +6 Dex, +7 Wis at 9th level

Silver Horror:
At 2nd level the Clockwork Horror is upgraded to Silver class. Its masterwork Tool is upgraded to a deadly Razor Saw that still counts as a Masterwork Tool for the previous skill but can be used for fine manipulation as a hand would, and now counts as a Natural Weapon dealing 1d6+1,5 Str mod damage.

Pressure Dart: At 2nd level the  Clockwork Horror is fit with a spring-loaded Dart launcher that can be used as a ranged weapon with range increment 30 feet dealing 1d3+1,5 Str mod damage. The Clockwork Horror needs to consume 1/10th of a pound of metal to make one ammo (that also weights one pound) and has no limit to how much it can carry besides carrying capacity.


Clockwork Runes: At 3rd level the Clockwork Horror gains SR equal to 11+HD, which it may raise or lower at any time as if it was a free action, and its Razor Saw gains an enhancement bonus to attack and damage rolls equal to 1+ ½ HD, up to +5 at 9 HD, counting as magic whenever it would be benefical for it. It can receive further enahncements as if it was a magic weapon.

Metal Feat: At 3rd, and 8th levels, the Clockwork Horror can gain either Sunder, Cleave, Great Cleave, Power Attack or Improved Initiative as a bonus feat, provided it meets the prerequisites. In addition as a Swift Action it can grant itself one of those feats it meets the prerequisites for 1 lasting round. A Clockwork Horror with Improved Sunder ignores the Hardness of objects it attacks in melee, and the remains left from the sundering can be used to produce ammo, repair clockwork horrors, or be given to an Adamantine Horror to use Awaken Clockwork, counting as the value of the original object.

Electrum Horror: At 4th level the Clockwork Horror is upgraded to Electrum class. Its Razor Saw now deals 1d8 base damage. In addition its spring-loaded Pressure Dart is upgraded to a steam system, doubling the range and making it deal 2d4+1,5 Str mod damage.

Gold Horror:
At 5th level the Clockwork Horror is upgraded to Gold Class. Electrum, Silver and Copper Horrors will obey its orders even if suicidical. In addition its Razor Saw base damage becomes 1d10 and  its Pressure Dart launcher replaced by a electricity cannon that works as a Lighting Bolt spell except the length of the line is only 40 feet and the CL is equal to your HD+1, useable once every 2 rounds. Save DC is 10+1/2 HD+Wis mod.

Clockwork Brain: At 6th level as a Swift action, the Clockwork Horror may add its Wis mod as an Insight bonus to attack rolls, AC, saves, Intimidate checks and damage rolls for 1 round.

Platinium Horror: At 7th level the Clockwork Horror is upgraded to Platnium class. Gold Horrors will obey its orders blindly as well now. Its base speed increases by +10 feet, its  Razor Saw now deals 1d12 base damage, and its electricity cannon's range is now a line with 80 feet, CL equal to HD+5, and ignores the damage cap of Lighting Bolt.

Nightmare Stick:
At 8th level the Clockwork's Lighting Cannon is replaced by this experimental weapon. It can use  Disintegrate as a SLA with CL=HD+5 and save DC 10+1/2 HD+Wis mod with a "cooldown" of 1d2 rounds.

Adamantine Horror: At 9th level the Clockwork Horror would be upgraded to Adamantine Class. Except there can only be one Adamantine Horror at a time, so if the previous one is still active, it must be found and destroyed. Then its remains must be used as the raw materials for upgrading. Luckily, an Adamantine Horror's plating is virtually indestructible and only its brain mechanisms may truly be destroyed. Even if thrown into an extradimensuional plane it will mysteriously end back somewhere in the material after 1d12 years, plus any Clockwork Horror of 8th level or higher automatically can sense where the current Adamantine Horror or its remains are at a moment. After being fit with the adamantine carapace, the Clockwork Horror gains an extra +10 feet to its base speeds, adds its Wis mod to HP per HD and its razor Saw now deals 1d20 base damage. All Clockwork Horrors of 7th level or lower will obey it blindly. Finally, its Nightmare Strick limiters are removed, and it can now use Implosion and Mordenkainen's Disjunction each as SLAs 1/hour per 3 HD each, CL =HD+5, save DC=10+1/2 HD+Wis mod. It can still use Disintegrate every 2 rounds as before.

Awaken Clockwork: At 9th level the Adamantine Horror unlocks the secrets to build more of its kin. It may create (with elite array of stats) a Copper Horror with 10 GP worth of metal and 1d12 minutes of work, a Silver Horror with 100 GP worh of metal and 1d12 hours of work, an Electrum Horror with 1d12 days of work and 1000 GP worth of metal, a Gold Horror with 1d12 weeks of work and 10 000 Gp worth of metal, or a platinium horror with  1d12 months of work and 100 000 GP worth of metal. Only metal obtained directly from the material plane is any good for crafting Clockwork Horrors, ore created by magic and from places such the plane of earth is too impure. In addtion as a fullround action the Adamantine Horror can restore a destroyed Clockwork Horror of 7th level of lower by spending metal equal to 1/10th its original cost.

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« Last Edit: May 26, 2016, 09:52:32 PM by oslecamo »

Offline CrazyYanmega

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Re: Clockwork Horror
« Reply #1 on: May 26, 2016, 07:01:17 PM »
It seems a little odd that Adamantine Horrors use the Nightmare Stick SLAs fewer times than when they weren't. If I had to choose between a 1d2 round cooldown or A guaranteed number of times per hour that would be in the single digits, I'd keep the cooldown.

Offline oslecamo

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Re: Clockwork Horror
« Reply #2 on: May 26, 2016, 09:53:59 PM »
Gaining the ability to use Disjunction and Implosion X times per hours doesn't remove the Clockwork Horror ability to use Disintegrate every 1d2 rounds. Clarified that they're separated uses.