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Clockwork Leviathan Ship's page

1 post. Alias of Johnny_Panic.


Full Name

Clockwork Leviathan Ship

Classes/Levels

Clockwork Leviathan Ship

Strength 40
Dexterity 30
Intelligence 20
Wisdom 14
Charisma 10

About Clockwork Leviathan Ship

Clockwork Leviathan Ship

Is a AI driven Huge Leviathan construct ship is a clockwork weapons system manned by Soulbound Doll Crew. With Gunner units rolling out the guns like a wooden warship. Embed deep inside it is the Gateway to his personal Santam. A clockwork leviathan’s numerous metal plates and links are made of such resilient material that they never rust, even after long exposure to the briny sea waters that leviathans often patrol. Clockwork leviathans are 25 feet long and weigh just over 3 tons.

<<<<THE TOY MAKER

Clockwork Leviathan Ship
Long and metallic, this serpentine construction resembles a mechanical eel with several paddle-like limbs.

Clockwork Leviathan CR 12

N Huge construct (clockwork)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +0

DEFENSE

AC 45, touch 5, flat-footed 35 (10+10 Dex, +2 dodge, +20 natural, +5 Magic -2 size)
hp 500 + Force Field 200/200 {Fast healing 10}
Fort --, Ref +20, Will +5
DR 20/adamantine; Immune fire, Cold, Acid, Rust, +construct traits
Weaknesses vulnerable to electricity +50% DMG

OFFENSE

Speed 30 ft., Fly 20'* Dig 20' {Hover, Levitate*}
Melee bite +25 (2d8+20),
2X Claw slash +25 (1d8+20 plus grab)
Space 15 ft.; Reach 15 ft.
Special Attacks

Admanium Bite {2d8+20 [S] damage plus 2d6 force damage} X2
counts has magic Ignores hardness 20

Adamantine Claws TH+30 DMG (2d8+20} X2 counts has magic Ignores hardness 20

STATISTICS
AI + robot
Str 40, Dex 30, Con —, Int 20, Wis 14, Cha 10
Base Atk +20; CMB +30 (+40 grapple); CMD 45 (can’t be tripped)
Feats Improved Initiative, Lightning Reflexes, Hover, Miti attack.

Skills Stealth +8 (+12 in water), Swim +19; Racial Modifiers +12 Stealth (+16 in water)

SQ swift reactions, winding

SPECIAL ABILITIES

BITE (Su)
A clockwork leviathan’s BIGHT weapon is a powerful jet of scorching steam—it functions equally well above and under water.

RAIL GUN Broadside (Ex)
There are 8 ports on each side of the Clockwork Leviathan Ship when manned the Crew can roll out 8 mini rail guns at a time and fire a broadside. The Attack counts a single attack range 120' 8x{3d4}+32 DMG Crit X4
slow firing 1 broadside round, the rounds are Adamantium and pass thow anything with a hardness of 20 or less, carrying on to the next object hit, doing -3d4+2 DMG each object it passes throw. Acts as Greater sunder.

Flight (Ex or Su)
gains a fly speed equal to 20-foot

Burrow (Ex)
gains a burrow speed equal to 1/2 its base speed.

Climb (Ex)
climb speed by 20 feet

Mythic Sanctum (Su)
You gain access to your own personal extradimensional sanctum. By concentrating for 1 minute without interruption, you conjure the door to your own personal sanctum, similar to mage’s magnificent mansion, but with the following differences. The sanctum takes up a space equal to six 20-foot cubes per tier, shapeable when you first create it as if it were a spell whose area or effect is shapeable. The sanctum is permanent and persistent, so you can store objects within the sanctum and retrieve them on future visits. The sanctum includes one unseen servant per tier. When you conjure the sanctum’s door, you decide which creatures can see and use it (to all other creatures it’s invisible and impermeable). The door remains until you dismiss it—a standard action with unlimited range as long as you are on the same plane as the door. If you dismiss the door while you are outside the sanctum, all creatures other than your familiar are immediately shunted outside. Conjuring the door automatically dismisses any other active door. As a full-round action, your familiar can enter or leave the sanctum from any square adjacent to you, without using the conjured door.
Inc-Technological crafting lab
Inc-Raw Materials.
Inc-20 unseen Servant workers, in overalls.

Intelligent: A legendary item with this ability becomes an intelligent magic item. When this ability is first selected, the legendary item starts with base Intelligence, Wisdom, and Charisma scores of 10. The item gains speech as a supernatural ability. It can speak Common plus a number of additional languages based on its Intelligence score. The additional languages can be any that the bonded creature wants, except for secret languages (such as Druidic). The item gains senses with a range of 30 feet. Furthermore, this item always has the alignment of the bonded creature who first selected this ability. An intelligent legendary item has an Ego score, just like a non-mythic intelligent item, but it can never become dominant in its relationship with its bonded creature as long as the bonded creature’s alignment corresponds to the item’s (using the normal rules for intelligent items). This is a persistent ability. An intelligent legendary item gains a +4 bonus to its Ego when interacting with non-mythic wielders. You can select this ability more than once. Each time you do, you can increase its ability scores (to a maximum of 20 each) and select one of the following special abilities. You can increase all three of its ability scores by 2 points, or one of these ability scores by 4 points and one other ability score by 2 points. The special abilities are listed below. Some have another ability as a prerequisite.

Animate: This item can sprout limbs and move with a speed of 10 feet.

Blindsense: This item gains blindsense with the same range as its other senses. The item must have the darkvision ability to have this ability.

Darkvision: This item gains darkvision with the same range as its other senses.

Expanded Senses (60 ft.): The range of this item’s senses increases to 60 feet.

Expanded Senses (120 ft.): The range of this item’s senses increases to 120 feet. The item must have expanded senses (60 ft.) to have this ability.

Fly: The item gains a fly speed of 30 feet with average maneuverability. The item must have the animate ability to have this ability.

Read Languages: This item can read script in any language regardless of its known languages.

Read Magic: This item can read magical writing and scrolls as if using read magic. This ability doesn’t allow the item to activate scrolls or other spell-completion items. The item can suppress and resume this ability as a free action.

Shape Change: The item can change its shape into one other form of the same size.

Skill Ranks: This item gains 10 ranks in one skill. This must be an Intelligence-, Wisdom-, or Charisma-based skill, unless the item has the animate ability (allowing it to choose Acrobatics) or the fly ability (allowing it to choose Fly).

Spellcasting: This item allows its bearer to cast a limited number of spells as spell-like abilities. This ability can be taken more than once. Each time it’s taken, the bonded creature gains 5 points to spend on selecting what spells the item can cast. A spell costs a number of points equal to its level (minimum 1). The bearer can then activate the item to use each spell-like ability once per day. By spending double the cost, the bearer can use each spell-like ability three times per day. All spells must come from the same class’s spell list. No spell can have a level higher than the bonded creature’s tier. The caster level for these spells is equal to double the bonded creature’s tier. The save DC for these spells is equal to 10 + the spell level + the bonded creature’s tier.

Telepathy: This item can hold private mental conversations with its bearer, regardless of whether they share a known language. The item must be in physical contact with a creature to communicate this way.

Teleport: Once per day, the item can teleport as the spell. It must have either the spellcasting ability or the fly ability to have this ability.

Rejuvenating: The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard action she can expend two uses of legendary power to remove a single condition affecting her. A legendary item must be a minor or major artifact to have this ability.

Undetectable: This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can’t be detected or scryed by any method.

All of The Toy Makers followers are soul powered Dolls.
Level 1 = 135/ Level 2 = 13/ Level 3 = 7/ Level 4 = 4/ Level 5 = 2/ Level 6 = 2

7x

Advanced Soulbound Doll CR3:

https://www.d20pfsrd.com/bestiary/monster-listings/constructs/soulbound/dol l-soulbound

Soulbound Doll
Contents [show]

This doll’s glass eyes glisten with unmistakable curiosity as it comes to life with a fluid grace.

Advanced Soulbound Doll CR 3
N (see below) Tiny construct
Init +10; Senses darkvision 120 ft., low-light vision; Perception +7

DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 19 (3d10+3)
Fort +5, Ref +7, Will +5
DR 2/magic; Immune construct traits
Weaknesses susceptible to mind-affecting effects

OFFENSE
Speed 20 ft.
Melee dagger +3 (1d2/19–20)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd, concentration +2)

3/day—light, mage hand, open/close, prestidigitation
1/day—levitate, one additional ability dependent on alignment

STATISTICS
Str 11, Dex 18, Con –, Int 15, Wis 14, Cha 13
Base Atk +3; CMB +3; CMD 11
Feats Improved Initiative, Toughness
Skills Perception +7, Stealth +17
Languages Common
SQ alignment variation, soul focus

SPECIAL ABILITIES
Alignment Variation (Ex)
Soulbound dolls are at least partially neutral in alignment, although they can also be chaotic, evil, good, or lawful. They have an alignment-dependent spell-like ability usable once per day as listed below.

Neutral: deep slumber (DC 16)

Susceptible to Mind-Affecting Effects (Ex)
The weakened conviction of a soulbound doll’s soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.

Soul Focus (Su)
The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll’s eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, using the same cost as creating a new construct. Once bound into the soul focus, the soul continues to learn, and so if later it is put into a new doll body, the soul retains its personality and memories from its previous body or bodies. A soul focus has hardness 8, 12 hit points, and a break DC of 20.

13x Soulbound Doll CR2

135x Clockwork Drone CR1