Dancing Hut

Meat Wagon's page

157 posts. Alias of Massee.


Full Name

Meat Wagon

Race

HP: 64/64 | AC: 22 | F: +13, R: +14, W: +12 | Perc (E): +12 |

Classes/Levels

| Speed: 25 ft. | Construct Immunities | Speed: 25 ft. | Active Conditions:

Size

Medium Construct

Strength 18
Dexterity 18
Constitution 16
Intelligence 2
Wisdom 14
Charisma 10

About Meat Wagon

DEFENSE: Trained in: Unarmored defense | Expert in Perception: +12
AC: 22 HP: 64 Speed 25 ft. Expert Fort: +13 Expert Reflex: +14 Expert Will: +12

Immunities: Because it’s a construct, your construct companion is immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, and void. It does not need to eat or breathe. Because the construct isn’t a living creature, effects that heal living creatures can’t help it recover Hit Points. Restoring Hit Points to it requires using the Repair action or other means that can restore Hit Points to objects and nonliving creatures.

OFFENSE: Trained in Unarmed Attacks
[dice=◆ Melee Strike: Bumper Ram]1d20+12[/dice] [dice=Damage (B)]2d8+4[/dice]
[dice=◆ Melee Strike (Overdrive): Bumper Ram]1d20+12[/dice] [dice=Damage (B)]2d8+4+3[/dice]
[dice=◆ Melee Strike: Mower Blade (Agile)(Finesse)]1d20+12-4[/dice] [dice=Damage (S)]2d6+4[/dice]
[dice=◆ Melee Strike (Overdrive): Mower Blade (Agile)(Finesse)]1d20+12-4[/dice] [dice=Damage (S)]2d6+4+3[/dice]
[dice=◆ Ranged Strike: Mini Catapult: 30']1d20+12[/dice] [dice=Damage (B)]2d4+2[/dice]
[dice=◆ Ranged Strike (Overdrive): Mini Catapult: 30']1d20+12[/dice] [dice=Damage (B)]2d4+2+3[/dice]
[dice=◆◆ Explode: Unstable: 5' Radius Fire Damage around Meat Wagon vs Basic Reflex DC22]6d6[/dice]
[dice=Unstable Flat Check DC15]1d20[/dice]

SKILLS: ACP: 0
Trained in Acrobatics(DEX) +12
Trained in Athletics(STR) +12
Trained in Intimidation(CHA) +8
Trained in Stealth(DEX) +12
Trained in Survival(WIS) +10

MODIFICATIONS:
Projectile Launcher: Your construct has a mounted dart launcher, embedded cannon, or similar armament. Your innovation gains a ranged unarmed attack that deals 1d4 bludgeoning or piercing damage (you choose when you pick this modification). The attack has the propulsive trait and a range increment of 30 feet.

FEATS:
Advanced Construct Companion: Feat 4: You've upgraded your construct companion's power and decision-making ability. It becomes an advanced construct companion. During an encounter, even if you don't use the Command a Minion action, your construct companion can still use 1 action on your turn that round to Stride or Strike.

BASE INFO:

Prototype Construct Companions: Source Guns & Gears pg. 32
The following are the base statistics for a prototype construct companion, the first construct companion most characters get. A companion has the same level you do. As you gain levels, you might make further adjustments as your companion grows more powerful. Construct companions calculate their modifiers and DCs just as you do, with one difference: the only item bonuses they can benefit from are to Speed.

Advanced Construct Companions: Source Guns & Gears pg. 33
To advance a prototype construct companion to an advanced construct companion (usually a result of one of your class feat choices), make the following adjustments.

*Increase its Strength, Dexterity, Constitution, and Wisdom modifiers by 1.
*Increase its unarmed attack damage from one die to two dice (for instance, 1d8 to 2d8).
*Increase its proficiency rank for Perception and all saving throws to expert.
*Increase its proficiency ranks in Intimidation, Stealth, and Survival to trained. If the construct is your innovation and it was already trained in those skills from a modification, increase its proficiency rank in those skills to expert.
*You can change your companion's Size, if you want, to either Small, Medium, or Large.

Construct Trait: Source Guns & Gears pg. 32
A construct companion has the construct trait. It's not a living creature, nor is it undead.

Proficiencies: Source Guns & Gears pg. 32
Your construct companion is trained in its unarmed attacks, unarmored defense, all saving throws, Perception, Acrobatics, and Athletics. Construct companions can't use abilities that require greater Intelligence, such as Coerce or Decipher Writing, even if trained in the appropriate skill, unless they have an ability that allows it.

Size: Source Guns & Gears pg. 32
Your construct companion is either Small or Medium, chosen by you when you first gain the companion.

Riding Construct Companions: You or an ally can ride your construct companion as long as your construct companion is at least one size larger than the rider.

Strikes: Source Guns & Gears pg. 32
Your construct companion has two kinds of melee unarmed attacks. Its first unarmed attack deals 1d8 bludgeoning damage. Depending on the shape of your construct this could be a fist, tendril, or other similar unarmed attack. Its other unarmed attack deals 1d6 slashing or piercing damage (choose when you first gain the companion) and has the agile and finesse traits. Depending on the shape of your construct, this could be a spine or spike, jaws or fangs, a retractable blade, or other similar unarmed attack.

Ability Modifiers: Source Guns & Gears pg. 32
A construct companion begins with base ability modifiers of Str +3, Dex +3, Con +2, Int –4, Wis +1, Cha +0.

Hit Points: Source Guns & Gears pg. 32
Your construct companion has 10 Hit Points, plus a number of Hit Points equal to 6 plus its Constitution modifier for each level you have.

While constructs are usually immediately destroyed at 0 Hit Points, your construct companion is a little harder to destroy than other constructs are. When your construct reaches 0 Hit Points, it becomes broken and begins sparking and might be destroyed if you don't Repair it. This works the same as the normal dying rules and determines if your construct is destroyed, with the following two changes. First, most effects that end the dying condition don't work to save a construct companion, but a construct can be stabilized using the Administer First Aid action, using the Crafting skill instead of Medicine. Second, instead of gaining and tracking the wounded condition, if your construct becomes broken in this way more than twice within a 10-minute period, it's destroyed, and you'll need to reconstruct it by spending a day of downtime.

Immunities: Because it’s a construct, your construct companion is immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, and void. It does not need to eat or breathe. Because the construct isn’t a living creature, effects that heal living creatures can’t help it recover Hit Points. Restoring Hit Points to it requires using the Repair action or other means that can restore Hit Points to objects and nonliving creatures.

Repair: Exploration/Manipulate
Source Core Rulebook pg. 243 3.0
Requirements You have a repair kit.You spend 10 minutes attempting to fix a damaged item, placing the item on a stable surface and using the repair kit with both hands. The GM sets the DC, but it’s usually about the same DC to Repair a given item as it is to Craft it in the first place. You can’t Repair a destroyed item.

Critical Success You restore 10 Hit Points to the item, plus an additional 10 Hit Points per proficiency rank you have in Crafting (a total of 20 HP if you’re trained, 30 HP if you’re an expert, 40 HP if you’re a master, or 50 HP if you’re legendary).
Success You restore 5 Hit Points to the item, plus an additional 5 per proficiency rank you have in Crafting (for a total of 10 HP if you are trained, 15 HP if you’re an expert, 20 HP if you’re a master, or 25 HP if you’re legendary).
Critical Failure You deal 2d6 damage to the item. Apply the item’s Hardness to this damage.

Senses: Source Guns & Gears pg. 33
Your construct companion has precise vision, imprecise hearing, and vague touch senses, but no sense of smell or taste.

Speed: Source Guns & Gears pg. 33
Your construct companion has a Speed of 25 feet.