Sky Metals and Technology


Iron Gods

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These are a few ideas I had about sky metals and their uses as technological devices instead of magical ones. Updated and ran Barrier Peaks for my group and will have many things to post here just wanted to get the thread started with a start to the uses and properties of the sky metals as I saw them.

Adamantine: Used mainly as a structural component and when hardened whether magically or through technology it's hardness is such as to support the superstructure of a spaceship and other impossible feats of engineering. Not a lot of extra with this one other than that.

Abyssium: The radioactive skymetal, used as a power source and fuel for nuclear reactors. Isotopes of this are commonly even more radiactive than the base line and provides power for most technology that is fueled by nuclear reactions.

Djezet: This liquid skymetal also has technological properties with an almost superconductivity and heightening of transference of charges and information, used in many devices as a liquid wire to boost processing speeds as well as to boost communication signals.

Horacalcum: This is the metal where warp drives are born, its ability to bend time combined with science and engineering create large superstructures that when spun and manipulated create bubbles in the fabric of time and space allowing for FTL travel and communications. This is how my version of the warp field is generated and allows for some explanation of why a space ships warp drive could work at a lower tech level for a more steam-punk type adventure as well!

Inubrix: Its ability to pass through other metals makes it invaluable in processes to sort waste and recyclables as well as practical uses. used as a simple way to do everything from sorting items to washing dishes (since metal plates would pass through but not the organic matter on them.)

Noqual: Used as a super lead to shield reactors ad its anti magic properties also block out radiation surprisingly well. used as shielding on the outside of spaceships as well as thick layers for the insides of reactors. crystalline structure absorbs and contains radiation but in doing so becomes a liquid instead of a crystalline metal (which gives you a glowing green radioactive goo!)

Siccatite: Used to power devices as a constant source of heat this metal sees a variety of uses not only as a constant power source but gets a better definition of its properties. It's constant hot or cold effect is caused by a quantum principle linking the hot to the cold and transferring the energy from cold to hot. This is also an interesting side effect that the universal amount of it is balanced and conserves energy through this process. Often used as an alloy to create equipment of a specific temperature for lab use and for convenience. Hot plates and cold beer mugs are especially useful.

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And now for the classic monsters for those who are interested. These are the stats I created to attempt to challenge the party at the level I chose to convert the adventure too. It was based on the most powerful monsters in the dungeon and basically used that as a measure of how difficult other monsters should be for balance. I ended up making the PC's level 11-12 for the dungeon with most monsters balance to that and a few of the more powerful ones at CR 13. Some of the monsters probably need more testing to make sure they are an appropriate CR but overall they worked fairly well.

First up is the Web Bird, using the swarm template so they can appropriately annoy a higher level group :)

Web Bird Swarm CR 5

XP 1,600

N Tiny Magical Beast (swarm)

Init +7; Senses: low-light vision; Perception +7

Defense

AC 18, touch 15, flat-footed 15 (+3 Dex, +2 size, +3 natural)

hp 52 (8d10+8)

Fort +7, Ref +11, Will +3

Defensive Abilities swarm traits; alf damage from slashing and piercing weapons

Offense

Speed 5 ft., fly 40 ft. (good)

Melee swarm (1d6 + entrap)

Ranged web (+13 ranged, DC 15, hp 8)

Space 10 ft.; Reach 0 ft.

Special Attacks distraction (DC 15), entrap (DC 17, 10 minutes, hardness 0, hp 8), Implant Eggs

Statistics

Str 2, Dex 16, Con 12, Int 1, Wis 13, Cha 10

Base Atk +2; CMB —; CMD —

Feats Ability Focus (entangling webs), Improved Initiative, Improved Natural Armor, Lightning Reflexes

Skills Fly +17, Perception +7;

SQ swarm traits

Treasure none

Special Features

Entrap (Ex) The web from an Web Birds entrap ability can be burned away in 1d3 rounds (dealing 1d6 fire damage per round).

Implant Eggs: Against a helpless opponent as a full round action a web bird swarm can implant its eggs in a target, this deals double the normal amount of swarm damage (2d6) and then causes the swarm to disperse as it releases a faint scent upon successful implantation. Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 20; onset 1 week; frequency 1/day; effect 1d4 Con and staggered; save for half/negates staggered; cure 3 consecutive saves. The save DC is Constitution-based and includes a +5 racial bonus. A humanoid who dies of this infestation is consumed from the inside out and spawns a new swarm of web birds 1 day later. These eggs can be removed with a DC 20 heal check as long as the victim has not yet taken any damage from the infestation. Each heal check attempt deals 2d6 points of damage whether it is successful or not.

Web (Ex): Counts as a single large creature for the purpose of how large a creature the swarm can entangle with its web ranged attack.

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Next up is an alien menace that I added to draw the players towards the crashed spaceship. After encountering a few packs of normal Akatas the party was met in the entrance cave by this beast.

Dread Akata CR 11

XP 12,800

N Huge aberration

Init +6; Senses darkvision 120 ft., scent; Perception +20

Defense

AC 26, touch 10, flat-footed 24 (+2 Dex, +16 natural, -2 size)

hp 200 (16d8+128)

Fort +14, Ref +7, Will +9

Defensive Abilities no breath; Immune cold, disease, poison; Resist fire 30

Weaknesses deaf, vulnerable to salt water

Offense

Speed 50 ft., climb 25 ft.

Melee bite +20 (2d8+9 plus grab and void infestation), 2 tentacles +17 (1d8+4)

Statistics

Str 28, Dex 14, Con 24, Int 6, Wis 12, Cha 11

Base Atk +12; CMB +23 (+27 grapple); CMD 35 (39 vs. trip)

Feats Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Natural Attack (Bite), Multi Attack, Power Attack, Vital Strike, Weapon Focus (Bite)

Skills Acrobatics +10 (+18 jump), Climb +17, Perception +20, Stealth +9; Racial Modifiers +4 Stealth

SQ hibernation

Ecology

Environment any

Organization solitary, pair, or pack (3–30)

Treasure standard

Special Abilities

Deaf (Ex) Akatas cannot hear. They are immune to spells and effects that rely on hearing to function, but they also cannot make Perception checks to listen.

Hibernation (Ex) Akatas can enter a state of hibernation for an indefinite period of time when food is scarce. When an akata wishes to enter hibernation, it seeks out a den and surrounds itself in a layer of fibrous material excreted from its mouth—these fibers quickly harden into a dense, almost metallic cocoon. While hibernating, an akata does not need to drink or eat. The cocoon has hardness 10 and 60 hit points, and is immune to fire and bludgeoning (including falling) damage. As long as the cocoon remains intact, the akata within remains unharmed. The akata remains in a state of hibernation until it senses another living creature within 10 feet or is exposed to extreme heat, at which point it claws its way to freedom in 1d4 minutes as its cocoon degrades to fragments of strange metal.

Salt Water Vulnerability (Ex) Salt water acts as an extremely strong acid to akatas. A splash of salt water deals 1d6 points of damage to an akata, and full immersion in salt water deals 4d6 points of damage per round.

Void Infestation (Ex) Dread Akatas hold tens of thousands of invisibly small larval young within their mouths, spreading these parasitic creatures to hosts through their bite. Much more virulent and devastating than the a normal Akata's larva, the ravenous young of a Dread Akata devour any flesh they come across. When bitten a creature must make a DC 25 Fort save or contract Void Destruction (see below). Whenever a Dread Akata succeeds at maintaining a grapple the young in its mouth also feed upon the flesh of the victim causing an additional 1d4 points of Str and Con damage to the grappled creature inflicting Void Destruction as well (DC 25 Fort save for half and negates the disease).

Disease (Ex) Void Destructio: Bite—injury; save Fort DC 19; onset 1 hour; frequency 1/hour; effect 1d4 Str and 1d4 Con damage; an infected Humanoid who dies rises as a void zombie 2d4 hours later (see below); cure 2 consecutive saves.

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And now for some real technology, robots! This is a design for a police robot designed to subdue and capture opponents instead of killing them. It's abilities may be a bit on the strong side (although countering them is fairly easy with preparation). Equipped with stunning ranged attacks and a subduing grapple system, this one is affectionately known as the Tazer-bot.

Police Robot CR 7

XP 3,200

N Meduium construct (robot)

Init +7; Senses darkvision 120 ft., low-light vision; Perception +14

DEFENSE

AC 22, touch 13, flat-footed 19 (+3 Dex, +9 natural)
hp 123 (9d10+29 plus 45 hp force field)
Fort +3, Ref +6, Will +5
Defensive Abilities hardness 10; construct traits; Resist cold 10, fire 10, electricity 30
Weaknesses vulnerable to critical hits, vulnerable to electricity

OFFENSE

Speed 30 ft.
Melee 2 tentacles +14 (1d4+5 plus grab)
Ranged integrated stun gun +12 touch (2d8 sonic plus stun)
Space 5 ft.; Reach 5 ft.
Special Attacks grappler, subduing grapple
STATISTICS

Str 20, Dex 16, Con –, Int 10, Wis 15, Cha 1
Base Atk +9; CMB +14(+18 grapple); CMD 27
Feats Abilty Focus (subduing grapple), Ability focus (stun gun), Improved Initiative, Lightning Reflexes, Toughness
Skills Climb +17, Perception +14
Languages Common, Hallit

Grappler (EX): A police bot does not provoke an attack of opportunity when it initiates a grapple check.

Natural Electrical resistance (EX): Because of their design to transmit electricity police robots have a high resistance to electrical damage.

Stun gun (EX): This integrated weapon fires a single target ray similar to a sound burst spell but focused on a single target. A creature hit by the ray must make a DC 16 Fort save or be stunned for 1d3 rounds.

Subduing grapple (EX): Whenever a police bot succeeds on a grapple check to maintain a grapple it automatically deals 5d6 points of nonlethal damage as electrical damage and stuns a creature for 1d4+1 rounds. A successful DC 16 Fort reduces the stunning to the sickened condition for the same duration.

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Next up is the Tazer Bot's big brother, the riot bot. This robot has a lot more options for combat and is capable of doing lethal or nonlethal damage to a target. Although it usually chooses nonlethal tactics it's damage output is enough that this can lead to it killing a target on a really good hit. It is designed for actual combat and as such is a much more dangerous foe with a lot more weapons. These robots are also slightly more self aware to help them making decisions on the field of battle on how best to capture criminals or deal with a situation with the least harm to innocents. It also has a couple of social skills to help try to negotiate surrenders so that it hopefully does not have to resort to pure violence.

Police Riot Control Robot CR 12

XP 19,200

N Large construct (robot)

Init +8; Senses darkvision 120 ft., low-light vision; Perception +24

DEFENSE

AC 27, touch 13, flat-footed 23 (+4 Dex, +14 natural, -1 size)
hp 194 (16d10+46 plus 60 hp force field)
Fort +5, Ref +11, Will +7
Defensive Abilities hardness 10; construct traits; Resist cold 10, fire 10, electricity 30
Weaknesses vulnerable to critical hits, vulnerable to electricity

OFFENSE

Speed 30 ft.; booster jets
Melee 2 pincers +24 (1d8+9 plus grab) or +19 touch stun whips (10d6 nonlethal electric plus stun)
Ranged 4 integrated stun guns +19 touch (3d8+4 sonic plus stun) or +19 grenades (see description
Space 10 ft.; Reach 10 ft. (20ft. with stun whips)
Special Attacks combined arms, grappler, overcharge weapons, stun whips, stun whip barrage

STATISTICS

Str 29, Dex 19, Con –, Int 15, Wis 17, Cha 3
Base Atk +16; CMB +26(+30 grapple); CMD 40
Feats Improved Initiative, Improved Lightning Reflexes, Improved Vital Strike, Lightning Reflexes, Power Attack, Skill Focus (perception), Toughness, Vital Strike
Skills Fly +14, Intimidate +15, Sense Motive +22, Perception +28
Languages Common, Hallit

Booster Jets (Ex): As a swift action up to 5 times per hour, an police riot control robot can gain a fly speed of 60 feet (poor maneuverability) for a duration of 1 minute.

Combined Arms (Ex): When taking a full attack action, an police riot control robot can attack with melee and ranged integrated weapons simultaneously.

Grappler (EX): A police bot does not provoke an attack of opportunity when it initiates a grapple check.

Grenades (EX): A typical police riot control robot can carry up to 10 grenades of differing types, it typically carries stun grenades. These explode in a 20ft radius dealing 8d6 points of nonlethal sonic damage and inflicting 1d4+1 rounds of blindness, a DC 18 Fort save halves the damage and reduces the blindness to the dazzled condition.

Natural Electrical Resistance (EX): Because of their design to transmit electricity police riot control robots have a high resistance to electrical damage.

Overcharge Weapons (EX): Every 1d4 rounds a police riot control bot can overcharge it's integrated stun guns and stun whips, this causes them to deal lethal damage instead of nonlethal. The robot uses this to deal with rogue robots or other creatures normally immune to nonlethal damage who refuse to surrender peacefully and are a threat to others. This also increases the DC of the relevant saves against the attacks by 2 but the robot has to recharge and must wait at least 1 round before utilizing it's stun guns and stun whips again.

Stun gun (EX): This integrated weapon fires a single target ray similar to a sound burst spell but focused on a single target. A creature hit by the ray must make a DC 20 Fort save (includes a +2 racial bonus) or be stunned for 1d3 rounds.

Stun Whip (EX): As a full round action a police riot control bot can unfurl 3 long coils of wire from its body and lash out making a single touch attack against every enemy within the reach of it's stun whips. These attacks deal 10d6 points of nonlethal electric damage and stuns targets unless they make a DC 20 Fort save (+2 racial bonus). Success reduces the stunning to sickened and the damage by half. A police riot control bot can also maintain up to 1 grapple as a swift action while using this ability.

Stun Whip Barrage (EX): A police riot control bot can attempt a special Stun Whip attack upon a single target as a full round action. The robot makes 3 attack rolls against the target (one for each stun whip) and resolves the damage as a single hit (10d6 for one, 20d6 for two, 30d6 for three). In addition to the increased damage the saving throw of the stun whips increases by 2 for each whip beyond the first that hits the target.

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First a note on the above robots, they are designed to function off the art shown in the original barrier peaks modual for the police robots. The larger version has large pincer hands (think Clamps from Futurama and is more maneuverable thanks to its flight ability but is basically the same overall shape.

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Now for the next converted creature, an intellect devourer. This little guy was definitely not strong enough to really challenge the party at the level I had them at so I increased his CR by adding levels of shadow dancer. This led to a very memorable fight as although he wasn't as deadly as some creatures, the area he was in plus his high stealth and various magical abilities to use illusions and mind control really made him a memorable and frustrating opponent.

Intellect Devourer CR 12

XP 19,200

CE Small aberration

Init +13; Senses blindsight 60 ft., detect magic, Darkvision 60 ft.; Perception +27

Defense

AC 26, touch 21, flat-footed 16 (+9 Dex, +1 Dodge, +5 natural, +1 size)

hp 184 (8d8+8d8+112)

Fort +13, Ref +15, Will +9

defensive roll, evasion, improved uncanny dodge, slippery mind; DR 10/adamantine and magic; Immune fire, mind-affecting effects; Resist cold 20, electricity 20, sonic 20; SR 23;

Weaknesses vulnerability to protection from evil

Offense

Speed 40 ft.

Melee 4 claws +22 (1d4)

Special Attacks body thief, sneak attack +3d6

Spell-Lilke Abilities (CL 8th)

Constant—detect magic

At will—confusion (DC 20, single target only), daze monster (DC 18, no HD limit), inflict serious wounds (DC 19), invisibility, reduce size (as reduce person but self only)

4/day-silent image (DC17)

3/day—cure moderate wounds, ghost sound, globe of invulnerability, Shadow Conjuration (DC20)

2/day-disguise self

1/day-shadow evocation (DC21)

Statistics

Str 10, Dex 28, Con 23, Int 18, Wis 10, Cha 22

Base Atk +12; CMB +11; CMD 30 (34 vs. trip)

Feats Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Iron Will, Mobility, Spring Attack, Toughness, Weapon Finesse

Skills Bluff +33, Disguise +25, Escape Artist +26, Knowledge (local) +23, Perception +27, Perform (Dance) +11, Sense Motive +16, Spellcraft +15, Stealth +36, Survival +11, Use Magic Device +22; Racial Modifiers +8 Bluff, +8 Perception, +8 Stealth

Languages Undercommon (cannot speak); telepathy 100 ft.

SQ hide in plain sight, rogue talents (minor magig, major magic), shadow jump (160 feet/day), summon shadow

Special Abilities

Body Thief (Su) As a full-round action that provokes an attack of opportunity, an intellect devourer can reduce its size, crawl into the mouth of a helpless or dead creature, and burrow into the victim's skull to devour its brain. This is a coup de grace attempt that inflicts 8d4+3d6+8 points of damage. If the victim is slain (or already dead), the intellect devourer usurps control of the body and may use it as its own, as if it controlled the target via a dominate monster spell. The intellect devourer has full access to all of the host's defensive and offensive abilities save for spellcasting and spell-like abilities (although the intellect devourer can still use its own spell-like abilities). A host body may not have been dead for longer than 1 day for this ability to function, and even successfully inhabited bodies decay to uselessness in 7 days (unless this time is extended via gentle repose). As long as the intellect devourer occupies the body, it knows (and can speak) the languages known by the victim and basic information about the victim's identity and personality, yet has none of the victim's specific memories or knowledge. Damage done to a host body does not harm the intellect devourer, and if the host body is slain, the intellect devourer emerges and is dazed for 1 round. Raise dead cannot restore a victim of body theft, but resurrection or more powerful magic can.

Vulnerable to Protection from Evil (Ex) An intellect devourer is treated as a summoned creature for the purpose of determining how it is affected by a protection from evil spell.

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And of course no shadow dancing brain of doom would be complete without it's companion, the Devourer's Shadow.

CE Medium undead (incorporeal)

Init +2; Senses darkvision 60 ft.; Perception +8

Defense

AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)

hp 92 (3d8+6)

Fort +5, Ref +8, Will +11

Defensive Abilities incorporeal, channel resistance +6; Immune turn/command, undead traits

Offense

Speed fly 40 ft. (good)

Melee incorporeal touch +14 (1d6 Strength damage)

Statistics

Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15

Base Atk +12; CMB +14; CMD 27

Feats Dodge, Skill Focus (Perception)

Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in bright light); Racial Modifiers +4 Stealth in dim light (–4 in bright light)

Strength Damage (Su) A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.

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And a small extra for today, I've been trying to do 2 of these a day but since the second one is a companion to the first today you all deserve a real monster. Say hello to the plagued remains from the ship, a group of ghasts that still haunt the ship's crew deck and give your players a lower CR foe to fight in groups instead of a single large creature. On a side note the ghasts used futuristic weapons from the module, I am now waiting for the technology guide to update them to the new system. These ghasts are also using no racial hit dice and are instead experts and rogues for the skill points. this leads to a more balanced creature by reducing hit points (especially after the massive increase to stats from advancing a monster, this leads to +8 to a few stats off of the base. I also increased the Int by 1 more to give them the skills I wanted them to have, the Int is actually not used for much else in this case and allowed me to give them an extra miscellaneous skills the players can interrogate for if they so desire.

Crew Ghast (expert 4/rogue 3) CR 7

XP 3,200

CE Medium undead

Init +11; Senses darkvision 60 ft.; Perception +16
Aura stench (10 ft., DC 16, 1d6+4 minutes)

Defense

AC 25, touch 17, flat-footed 18 (+4 armor, +7 Dex, +4 natural)

hp 84 (7d8+49)

Fort +10, Ref +11, Will +9

Defensive Abilities channel resistance +2, evasion, trap sense +1; immune Undead traits

Offense

Speed 30 ft.

Melee bite +12 (1d6+4 plus disease and paralysis) and 2 claws +12 (1d6+4 plus paralysis)
Ranged +12 (varies by weapon)

Special Attacks paralysis (1d4+1 rounds, DC 16, elves are immune to this effect), sneak attack +2d6

Statistics

Str 19, Dex 24, Con —, Int 20, Wis 18, Cha 22
Base Atk +5; CMB +9; CMD 26
SQ rogue talent (finesse rogue)

Feats alertness, great fortitude, improved initiative, lightning reflexes, weapon finesse

Skills Acrobatics +17, Bluff +12, Climb +14, Craft (future tech) +16, Disguise +12, Escape Artist +17, Knowledge (computers) +16, Knowledge (future engineering) +16, Perception +16, Profession (engineer( +15, Sense Motive +16, Sleight of Hand +17, Stealth +17

Special Abilities

Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

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Next up is a truly terrifying monster, a variant rust monster created as a clean up crew for organic hazards. They are modified to use green slime to destroy organic compuunds instead of rust and have a simbiotic relationship with green slime. These of course are generations removed from the docile and trained ones that were on the ship before the crash and are now feral and hunt organic matter to consume.

Scrubber (variant rust monster) CR 6

XP 2,400

N Medium aberration

Init +5; Senses darkvision 60 ft., scent organics 90 ft.; Perception +12

Defense

AC 23, touch 15, flat-footed 18 (+5 Dex, +8 natural)

hp 85 (9d8+45)

Fort +2, Ref +4, Will +5

Offense

Speed 40 ft., climb 10 ft.

Melee bite +10 (1d3+2), antennae +11 touch (Slime!?)
Ranged spit Slime!? +10 touch (1d6 acid and Slime!?)

Statistics

Str 14, Dex 21, Con 18, Int 6, Wis 17, Cha 12

Base Atk +6; CMB +8; CMD 23 (27 vs. trip)

Feats Ability Focus (Slime!?), Great Fortitude, Skill Focus (Perception), Toughness, Weapon Finesse, Weapon Focus (antennae)

Skills Climb +10, Perception +18, Stealth +17

Special Abilities

Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 90 feet and the scrubber can only use it to sense organic objects.

Slime!? (EX): A scrubber's antennae are coated in green slime on a successful attack expose the victim to the effects of the slime. this deals 1d6 points of con damage and the slime must then be removed from the victim of the attack through the normal means for green slime; A DC 20 reflex save halves the con damage and negates the need for further action to remove the slime.

Slime!? properties: The scrubber has a variant Green slime that has been modified to be more useful to cleaning, It is not destroyed by sunlight as normal green slime is and also does not consume metal.

Spit Slime!?(EX): The Scrubber can spit Slime!? once per minute. This attack deals 1d6 points of acid damage and exposes the victim to the full effects of the Slime!? this attack has a range of 30 FT. and no range increment.

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Next up is the exercise training robot. It is designed off of a gearsman as the Numeria guides mannequin robot was not yet available. He is designed to be insane and although his abilities cannot assist himself it makes for a very interesting fight as he cheers on his opponents and gives them bonuses. I also decided to add a reference to more modern culture and decided to play him as a knockoff of Richard Simmons.

Exercise Instructor (Advanced Gearsman Robot Bard 9) CR 11

XP 12,800
N Medium construct (robot)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +1

DEFENSE

AC 23, touch 14, flat-footed 19 (+2 Dex, +1 Dodge, +1 Haste, +9 natural)
hp 108 (4d10+9d8+42)
Fort +4, Ref +10, Will +9; +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities hardness 10; Immune construct traits
Weaknesses vulnerable to critical hits, vulnerable to electricity

OFFENSE

Speed 40 ft.
Melee slam +18/+18 (1d4+10) or Improvised Weapon +19/+19/+14 (2d6+10/17-20)
Ranged Improvised Weapon +14/+14 (1d8+7/17-20) or 2 handed vital strike +14 (4d6+10/17-20)

Special Attacks bardic performance 24 rounds/day (move action; countersong, dirge of doom, distraction, fascinate, inspire competence +3, inspire courage +2, inspire greatness, suggestion)

Bard Spells Known (CL 9th; concentration +12)
3rd (4/day)-Confusion(DC 16); Crushing Despair(DC 16); Displacement (self only); See Invisibility
2nd (5/day)-Glitterdust(DC 15); Invisibility; Shatter(DC 15); Tongues
1st (6/day)—Confusion, Lesser(DC 14); Ear Piercing Scream(DC 14); Grease(DC 14); Hideous Laughter(DC 14), Ventriloquism
0th (at will)—Daze(DC 13); Flare(DC 13); Ghost Sound(DC 13); Know Direction; Mage Hand; Mending

STATISTICS

Str 24, Dex 15, Con –, Int 16, Wis 15, Cha 1
Base Atk +10; CMB +17; CMD 30
Feats Catch Off Gaurd*, Combat Reflexes, Deadly Aim, Dodge, Improved Critical (improvised weapons)*, Improved Initiative, Improvised Weapon Mastery*, Point Blank Shot, Throw Anything*, Toughness, Vital Strike, Weapon Focus (Improvised Weapons)*

Skills Disable Device +18, Heal +18, Knowledge (dungeoneering) +17, Knowledge (local) +17, Knowledge (nature) +18, Knowledge (planes) +17, Knowledge (psionics) +17, Perception +18, Perform (Dance, oratory) +14, Profession (instructor) +18, Sense Motive +18

Languages Common, Hallit

SQ adaptive learning, bardic knowledge +4, charge weapon, lore master 1/day, self-repair, versatile performance (dance, oratory)

SPECIAL ABILITIES

Adaptive Learning (Ex): A gearsman has a number of skill points equal to 4 + its Int modifier per Hit Die, and treats Craft and Profession as class skills beyond those possessed by all robots. In addition, a gearsman has a number of bonus skill ranks equal to its Hit Dice that can be reprogrammed to apply to any skill–these ranks cannot be split among multiple skills and must all apply to one skill. A gearsman may change what skill these bonus ranks apply to up to once per day by concentrating for 1 minute, during which time it can take no other actions. Rather than spend these bonus ranks on a skill, a gearsman can choose to devote them to weapon knowledge, gaining proficiency with a single weapon instead of bonus ranks in a skill. All gearsmen are automatically proficient with all simple weapons.

Charge Weapon (Ex): Any metal melee weapon wielded by a gearsman becomes charged with electricity and deals +1d6 points of electricity damage on a hit.

Hustle (Ex): The instructor bot acts as if constantly under a haste spell.

Improvised Weapons Specialist (Ex): Trained in the use of exercise equipment and spending all its time in the area, the training robot has multile bonus feats related to wielding improvised weapons so long as the are exercise equipment. Bonus feats are marked with an * above.

Programmed CHA (Ex): The Instructor robot uses it's INT modifier for all save DC's bonus spells and Bardic music rounds and effects instead of it's CHA, It's Bardic magic effects are also created by science and not magic and are thus extraordinary abilities.

Self-Repair (Ex): A gearsman's nanites heal it of damage at the rate of a number of hit points per hour equal to its Hit Dice (4 hit points per hour for most gearsmen). Up to once per day, as a full-round action, it can heal any robot it touches of 4d6 points of damage–if a gearsman uses this ability on itself, it automatically heals the maximum amount: 24 points of damage.

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