The Shifty Mongoose
|
| 2 people marked this as a favorite. |
I had an idea for this the other week, but this sort of thing is better suited to the paranormal investigators of an urban fantasy setting to Pathfinder. Still, here's what I came up with:
Haunted Animatronic CR 4
N Medium Construct (Robot)
Init +0; Senses Darkvision 60',low-light vision; Perception +3
Defense
AC 17, Touch 10, Flat-Footed 17 (+7 Natural)
HP 45 (5d10+20)
Fort +1, Ref +1, Will +1
DR 2/Magic; Immune Construct Traits;
Weaknesses Haunted, Vulnerable to Critical Hits and Electricity
Offense
Speed 20'
Melée 2 Slams +8 (1d6+4)
Special Attacks Fear Aura (10', DC: 13)
Spell-Like Abilities (CL 5th; Concentration + 5)
At Will - Ghost Sound <-(Not Spell-Like: it can play music or other sounds during its speech Free Action)
3/day - Mage Hand, Open/Close, Prestidigitation
1/day - Darkness
Statistics
Str 16, Dex 10, Con -, Int 12, Wis 10, Cha 10
BAB +5; CMB +8; CMD 18
Feats Ability Focus (Fear Aura); Skill Focus (Perform); Skill Focus (Stealth)
Skills Perception +5; Perform (any) + 8; Stealth +8
Languages English, French (Or any two native to the setting in which they're found)
SQ Freeze
Special Abilities
Haunted (Ex) A Haunted Animatronic exudes an aura of fear whenever it attacks or screams, counts as undead and a construct for the purposes of Bane weapons and so forth, and is succeptible to effects that affect haunts as well as channeled energy - it is repaired by negative energy, and harmed by positive energy.
Tactics
Before Combat During the day, a Haunted Animatronic will never attack unless it sees someone harming a child: it will first play a sound to alert nearby staff, then will attempt to grapple or deal non-lethal damage to the attacker. At night, it will alternate between moving and Freezing. If it detects an intruder, it will attempt to distract them with one of its Spell-like Abilities, then move close enough for a surprise attack.
During Combat It will play its alert sound, causing other Animatronics to converge on its location. It attempts to drop one target at a time, then will drag motionless bodies to a pre-programmed Employees Only room. It never attacks children, even ones who try to damage it; anyone it sees attempting to strike a child or moving around during closing time will be labelled an intruder.
Morale A Haunted Animatronic will fight until destroyed. Its batteries are kept charged by the pervasive negative energy in and around it, and there may be negative-energy-spewing haunts nearby that are capable of repairing it. While it will pursue fleeing intruders, it will never chase them outside the boundaries of its establishment. At sunrise, it will stop whatever it may be doing and return to where it's supposed to be during opening time.
Originally a robot constructed to entertain and protect children, combinations of programming glitches and horrible incidents have made them terrifying and violent, especially at night.
While most animatronics are little more than robotic statues with articulated heads and integrated speakers, these were built with knees, and can even right themselves if they fall. Due to the sorts of events which give rise to haunts or undead, they have become violently over-protective of their homes. While nothing dangerous should happen under normal circumstances, normal circumstances had long since ended when Haunted Animatronics stalk the halls. Worse, their establishments may have other haunts; worse still, the Animatronics themselves may be blamed for the circumstances behind their own hauntings. While all the supernatural bad feelings could be put to rest by, for example, bringing the serial killer behind them to justice and holding a memorial for the victims, merely destroying the Haunted Animatronics themselves will almost certainly not have the same effect.
When at rest, it becomes near-impossible to tell which are Haunted Animatronics and which are not, and anyone who dies by them may unintentionally add to their number. Fortunately, they never attack children nor each other. Having no supernatural way to sense them, they can be fooled by Childlike halflings, stealth or distractions, or even mundane disguises. Except when they aren't, so don't rest easy!
Urban legends exaggerate already scary stories, and tell of a unique, evil Haunted Animatronic, or advanced ones with bite attacks. Such tragic creations may have alternate or additional Spell-Like Abilities, such as Dimension Door or Nightmare.
Basically, I put the Robot subtype on a Soulbound Doll, made it Medium, advanced it to 5 HD, fiddled with its ability scores, and made it more a result of hauntings than a bound soul. At CR 4, just one of these things could take down a single, 1st-level guy in one round, but some well-equipped people of 3rd level could take down four or five of them if they did it one at a time.
Of course, the way most RPGs go, these are probably best used to show that spooky stuff is going on in your sleepy little 20th-century town, and it's up to you to stop it; or that a colony spaceship crashed in your fantasy setting, there were no survivors, it interacted with magic in saddening ways, and now even its nursery school is deadly.
Also, I haven't play-tested these yet, so I'm not sure if I should remove the DR or the Fear Aura.
| DHAnubis |
While I have never actually played those games, I have always been tempted to throw things like this into a campaign. In fact, in my previous campaign, had the players not killed my jester themed bad guy off early, they would have had to go through his own personal circus territory full of things like this. Also, this thread totally did not help with the fact that I have a song based on the second game stuck in my head. So thanks for that.
The Shifty Mongoose
|
You're welcome. I myself never tried the series until recently, and I ended up getting the music box tune from the first game stuck in my head (its source material is why I listed French as one of the languages).
If you still want to do the evil circus territory, go ahead and try it!
| Goth Guru |
Exceptional animatronics might have souls with character classes. Here's a sample from my topic, Goth’s Freakshow.
Pre-petitioners
and I would also like a separate land of the dead. It’s an overlap of the astral, ethereal, and shadow. Where the Pre-petitioners try to figure out if they will head for the outer planes or fight to the prime and become undead. With them are shadowy versions of all the people, places, and objects they interacted with, causing haunts in the prime material.
Basicly, they are enough like they were, that they might not be aware of their death. Other Pre-petitioners or outer planer creatures, might wake them up and help them adjust.
I'm going to develop the prestige classes here. If someone practices being a poltergeist for 5 levels before his buds can wish him back, he'll have those levels.
Poltergeist
Prestige class. Must be a spirit to start.
Role. They can lift and move objects in both worlds with their mind. The objects must be familiar to the poltergeist, be in a place, or near a person they know.
Alignment: Any
Hit Dice: d6
Class Skills: Bluff(Cha), Fly(Dex), Intimidate(Cha), Knowledge(Arcana)(Int), Knowledge(Planes)(Int), Spellcraft(Int), and Use Magic Device(Cha)
Skill Ranks per level: 3+Int modifier.
Class Features
Weapon and armor proficiency: Must be something they handled extensively while alive. Even if they never used it during life they could make the item dance.
Spells-SA: Same as a sorcerer with telekinesis as their bloodline.
See page 72, Core Rulebook, Table 3-14 Sorcerer, and 3-15: Sorcerer Spells Known. Most of the spells are effective only in the Land of the Dead.
Spirit vision. All prepetitioners can see everything in the area of a haunt as long as they are with the object in the Land of the Dead. Everything else in the living game world will look ghostly.
If one of them becomes a PC seeking a cure(possibly from an artifact). Once they merge with the construct, they are not a prepetitioner anymore, they are truly undead, but as I said, some levels and classes may transfer.
| Goth Guru |
A truly chaotic spirit might try to act like a cartoon character. Keep in mind, that there were stories about a cartoon like talking dog in ancient rome. Funny animals like the White Hare predate cartoons.
I hare been trying to create chaotic neutral outsiders with most of the powers of cartoons. I was calling them free spirits. Also Wonderlanders. They live on floating islands drifting in limbo.
These creatures don't recover from an anvil dropped on them very quickly. Also they would be fighting the corruption from the negative energy powering them.
The Shifty Mongoose
|
| 1 person marked this as a favorite. |
First of all, I think Eris was referring to Beastiary 5's Taxedermied Creature. Though you could apply the robot subtype to it, I was looking for "Robot built to look like a stuffed animal" rather than "literal stuffed animal as a robot".
Also, after finding out about Bestiary 4's Nightmare Template, I added it to what I did before, so here it is.
Scraps of tattered felt, rusted steel mechanisms that move with unrealistic silence, long, sharp teeth and eyes, glowing red; this monstrous, horrific thing bursts out from under your bed with a distorted scream, right in your face.
Nightmare Haunted Animatronic CR 5
NE Construct (Robot)
Init +2 Senses Darkvision 120', Low-light Vision; Perception +5
Defense
AC 19, Touch 12, Flat-Footed 17 (+7 Natural, +2 Dex)
HP 45 (5d10+20)
Saves Fort +1, Ref +3, Wis +1
DR 5/Good or Silver, Regeneration 5, Good or Silver or [Good] spells,
Defensive Abilities Illusion Resistance, Protection From Good
Immune Construct Traits,
Weaknesses Haunted, Vulnerable to Critical Hits and Electricity
Offense
Speed 20', Fly 10' (Perfect)
Melée Bite +8 (1d6+4)
Special Attacks Fear Aura 60' (DC: 14); Frightful Presence 30' (5d6 rds, DC: 15) Night Terrors (DC 14)
Spell-like Abilities (CL 5th, Concentration +7)
Constant: Protection From Good
At-Will: Ghost Sound (Actually magical, not mechanical)
3/Day: Detect Thoughts, Dream, Mage Hand, Nightmare, Open/Close, Prestidigitation, Suggestion
1/Day: Darkness, Shadow Walk
Statistics
Str 16 Dex 14 Con - Int 14 Wis 10 Cha 14
BAB +5 CMB +8 CMD 20
Feats Ability Focus (Frightful Presence), Skill Focus (Stealth & Perform)
Skills Fly +10, Intimidate +6, Perception +5, Perform (Any One) +10, Stealth +14
Languages Two most common for the area in which they're found
SQ Feign Death (Heal/Will Save DC:14), Freeze
Special Abilities
Fear Auras A Haunted Animatronic exudes an aura of fear as a free action, and exudes its frightful presence whenever it attacks or succeeds at a DC 15 Intimidate or Perform check. The Fear Aura makes the target shaken on a failed save; the Frightful Presence makes targets frightened on a failed save, or shaken on a successful save. These fear effects stack.
Haunted (Ex) A Haunted Animatronic counts as undead and a construct for the purposes of Bane weapons and so forth, and is succeptible to effects that affect haunts as well as channeled energy - it is repaired by negative energy, and harmed by positive energy.
A Haunted Animatronic is already born of, and a cause for, tragedy, having come about when a purported safe space for children gets atrociously defiled. When misunderstandings and psychic magic warp urban legends about them out of control, things can get even worse. Once they discover an intruder or potential threat, they silently work together to frighten their target into running away, then continue to chase and terrorize their quarries through their dreams. Waking victims are wracked with guilt and anxiety, seeing their childhood antagonists around every corner or behind every door.
During the day, these warped mascots are rarely seen - most usually because Nightmare Lords of such things Plane Shift their performing troupes into the Dimension of Dreams where they predate, almost ironically, on other Nightmare Creatures. Dream travellers may see a troupe beckon to them, but they almost always turn on their audience, should they get too close. So remain in your seats and enjoy the show.
As I still haven't playtested any of these, I'm still wondering if I should fiddle with them a bit. Maybe give them Skill Focus (Perform) as a free feat and use that to give them Improved Natural Attack? Then again, attacking isn't supposed to be the main thing they do.