The DM's Dark

 
"We already went through this with that turtle shield," said Mialee. "Clockwork armor is still experimental."

"This is different. You just looked dumb with the turtle buckler," said Ragdar. "With this I feel stronger. Look!" He began moving the mechanism through the steps of a sword exercise, with occasional jerks and clanks.

"Yeah, if only there were armor that made you smarter, we'd be getting somewhere." muttered Mialee under the noise of gears grinding.

The clockwork armor is a powerful mechanical aid to physical prowess that also provides protection against attack and a movement bump, but it has a few engineering issues that have prevented its adoption outside a few of the most enthusiastic practitioners of artifice.

Appearance

A suit of clockwork armor is extremely well machined and made of mithral and adamantine plates. It has steel servos at the elbows and ankles and brass/steel hydraulic pistons around the knees and shoulders. The helmet has a set of protective flaps that lower automatically when the wearer nods in a particular way. The chestplate contains three small unlabeled levers on the inside.

The armor weighs 250 pounds, but adds only 70 pounds to encumbrance, as it supports much of its own weight. It requires 10 minutes to get into or out of the clockwork armor, as sections of it are bolted on, secured with wire cables, and some joints require careful fitting of gears and servo connections.

Use and Powers

When the clockwork armor is worn, the wearer gains an effective +4 circumstance bonus to both Strength and Dexterity, as the armor enhances speed, precision, and raw power of its wearer's movements. In addition, it provides a +8 armor bonus to AC and increases the wearer's base land speed by 5 feet.

That's the good news. The bad news is that the clockwork armor is made from a deeply flawed design; it is dependent on hydraulics and servos that the metals and materials can't quite sustain. The hydraulics are frozen solid by any cold-based attack if the wearer's saving throw fails; requiring the wearer to remove the armor and thaw it (this can also be done more quickly if the wearer is willing to be the target of a fire-based spell that does at least as much damage as the cold-based attack did).

The small levers inside the breastplate control the sensitivity of its strength-boosting and the force amplification of its leg motors. Setting these controls properly requires a successful Craft (construct) check (DC 14) or Spellcraft check (DC 18). Success allows a Medium-size creature of any Strength to use the armor effectively, as long as they have Armor Proficiency (heavy). Creatures without that proficiency may still wear the armor but suffer a -8 Armor Check penalty to all the usual skills and suffer a 90% chance of spell failure. Failure to set the controls properly means that the +4 bonus to Strength still applies, but the armor imposes a -4 penalty to Dexterity instead of a bonus.

Finally, the clockwork armor can be attacked directly, as it has gears and controls that a bludgeoning weapon can warp or jolt out of alignment, a slashing weapon can sever, or a piercing weapon can jam. The suit is treated as an object with base AC 5 that gets the wearer's Dexterity modifier to AC and the wearer's deflection bonus to AC. It has hardness 10 and 100 hp. After 50 hp of damage accrue, the armor may suffer breakdowns; the wearer must make a Reflex save equal to 10 + the damage inflicted by a blow to prevent this. Details of each breakdown are left to the DM but should primarily include partial paralysis (like frozen armor, but affecting only arms or legs), and/or repetitive arm motion (eliminating the wearer's Dex bonus) or leg motion (forcing the wearer to move at base speed each round). Fixing these conditions requires a successful DC 30 Disable Device check and a full-round action by someone outside the armor.

CL 11th; Craft Construct, Craft Magical Arms and Armor; Price 27,250 gp; Cost 18,625 gp + 690 XP.

If Mr Lovecraft can name one of his Cosmic Evils something pseudo-egyptian, I think I can get away pseudo-chinese/egyptian

Knowledge Local
DC 20 - Xianghotep has operated this pub in Menzoberranzan for the past 20 years. He killed and ate the brain of the previous owner after that fellow tried to cheat him in a card game.
DC 25 - you know the mindflayer's name. Many of his patrons just refer to him as "the Squid" or something equally derogatory.
Xianghotep, the Mindflayer, is in today. It stands before a table of customers playing "guess the card" tricks with some of his regulars.

At a corner table

Knowledge Nobility and Royalty
DC 10 - this unassuming young male is
a short haired drow sits acrossed from a stout duergar. They are engaged in a game of
"Drow Chess". I picture it as normal chess, but with dice involved to keep things chaotic. The novels say there is only one d6 roll, but these guys have several oddly shaped dice and the Duergar has rolled a d12 and a d8 so far.

Knowledge Local (?)
DC 15 - Short of some good rolls on the Duergar's part, the drow won this match three turns ago. Checkmate is two rounds.
Sava. There are three other duergar and a handful of drow also watching the game.


Quote:
Originally Posted by Johnny_Blades View Post
Stole this template from Karsh, because it rocked. Still replacing with my own stats ATM

Rundown of Everything About James













jgkhdhgsf

If Mr Lovecraft can name one of his Cosmic Evils something pseudo-egyptian, I think I can get away pseudo-chinese/egyptian

Knowledge Local
DC 20 - Xianghotep has operated this pub in Menzoberranzan for the past 20 years. He killed and ate the brain of the previous owner after that fellow tried to cheat him in a card game.
DC 25 - you know the mindflayer's name. Many of his patrons just refer to him as "the Squid" or something equally derogatory.

Knowledge Arcana
DC 30 (taking a -10 or -15 if you're not psionic) - Xianghotep is a psionic mindflayer of middling power.
DC 60 - Xianghotep has an unusually strong tie to the Far Realm
DC 75 - Phn'glui mgwl'nafh Cthulhu R'lyeh wgah'nagl fthagn.
Xianghotep, the Mindflayer, is in today. It stands before a table of customers playing "guess the card" tricks with some of his regulars.

At a corner table
Knowledge Nobility and Royalty
DC 10 - this unassuming young male is
a short haired drow sits acrossed from a stout duergar. They are engaged in a game of
"Drow Chess". I picture it as normal chess, but with dice involved to keep things chaotic. The novels say there is only one d6 roll, but these guys have several oddly shaped dice and the Duergar has rolled a d12 and a d8 so far.

Knowledge Local (?)
DC 15 - Short of some good rolls on the Duergar's part, the drow won this match three turns ago. Checkmate is two rounds.
Sava. There are three other duergar and a handful of drow also watching the game.


World Dominator (3.5e Class)
From Dungeons and Dragons Wiki
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Created By Foxwarrior (talk)
Date Created: 8/3/10
Status: Just started
Editing: This is a wiki
Balance: Wizard








[edit] World Dominator
“ Fireballs? I don't do anything that precise. ”
—Daviz Munvikt, Desert Gnome World Dominator

[edit] Making a World Dominator
World Dominators are excellent for battlefield (continent-sized) control and many other things that deal with the titanically huge.

Abilities: World Dominators get their power points from Charisma and their save DCs from Intelligence.

Races: If megalomania is a racial trait, the race is likely to have World Dominators.

Alignment: Any. Worlds can be dominated for the forces of good as well as evil.

Starting Gold: 5d410 gp (125 gp).

Starting Age: Complex.

Table: The World DominatorHit Die: d6

Level Base
Attack Bonus Saving Throws Special Power
Points/Day Powers
Known Maximum Power
Level Known
Fort Ref Will
1st +0 +0 +0 +2 Extra Discipline 2 1 1
2nd +1 +0 +0 +3 6 2 1
3rd +1 +1 +1 +3 11 3 2
4th +2 +1 +1 +4 17 4 2
5th +2 +1 +1 +4 Reduced Prices (1 point) 25 5 3
6th +3 +2 +2 +5 35 6 3
7th +3 +2 +2 +5 46 7 4
8th +4 +2 +2 +6 Reduced Prices (2 points) 58 8 4
9th +4 +3 +3 +6 72 9 5
10th +5 +3 +3 +7 88 10 5
11th +5 +3 +3 +7 Reduced Prices (3 points) 106 11 6
12th +6/+1 +4 +4 +8 126 12 6
13th +6/+1 +4 +4 +8 147 13 7
14th +7/+2 +4 +4 +9 Reduced Prices (4 points) 170 14 7
15th +7/+2 +5 +5 +9 195 15 8
16th +8/+3 +5 +5 +10 221 16 8
17th +8/+3 +5 +5 +10 Reduced Prices (5 points) 250 17 9
18th +9/+4 +6 +6 +11 280 18 9
19th +9/+4 +6 +6 +11 311 19 9
20th +10/+5 +6 +6 +12 Reduced Prices (6 points) 343 20 9
Class Skills (4 + Int modifier per level, 4 at 1st level)
Appraise (Int), Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Perform (Oratory) (Cha), Psicraft (Int), Ride (Dex), Search (Int), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Use Psionic Device (Cha), Use Rope (Dex).


[edit] Class Features
All of the following are class features of the World Dominator.

Weapon and Armor Proficiency: World Dominators are proficient with the gauntlet, spiked gauntlet, light mace, heavy mace, morningstar, shortspear, longspear, quarterstaff, light hammer, spiked armor, and warhammer. They are proficient with light, medium, and heavy armor, but no type of shield.

Power Points/Day: A World Dominator’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: World Dominator. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.

Powers Known: The save DC's of the World Dominator's powers are determined by his Intelligence modifier. He knows one power per World Dominator level, chosen from the World Dominator list.

Maximum Power Level Known: This column determines the highest level power he can learn at this level.

To learn or manifest a power, a World Dominator must have an Intelligence score of at least 10 + the power’s level.

Extra Discipline: At level 1, choose a psionic discipline. All powers of that discipline from all class lists are added to the World Dominator's class power list, although he must still learn them.

Reduced Prices: At level 5 and every 3 levels after 5, the number of power points deducted from the World Dominator's current total when he manifests a power is reduced by 1, to a minimum of 0.

#13's dispel removes a degree of holy radiance from each of the celestials.

Four of the five celestials charge, at
#13,
Veir,
Xul, and
Tsab'fryn.

~ Round 1 ~
43) The Mage - greater dispel magic (area) vs the 5 Devas. removes Holy Aura from each.
34) Caethes, Magnified Astral Deva -
34) Olwyndd, Magnified Astral Deva -
30) Dynawd, Magnified Astral Deva -
29) Madawc, Magnified Astral Deva -
26)
One left in the init...
Veir Aleandar
~ * ~




 

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