D&D Droid Army?

jaker2003

Explorer
Okay, I was remembering the Phantom Menace, and I got kinda hooked on the Destroyer Droids. So I've statted them up. Then I thought, this is D&D, everything's got to be more dynamic than that podracing movie! So I made some changes that I figured would be interesting and help with that 'hard at early levels, piece of cake later' feel ('cause it makes you feel even better about leveling up).
They've got moderate intelligence (centralized army control is never a good idea) and a few other goodies you won't find in Star Wars.
[sblock=Assault Sphere] Assault Sphere
Small Construct
HD: 1d10+10 (20 hp)
Initiative: +2.
Speed: 5 ft. (5 foot step only)
AC: 15 (+1 Size, +2 Dex, + 2 natural).
Base Attack/Grapple: +1/-4.
Attack: +3 ranged light crossbow 1d8
Full Attack: +1/+1 ranged 1d8
Space/Reach: 5ft./5ft.
Special Attacks: Feats, Charge.
Special Qualities: Construct Traits, Darkvision 60ft., Sphere Form, Fast Healing 1, Shield, Shield Other, Deathwatch, Conjure Ammunition.
Saves: Fort +1, Ref +3, Will +1
Abilities: Str 8, Dex 15, Con -, Int 3, Wis 11, Cha 3
Skills: Spot +5
Feats: Two Weapon Fighting (B), Point Blank Shot.
_____________________________________________
Environment:
Organization: Solitary, troupe (2d6).
CR: 2
Treasure: None
Alignment: Neutral
Advancement: -

Assault spheres stand less than 4 feet tall when deployed, with an eye on each of its two arms and a small head surveying its target. When they are not firing crossbow bolts at targets, an assault sphere is folded into a round ball, allowing it to roll swiftly from place to place. An assault sphere’s torso is mounted on a turreted leg assembly, allowing it to turn in place to strike foes moving past.
COMBAT
Assault spheres typically start by charging a target. Once an assault sphere arrives, it deploys into its legged form and makes one attack with its light crossbows at the nearest target.
The assault sphere will spend the subsequent rounds pounding away at the nearest target, switching targets only when another target moves closer or when the current target drops (from death or unconsciousness).
An assault sphere usually ignores prone combatants, but will strike at any creature that is not obviously helpless. If no one remains to fight, it will scan the battlefield for helpless targets to attack.
Shield (Su): When an assault sphere deploys, it generates a shield effect constantly. Caster level is equal to Hit Die (1).
Deathwatch (Su): Assault spheres can scan their surroundings with a deathwatch spell at will. Caster level is equal to Hit Die (1).
Shield Other (Su): Any nearby deployed assault spheres share a shield other effect. All deployed assault spheres within 30 feet of each other each gain a +1 Deflection bonus to Armor Class and a +1 resistance bonus to all saves. All the deployed assault spheres share hit point damage they take from any source. The damage is divided equally among the assault spheres in the area, with any remaining hit point damage being applied to the assault sphere that sustained the originating hit.
Sphere Form (Ex): An assault sphere can fold itself into a 3 foot ball as a free action or unfold as a move action. As a ball, its speed increases to 60 feet. An assault sphere cannot use its light crossbows while in this form, but gains a +4 bonus to Armor Class.
Charge (Ex): An assault sphere may roll quickly and charge an opponent or structure, dealing blunt damage. In addition to the normal benefits and hazards of a charge, this tactic allows the assault sphere to deal 1d6-1 points of damage.
Wide Vision (Ex): Because of its multiple eyes and wide angle of vision, an assault sphere has a +4 racial bonus on Spot checks and cannot be flanked when deployed.
Conjure Ammunition (Su): As soon as a crossbow bolt is loosed, a replacement bolt is conjured, instantly reloading the light crossbows.
Construct Traits (Ex): Immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects; cannot be healed, immune to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; immune to any effect that requires a Fortitude save (unless that effect also works on objects, or is harmless); Immune to death from massive damage, and cannot be raised or resurrected.
Feats: When deployed, an assault sphere stands on four sturdy legs, granting it a +4 bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground.
An assault sphere receives a +1 bonus on attack and damage rolls to strike a target that is within 30 feet.[/sblock][sblock=Defense Sphere] Defense Sphere
Medium Construct
HD: 2d10+20 (35 hp)
Initiative: +2.
Speed: 5 ft. (5 foot step only)
AC: 18 (+2 Dex, +2 Shield, + 4 natural).
Base Attack/Grapple: +1/+2.
Attack: +2 melee Spiked shield bash 1d6+1
Full Attack: Spiked shield bash 1d6+1
Space/Reach: 5ft./5ft.
Special Attacks: Feats, Crush, Charge.
Special Qualities: Construct Traits, Darkvision 60ft., Sphere Form, Shield Synergy, Fast Healing 1, Protection from Arrows, Wide Vision.
Saves: Fort +0, Ref +2, Will +0
Abilities: Str 13, Dex 15, Con -, Int 3, Wis 11, Cha 3
Skills: Spot +6
Feats: Combat Reflexes

Environment:
Organization: Solitary
CR: ?
Treasure: None
Alignment: Neutral
Advancement: -

Defense spheres stand 5 feet tall when deployed, with an eye on each of its two arms and a small head surveying its target. When they are not defending their location, a defense sphere is folded into a round ball, allowing it to roll swiftly from place to place. A defense sphere’s torso is mounted on a turreted leg assembly, allowing it to turn in place or strike foes while walking past.
COMBAT
Defense spheres typically start by charging a target, crushing as many opponents on the way as it can. Once a defense sphere arrives, it deploys into its legged form and makes one attack with its spiked shield bash at any adjacent foe. The defense sphere will spend the subsequent rounds using total defense.
A defense sphere usually ignores combatants, but will strike at any creature that moves into its reach.
Sphere Form (Ex): A defense sphere can fold itself into a 5 foot ball as a free action or unfold as a move action. As a ball, its speed increases to 60 feet. A defense sphere cannot use its spiked shield bash attacks or benefit from its shields while in this form, but gains a +4 bonus to Armor Class.
Crush (Ex): This special attack allows a defense sphere to run down opponents as part of its move action, using its whole body to crush them. Crush attacks are effective only against opponents smaller than the defense sphere (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the defense sphere’s body. Creatures in the affected area must succeed on a Reflex save (DC 14) for half damage, automatically taking bludgeoning damage until the defense sphere moves off them. If the defense sphere chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. A crush attack deals 1d6+1 damage.
A defense sphere may only use this ability when in sphere form.
Charge (Ex): A defense sphere may roll quickly and charge an opponent or structure, dealing blunt damage and ignore object hardness. In addition to the normal benefits and hazards of a charge, this tactic allows the defense sphere to deal 1d6+1 points of damage.
Shield Synergy (Ex): Each of a defense sphere’s two arms acts as a heavy spiked shield. When not engaging in melee, a defense sphere may coordinate its shields, allowing it to treat both shields as a single tower shield. This grants a +4 shield bonus to Armor Class. However, a defense sphere may instead use this shield as total cover, though it may not attack if it does so. The shield cannot provide cover against targeted spells; a spellcaster can cast a spell on the defense sphere by targeting the shield.
If a defense sphere wishes to use its shield bash attack, it only benefits from the normal +2 shield bonus during that round.
Wide Vision (Ex): Because of its multiple eyes and wide angle of vision, a defense sphere has a +4 racial bonus on Spot checks and cannot be flanked when deployed.
Protection from Arrows (Su): A deployed defense sphere generates a hemisphere of magical energy. This effect protects all the creatures and objects within this hemisphere from ranged attacks as the protection from arrows spell. Ranged attacks originating from within the hemisphere are not affected, even if they strike another creature or object within the hemisphere. The hemisphere has a 30 feet radius and reduces the damage from incoming ranged attacks by 10 points (enough to negate most ranged missiles) unless the attacks are magical (such as a spell effect or a weapon enhancement bonus).
Construct Traits (Ex): Immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects; cannot be healed, immune to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; immune to any effect that requires a Fortitude save (unless that effect also works on objects, or is harmless); Immune to death from massive damage, and cannot be raised or resurrected.
Feats: When deployed, a defense sphere stands on four sturdy legs, granting it a +4 bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground.
A defense sphere may make as many as 3 attacks of opportunity each round.[/sblock][sblock=Chain Sphere] Chain Sphere
Large Construct
HD: 4d10+30 (56 hp)
Initiative: +5.
Speed: 5 ft. (5 foot step only).
AC: 19 (-1 Size, +5 Dex, + 4 natural).
Base Attack/Grapple: +2/+9.
Attack: +4 melee Spiked Chain 2d6+2.
Full Attack: Whirlwind Attack.
Space/Reach: 10ft./10ft.
Special Attacks: Feats, Crush, Charge.
Special Qualities: Construct Traits, Darkvision 60ft., All-around Vision, Keen Sight, Sphere Form, Deathwatch, Fast Healing 2.
Saves: Fort +1, Ref +6, Will +1
Abilities: Str 15, Dex 20, Con -, Int 3, Wis 11, Cha 3
Skills: Spot +4, Search +1
Feats: Combat Reflexes, Weapon Finesse, Whirlwind Attack (B).

Environment:
Organization: Solitary
CR: ?
Treasure: None
Alignment: Neutral
Advancement: -

Chain Spheres stand 15 feet tall when deployed, with an eye on each of its four legs. When they are not swinging their long chains about, a chain sphere is folded into a round ball, allowing it to roll swiftly from place to place.
COMBAT
Chain Spheres typically start by rolling over as many opponents in one pass as it can, stopping short only to keep most of its opponents in its 20 feet reach. Once a chain sphere has picked a spot, it deploys into its legged form and makes one attack with its spiked chain at the closest target.
The chain sphere will spend the subsequent rounds using its whirlwind attack, taking 5 foot steps as necessary to keep as many opponents in range at once.
A deployed chain sphere always has its spiked chain spinning in the air, so it is considered to have an attack readied against the first creature to enter its range. A chain sphere usually ignores prone combatants, but will strike at any creature that is not obviously helpless. If no one remains to fight, it will scan the battlefield for helpless targets to attack.
All-Around Vision (Ex): Chain spheres are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can’t be flanked.
Deathwatch (Su): Chain spheres can scan their surroundings with a deathwatch spell at will. Caster level is equal to Hit Die (4).
Keen Sight (Ex): Chain spheres have excellent vision thanks to their independently focusing eyes. Their eyesight is so keen that they can spot a moving object or creature even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creatures avoid their notice.
Sphere Form (Ex): A chain sphere can fold itself into a 10 foot ball as a free action or unfold as a move action. As a ball, its speed increases to 60 feet. A chain sphere cannot use its spiked chain while in this form, but gains a +4 bonus to Armor Class.
Charge (Ex): A siege sphere may roll quickly and charge an opponent or structure, dealing blunt damage. In addition to the normal benefits and hazards of a charge, this tactic allows the siege sphere to deal 2d8+9 points of damage.
Crush (Ex): This special attack allows a chain sphere to run down opponents as part of its move action, using its whole body to crush them. Crush attacks are effective only against opponents smaller than the chain sphere (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the chain sphere’s body. Creatures in the affected area must succeed on a Reflex save (DC 14) for half damage, automatically taking bludgeoning damage until the chain sphere moves off them. If the chain sphere chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. A crush attack deals 1d8+3 damage.
A chain sphere may only use this ability when in sphere form.
Construct Traits (Ex): Immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects; cannot be healed, immune to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; immune to any effect that requires a Fortitude save (unless that effect also works on objects, or is harmless); Immune to death from massive damage, and cannot be raised or resurrected.
Feats: When deployed, a chain sphere stands on four sturdy legs, granting it a +4 bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground.
A chain sphere wields a spiked chain when deployed. A spiked chain has reach, allowing the large construct to threaten all the squares within 20 feet. The chain sphere is so adept with its spiked chain that it practically controls a 50 feet hemisphere. The chain sphere cannot be disarmed.
A chain sphere’s Weapon Finesse feat allows it to use its higher Dexterity bonus on attack rolls with its spiked chain.
If a chain sphere chooses to expend a full attack action (as it usually does when deployed), it may make one attack each to every creature within its 20 feet reach at its full base attack bonus (+4).
A chain sphere may make as many as 6 attacks of opportunity each round.[/sblock][sblock=Control Sphere] Control Sphere
Large Construct
HD: 7d10+30 (73 hp)
Initiative: +5.
Speed: 5 ft. (5 foot step only).
AC: 18 (-1 Size, +5 Dex, + 4 natural).
Base Attack/Grapple: +4/+10.
Attack: +9 melee Slam 1d8+2 or +6 touch flame blade 1d8+3 fire
Full Attack: +9 melee slam or +6 touch flame blade.
Space/Reach: 10ft./5ft.
Special Attacks: Feats, Crush, Charge, Dominate Sphere, Flame Blade.
Special Qualities: Construct Traits, Darkvision 60ft., All-Around Vision, Keen Sight, Sphere Form, Deathwatch, Fast Healing 3, Deflection, Linked Mind, Status, Backlash.
Saves: Fort +2, Ref +7, Will +2
Abilities: Str 15, Dex 20, Con -, Int 5, Wis 11, Cha 5
Skills: Spot +3, Search +3 -4 Int, Knowledge (geography) +1 – 4 Int
Feats: Weapon Finesse, Combat Reflexes, Power Attack.

Environment:
Organization: Solitary
CR: ?
Treasure: None
Alignment: Neutral
Advancement: -

Control Spheres stand 15 feet tall when deployed, with an eye on each of its four legs, two arms, and a small head tracking its opponents. When they are not surveying the battlefield, a control sphere is folded into a round ball, allowing it to roll swiftly from place to place.
COMBAT
Control Spheres typically start by charging a target, crushing as many opponents in one pass as it can. Once a control sphere has picked a spot, it deploys into its legged form and makes one attack with its slam at an adjacent target.
The control sphere will coordinate the attacks of all of the clockwork spheres it has dominated, taking 5 foot steps as necessary to keep as many opponents away at once.
A control sphere usually ignores prone combatants, but will strike at any creature that wanders in range. If no one remains to fight, it will scan the battlefield for helpless targets, and send its minions after them.
All-Around Vision (Ex): Control spheres are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus on Spot and Search checks, and they can’t be flanked.
Keen Sight (Ex): Control spheres have excellent vision thanks to their independently focusing eyes. Their eyesight is so keen that they can spot a moving object or creature even if it is invisible or ethereal. Only by remaining perfectly still can such objects or creatures avoid their notice.
Deathwatch (Su): Control spheres can scan their surroundings with a deathwatch spell at will. Caster level is equal to Hit Die.
Sphere Form (Ex): A control sphere can fold itself into a 10 foot ball as a free action or unfold as a move action. As a ball, its speed increases to 60 feet. A control sphere cannot use its melee attacks while in this form, but gains a +4 bonus to Armor Class.
Charge (Ex): A clockwork sphere may roll quickly and charge an opponent or structure, dealing blunt damage. In addition to the normal benefits and hazards of a charge, this tactic allows the clockwork sphere to deal 2d8+2 points of damage.
Crush (Ex): This special attack allows a control sphere to run down opponents as part of its move action, using its whole body to crush them. Crush attacks are effective only against opponents smaller than the control sphere (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the control sphere’s body. Creatures in the affected area must succeed on a Reflex save (DC 14) for half damage, automatically taking bludgeoning damage until the control sphere moves off them. If the control sphere chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape. A crush attack deals 1d8+2 damage.
A control sphere may only use this ability when in sphere form.
Deflection (Su): A deployed control sphere is surrounded by an aura that grants it a deflection bonus to AC equal to its Charisma bonus, if any.
Dominate Sphere (Sp): A control sphere can spend a standard action to crush the will of a clockwork sphere within 60 ft. This works like a dominate person spell, except it targets clockwork spheres. The effect is permanent. A control sphere can dominate up to four times its HD in clockwork spheres. If it dominates a clockwork sphere whose HD would push the control sphere beyond its limits, it may choose which clockwork spheres to release from this control.
Every 2 HD of dominated clockwork spheres within range of the control sphere’s Linked Mind ability grant it a +1 bonus to Intelligence and Charisma.
Linked Mind (Su): All clockwork spheres within 10 miles of a control sphere are in constant communication. If one is aware of a particular danger, they all are. If one in a particular group is not flat-footed, none of them are. No clockwork sphere in such a group is considered flanked unless they all are.
Status (Su): A control sphere can mentally monitor the relative position and general condition of all the clockwork spheres within range of its Linked Mind ability as the status spell.
Flame Blade (Sp): As the spell, at will, Caster Level equal to HD.
Backlash (Su): Any creature that damages a control sphere with a melee attack is subject to a burst of electricity. Weapons with exceptional reach, such as longspears, do not subject their wielders to this burst. The electricity deals 1d6+7 damage.
Construct Traits (Ex): Immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects; cannot be healed, immune to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain; immune to any effect that requires a Fortitude save (unless that effect also works on objects, or is harmless); Immune to death from massive damage, and cannot be raised or resurrected.
Feats: When deployed, a control sphere stands on four sturdy legs, granting it a +4 bonus on ability checks made to resist being bull rushed or tripped when standing firmly on the ground.
A control sphere’s Weapon Finesse feat allows it to use its higher Dexterity bonus on attack rolls with its slam attack.
A control sphere may take a penalty to its attack roll (up to -4) to deal an equal amount of damage with its slam attack.
A control sphere may make as many as 6 attacks of opportunity each round.[/sblock]

I'm looking for help with the CR (I'm never sure).
If you want to tell me how wacked-out it is, that's cool, too. I've already statted up 3 more original, but obviously inspired constructs (Chain Sphere, Defense Sphere & Seige Sphere). I'll probably post them after this one is peer reviewed.
 
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What's the size again?

You've got it listed as a Small construct, but list its Space/Reach as "20ft./15ft." - which would make for a Gargantuan Long creature.
 

Jack Simth said:
What's the size again?
You've got it listed as a Small construct, but list its Space/Reach as "20ft./15ft." - which would make for a Gargantuan Long creature.
Sorry, I missed that. I've corrected it. Thanks!
 

Are you making the crossbow attacks into natural weapons? If so, you need a special ability to make them natural attacks. (Incidentally, it would be good to indicate that the attacks are crossbows in the attack lines of the statblock.) If not, without the Two-Weapon Fighting feat, the attacks take -6 and -10 penalties from the full attack bonus (which is +5 to start with).

As for CR, this is a tough call. It doesn't have many hit points for a CR4 critter. Maybe drop it to 3 or even 2.
 

freyar said:
Are you making the crossbow attacks into natural weapons? If so, you need a special ability to make them natural attacks. (Incidentally, it would be good to indicate that the attacks are crossbows in the attack lines of the statblock.) If not, without the Two-Weapon Fighting feat, the attacks take -6 and -10 penalties from the full attack bonus (which is +5 to start with).
As for CR, this is a tough call. It doesn't have many hit points for a CR4 critter. Maybe drop it to 3 or even 2.
Also Corrected. :)
 

Still trying to figure this one out for myself. It has a huge AC and fast healing but not many hp or super attack bonus. I'd drop some of the natural AC (since it has shield) and fast healing but maybe bump the HD to 2. Maybe then CR 3?
 

I halved the natural armor and reduced its Dexterity. I'm hesitant to remove more. The fast healing is a shared trait; I've statted up a 5 of these spheres (Assault Sphere, Defense Sphere, Chain Sphere, Seige Sphere, and Control Sphere).

At level 3, most adventurers have a +2 or +3 BAB. That means rolling 16 or higher to strike the assault sphere. Of course, with bonuses from ability scores, the devoted combat classes could roll 2-4 lower and still hit.

I think we need more input.
 


Shared healing is broken, or at least, has a perhaps unforseen ability:
The more of them you use, the less useful that the ability is (depending on how one rounds). If there are two droids, they split the damage equally, so a longsword will deal half-damage to each.
If there are 8 droids, a knife will damage one droid, whereas a longsword will deal up to 7 points of damage to one droid, or 1 point of damage to each droid.

Perhaps just deal damage into a common pool, and the droids don't have individual hit points at all? Or each droid gets DR (# of droids in the pool)/-?

Or perhaps each droid can heal damage from a common pool, but sustains damage directly and has to spend a swift action to recover this healing?

Because I'm not sure what the explanation is for this mathematical oddity of wanting to roll just low enough. : )
 


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