D&D Droid Army?

Honestly, I'd eyeball it at CR 2. The thing is not very likely to hit or do much damage, even if it lasts a little while. I'd expect a 2nd-level fighter to have +2 BAB, +3 str, +1 feat (Weapon Focus, Point Blank Shot, whatever) and just possibly +1 masterwork, giving them +6-7 to hit. AC 20 won't be that tough to hit.

If you want it to be worth CR 3, I think you need to increase the damage it deals, the likelihood that it hits, or both.
 

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I don't have a lot of Criticism for either of the spheres. I think it's a really cool idea and I may steal it if that's alright. The shared damage ability seems like a good idea to me. Solo one of the assault spheres isn't very difficult. It might last a while but would deal low damage (I think someone already stated this) but in a group the damage would be decent from all of them and they'd last even longer. I think they are fairly balanced and I'd say a CR of 2 or 3 for the Assault Sphere.

As for the defense sphere, it's nifty as well and I'm going to steal it too =p It seems like a CR of 4 or 5 to me. Used properly by the DM a small group of them could be pretty lethal, especially if used in combination with the assault spheres.
 

I tried to edit in all the clockwork spheres in my first post, but edit page kept freaking out. So here's the last one I came up with, the rest are in the first post.
[sblock=Siege Sphere] Siege Sphere
Huge Construct
HD: 10d10+40 (99 hp)
Initiative: -1.
Speed: 5 ft. (5 foot step only)
AC: 19 (-2 Size, +8 Armor, -1 Dex, + 4 natural).
Base Attack/Grapple: +5/+24.
Attack: +16 melee Slam 2d6+11
Full Attack: Slam +16/+11
Space/Reach: 15ft./15ft.
Special Attacks: Feats, Crush, Charge.
Special Qualities: Construct Traits, Darkvision 60ft., Sphere Form, Adamantine Armor, Fast Healing 5.
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 29, Dex 8, Con -, Int 3, Wis 11, Cha 3
Skills: Spot +14
Feats: Power Attack, Weapon Focus (slam), Weapon Specialization (slam), Greater Weapon Focus (slam)

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

Siege spheres stand 20 feet tall when deployed, with an eye on each of its two arms and a small head surveying its target. When they are not swinging their fists at fortifications, a siege sphere is folded into a round ball, allowing it to roll swiftly from place to place. A siege sphere’s torso is mounted on a turreted leg assembly, allowing it to turn in place or strike foes while walking past.

COMBAT
Siege spheres typically start by charging a structure, crushing as many opponents on the way as it can. Once a siege sphere arrives, it deploys into its legged form and makes one attack with its slam at the structure.
The siege sphere will spend the subsequent rounds pounding away at the structure, reducing it to rubble. When one structure is destroyed, it will turn to the next.
A siege sphere usually ignores combatants, but will strike at any creature that proves to be a nuisance.
Adamantine Armor (Ex): A siege sphere is fitted with adamantine full plate. Adamantine armor of this sort grants damage reduction 3/-. A siege sphere’s slam attacks are also adamantine, allowing it to ignore hardness when attacking objects.
Sphere Form (Ex): A siege sphere can fold itself into a 15 foot ball as a free action or unfold as a move action. As a ball, its speed increases to 60 feet. A siege sphere cannot use its slam attacks while in this form, but gains a +4 bonus to Armor Class.
Crush (Ex): This special attack allows a siege 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 siege 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 siege 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 siege sphere moves off them. If the siege 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 2d6+9 damage.
A siege sphere may only use this ability when in sphere form.
Charge (Ex): A siege 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 siege sphere to deal 2d8+9 points of damage.
Wide Vision (Ex): Because of its multiple eyes and wide angle of vision, a siege sphere has a +4 racial bonus on Spot checks and cannot be flanked when deployed.
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 siege 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.[/sblock]
 


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