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Exterminators
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<blockquote data-quote="jaker2003" data-source="post: 3295814" data-attributes="member: 18667"><p>Okay, the idea is for a construct that hunts down a kind of creature. So I present the Exterminator. They start of at 1 HD and advance by character class. I'll need help to balance the ability scores and set CR and LA.</p><p>[sblock=Exterminators]Exterminators are constructs forged to hunt down and kill a certain kind of creature. Exterminators are quite intelligent and learn new skills quickly. </p><p>Exterminators appear humanoid, but have only 3 digits on each hand and foot. Each forearm sports one harpoon. Exterminators stand just less than ten feet tall and weigh 500 pounds.</p><p>• +6 Strength, No Constitution, +2 Intelligence, -4 Charisma</p><p>• Large Size, -1 penalty to Armor Class, -1 penalty to attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters</p><p>• Space/Reach: 5ft. by 5ft./10ft.</p><p>• Base land speed: 30 feet.</p><p>• +2 natural armor bonus.</p><p>• Construct Traits.</p><p>• Harpoons (Ex): As ranged attacks, an exterminator can fire one or two of its harpoons up to 20 feet (no range increment). The exterminator can fire at two different targets if it chooses. A successful hit deals 1d6 points of damage as the harpoon hooks the flesh of the target. The exterminator can reel in a harpoon as a free action; treat this as a trip attack against any creature attached to the harpoon. Failure indicates that the harpoon rips free (and deals another 1d6 points of damage to the victim). Success indicates that the victim is pulled off its feet and dragged back to the exterminator, who can immediately make a free attack against the victim. An exterminator can only pull a creature smaller than itself in this manner. Attempts to retract a creature of its own size or larger automatically cause the harpoon to rip free as if the trip attack failed.</p><p>• Magic Sympathy (Ex): A <em>mending</em> spell repairs 2d6 points of damage that an exterminator has taken. A <em>make whole</em> spell replaces lost limbs or body parts while repairing 3d6 points of damage.</p><p>• Quick Leap (Ex): An Exterminator can make a standing jump as a free action.</p><p>• Adamantine Fists (Ex): An exterminator’s fists are plated in adamantine, allowing it to overcome the damage reduction of some constructs and to ignore the hardness of objects.</p><p>• Favored Enemy (Ex): An exterminator is expert at dealing with a particular creature and its kin. The exterminator gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against their favored enemy. Likewise, she gets a +2 bonus on weapon damage rolls against creatures of this kind.</p><p>This bonus increases by +2 when the exterminator reaches 4HD, and every third HD after that (7HD, 10HD, . .).</p><p>• Favored Enemy Sense (Su): An exterminator can sense the presence of its favored enemy within 60 feet, even if they are hidden by darkness or walls, but cannot discern their exact location.</p><p>• Scent (favored enemy) (Su): An exterminator can its favored enemy by following psychic trails and aura traces. It gains a +20 bonus on all checks made to track its favored enemy. It does not receive this bonus against mindless creatures.</p><p>• Automatic Language: Common. Bonus Language: Any unrestricted.[/sblock]</p><p>Please provide feedback.</p></blockquote><p></p>
[QUOTE="jaker2003, post: 3295814, member: 18667"] Okay, the idea is for a construct that hunts down a kind of creature. So I present the Exterminator. They start of at 1 HD and advance by character class. I'll need help to balance the ability scores and set CR and LA. [sblock=Exterminators]Exterminators are constructs forged to hunt down and kill a certain kind of creature. Exterminators are quite intelligent and learn new skills quickly. Exterminators appear humanoid, but have only 3 digits on each hand and foot. Each forearm sports one harpoon. Exterminators stand just less than ten feet tall and weigh 500 pounds. • +6 Strength, No Constitution, +2 Intelligence, -4 Charisma • Large Size, -1 penalty to Armor Class, -1 penalty to attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters • Space/Reach: 5ft. by 5ft./10ft. • Base land speed: 30 feet. • +2 natural armor bonus. • Construct Traits. • Harpoons (Ex): As ranged attacks, an exterminator can fire one or two of its harpoons up to 20 feet (no range increment). The exterminator can fire at two different targets if it chooses. A successful hit deals 1d6 points of damage as the harpoon hooks the flesh of the target. The exterminator can reel in a harpoon as a free action; treat this as a trip attack against any creature attached to the harpoon. Failure indicates that the harpoon rips free (and deals another 1d6 points of damage to the victim). Success indicates that the victim is pulled off its feet and dragged back to the exterminator, who can immediately make a free attack against the victim. An exterminator can only pull a creature smaller than itself in this manner. Attempts to retract a creature of its own size or larger automatically cause the harpoon to rip free as if the trip attack failed. • Magic Sympathy (Ex): A [i]mending[/i] spell repairs 2d6 points of damage that an exterminator has taken. A [i]make whole[/i] spell replaces lost limbs or body parts while repairing 3d6 points of damage. • Quick Leap (Ex): An Exterminator can make a standing jump as a free action. • Adamantine Fists (Ex): An exterminator’s fists are plated in adamantine, allowing it to overcome the damage reduction of some constructs and to ignore the hardness of objects. • Favored Enemy (Ex): An exterminator is expert at dealing with a particular creature and its kin. The exterminator gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against their favored enemy. Likewise, she gets a +2 bonus on weapon damage rolls against creatures of this kind. This bonus increases by +2 when the exterminator reaches 4HD, and every third HD after that (7HD, 10HD, . .). • Favored Enemy Sense (Su): An exterminator can sense the presence of its favored enemy within 60 feet, even if they are hidden by darkness or walls, but cannot discern their exact location. • Scent (favored enemy) (Su): An exterminator can its favored enemy by following psychic trails and aura traces. It gains a +20 bonus on all checks made to track its favored enemy. It does not receive this bonus against mindless creatures. • Automatic Language: Common. Bonus Language: Any unrestricted.[/sblock] Please provide feedback. [/QUOTE]
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