Half-machine Template from Dungeon

Velenne

Explorer
I'm trying to find this. I was looking at a Dungeon mag one day in the store and saw the Half-Machine template. I thought this would work great IMC but didn't have the money to buy it at the time. Now I can't find it anywhere! :(

Does anyone have the Half-machine template presented in Dungeon mag a few months back?
 

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The Half-Machine Template is from Dungeon #91's adventure "Kambranex's Machinations.

I'll see if I can type up the template, but it's pretty long...
 

Here ya go. Now, let's see if I can get this to look right...

HALF-MACHINE TEMPLATE
Magic coupled with machinery can equip organic creatures with mechanical limbs, metallic skin, and other machine enhancements. The result is a half-machine. A half-machine can come in various shapes and sizes, depending on the base creature type and the extent of the mechanical modifications. Most half-machine creatures are hideous to behold, while some might appear quite normal or at least aesthetically pleasing if their mechanical enhancements are lovingly crafted or well hidden. Fusions of the organic and metallic, half-machine creatures are typically shunned by society. Their builders tend to be mad wizards and sorcerers, tyrants with sophisticated technology at their disposal, and other malcontents willing and able to take living, breathing creatures and transform them into half-metal mockeries of their former selves.

CREATING A HALF-MACHINE
"Half-machine" is a template that can be added to any corporeal creature (referred to hereafter as the "base creature") except constructs, elementals, oozes, plants, shapechangers, and undead. Creatures with this template retain their type but gain partial construct qualities. A half-machine creature uses all the base creature's statistics and special abilities except as noted below:
Hit Dice: Increase the base creature's Hit Dice by one die type, to a maximum of dl2.
Speed: There is a 25% chance that the base creature is fitted with metal wings that enable it to fly at its normal speed (average maneuverability). Different wing types are possible (bat wings, bronze feathered wings, foil butterfly wings, and so on). Base creatures already equipped with wings could have their organic wings removed and replaced with metal ones.
AC: The half-machine gains an +8 armor bonus from its mechanical limbs and exoskeleton.
Attacks: Primary weapons use the half-machine's full attack bonus, no matter how many primary weapons there are. A half-machine's attack bonus depends on its type, Hit Dice, size, and Strength modifier (for melee attacks) or Dexterity modifier (for ranged attacks). All other natural weapons are secondary. Reduce the half-machine creature's attack bonus by 5 for all secondary weapons. Creatures with the Multiattack feat suffer only a —2 penalty to secondary attacks. A half-machine threatens critical hits on a 20 unless otherwise specified.
In general, a half-machine attacks once with each primary or secondary weapon it has (this includes "natural" attacks such as claw, bite, slam, or gore as well as weapons). Half-machines that wield weapons follow all the rules characters do, including multiple attacks with the same weapon and penalties for using two weapons at once.
Damage: If the base creature has natural attacks, use the values below or the base creature's damage, whichever is greater.

Size..............Bite....Claw....Slam....Gore
Fine..............--........--.........1..........1
Diminutive....--........1..........1d2......1d2
Tiny..............1.........1d2.....1d3......1d3
Small............1d2.....1d3.....1d4......1d4
Medium........1d3.....1d4.....1d6......1d6
Large...........1d4.....1d6.....1d8......1d8
Huge............1d6.....2d4.....2d6......2d6
Gargantuan..1d8.....2d6.....2d8......2d8
Colossal........2d6.....2d8.....4d6.....4d6




Special Attacks: A half-machine creature retains all the special attacks and qualities of the base creature. The half-machine also gains one special attack for every three character levels or HD:

Breath Weapon (Su): The half-machine of Tiny size or bigger can belch forth one of the following as a standard action once per day: cone of superheated steam, cone of fire, cone of ice, cone of sleep gas (as the sleep spell without the restriction on Hit Dice or number of targets), cone of sonic energy, cone of slow gas (as the slow spell), line of acid, or line of lightning. Breath weapons that mirror spell effects are cast at the half-machine's level or 5th-level, whichever is higher. The breath weapon's save DC is 10 + (1/2 creature's HD) + Con modifier.

Size............Line Length.....Cone Length.....Damage
Tiny.............30 ft................15.ft...........1d6
Small...........40 ft.................20 ft...........2d6
Medium........60 ft................30 ft...........3d6
Large...........80 ft................40 ft...........5d6
Huge............100 ft..............50 ft...........7d6
Gargantuan..120 ft.............60 ft...........11d6
Colossal........140 ft.............70 ft...........15d6

Extra Attacks (Ex): The half-machine has 1d4 extra arms or tentacles. Each new appendage is treated as an extra secondary weapon (see Attacks above).

Increased Bite Damage (Ex): Large metal jaws add an extra die of the damage to the half-machine's bite attack. Thus, a normal bite attack dealing 2d8+12 points of damage would deal 3d8+12 points of damage instead. If the base creature does not have a bite attack normally, this ability gives the half-machine one normal bite attack (see Damage above),

Increased Claw Damage (Ex): Long, metal claws add an extra die of the damage to the half-machine's claw attacks. Thus, a claw attack dealing 1d6+2 points of damage each would deal 2d6+2 points of damage instead. If the base creature does not have any claw attack normally, this ability gives the half-machine one normal claw attack (see Damage above).

Metal Projectiles (Ex): The half-machine can fire a metal spike, needle, or similar metallic projectile as a standard action. This attack has a range increment of 30 feet. Each projectile deals damage equal to the half-machine creature's base claw attack (with no Strength modifier; see Damage above) and threatens a critical hit on a natural attack roll of 20. The half-machine can fire a number of projectiles equal to twice its level before its supply of ammunition is depleted.
Projectiles can be coated with Injury or Contact poison; see page 80 of the DMG for damage and cost of various poisons.
A half-machine can have a grenadelike weapon instead of metal projectiles; these behave exactly as described on pages 114 and 138 of the Player's Handbook for grenadelike weapons and grenadelike weapon attack rules. The half-machine can "hurl" a number of grenadelike weapons equal to its level before its supply of ammunition is depleted.

Tail Slap (Ex): The half-machine is equipped with a lizardlike mechanical tail it can use to slap one opponent each round as a secondary attack. A tail slap deals claw damage (see above) plus 1 1/2 times the half-machine's Strength bonus (round down).
A half-machine cannot have both this special attack and the Tail Spike special attack.

Tail Spike (Ex): The half-machine is equipped with a scorpion-like mechanical tail with which it can sting one opponent each round as a secondary attack. The stinger deals claw damage (see above) with no Strength modifier and holds enough Injury-type poison for one injection per level of the half-machine; see page 80 of the DMG for damage and cost of various poisons.
A half-machine cannot have both this special attack and the Tail Slap special attack.


Special Qualities: A half-machine has all the special qualities of the base creature plus the following:

Partial Construct (Ex): A half-machine is immune to poison and disease and is considered one size larger when determining death from massive damage. (Colossal half-machines are not subject to death from massive damage.) A half-machine is subject to critical hits but takes only half damage from subdual attacks. It can be healed with a successful Craft (metalworking) check as with the standard Heal check. A slain half-machine that is resurrected returns to life as the base creature it was before undergoing mechanical alteration.
Half-machines get a +4 resistance bonus to mind-affecting attacks and effects.

Programmed (Su): The half-machine is programmed to completely obey its creator as if under the effects of a dominate monster spell cast by a 20th-level wizard. If the creator dies or is destroyed, the half-machine becomes free-willed, but the residual program gives the half-machine a -4 penalty to Will saves against Enchantment spells (unless it has the Shielded Mind special quality, described below). The programming can be erased only with a wish or similar spell.

Rust Vulnerability (Ex): All half-machines (save those with the Rust Protection special quality, described below) are affected by rust attacks, such as that of the rust monster or a rusting grasp spell.

Additional Special Qualities: A half-machine gains one the following additional special qualities for every 3 character levels or HD:

Damage Reduction (Ex): The half-machine has damage reduction commensurate with its size: 5/+1 (Tiny or smaller), 10/+1 (Small, Medium-size, Large), 20/+2 (Huge, Gargantuan), 30/+3 (Colossal).

Darkvision (Ex): Mechanized implants give the half-machine darkvision at a range 60 feet. If the base creature already has darkvision, it gains an extra 60 feet to its range.

Energy Resistance (Su): The half-machine has acid, cold, fire, electricity or sonic resistance 10 (choose one). This can be chosen multiple times to give the half-machine more than one type of resistance or to increase the amount of resistance to a particular type. For instance, a half-machine could have acid resistance 10 and electricity resistance 10, or electricity resistance 20.

Enhanced Scent (Ex): The half-machine's implants give it the Scent ability (see DMG, page 81). If the base creature already has the Scent ability, the half-machine gains a +10 competence bonus when tracking by scent.

Haste (Sp): After it has engaged in at least 1 round of combat, the half-machine can haste itself once per day as a standard action. The effect is the same as the haste spell cast by a 10th-level sorcerer.

Improved Invisibility (Sp): The half-machine can, as a standard action, bend light around its body. The effect is otherwise the same as the improved invisibility spell cast by a l0th-Ievel sorcerer.

Rust Protection (Ex): The half-machine is impervious to rust attacks (this counters Rust Vulnerability above).

Shielded Mind (Su): The half-machine is immune to mind-affecting attacks.

Spell Resistance (Su): The half-machine gains spell resistance equal to twice its Hit Dice, to a maximum of SR25.



Saves: Same as the base creature.
Abilities: Increase from the base creature as follows: Str +4, Dex +0, Con +4, Int +0, Wis +0, Cha +0.
Skills: Due to its mechanical implants and modifications, a half-machine receives a +8 competence bonus to any two of the following skills: Climb, Intimidate, Listen, Search, Spot, Swim. Otherwise same as the base creature.
Feats: A half-machine gains any four of the following feats, assuming the base creature doesn't already have them: Alertness, Blind-Fight, Combat Reflexes, Endurance, Flyby Attack, Great Fortitude, Lightning Reflexes, Multiattack, Multidexterity, Multiweapon Fighting, Run, Toughness (can be taken multiple times), Track.
Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-5)
Challenge Rating: Same as the base creature +3
Treasure: Same as the base creature
Alignment: Same as base creature
Advancement: Same as base creature
 
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