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Items found in a Necromancers Laboratory
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<blockquote data-quote="Clay_More" data-source="post: 758527" data-attributes="member: 9813"><p>Chu'latal Walker</p><p></p><p>This huge construct vaguely resembles a iron golem when first discovered. Yet, it quickly becomes evident that its an evil item after closer scrutiny. The head of the Walker resembles an illithids, with eight metallic tentacles protruding from beneath the dome-shaped, hairless head. The body of the Walker is fairly normal, appearing as a muscled human body made of iron. The “skin” of the Walker is pierced by many small, glass tubes that go up and down the machine. These tubes are empty when the Walker is dormant. </p><p></p><p>The back of the Walker has a intrusion in the shape of a medium-sized humanoid. This intrusion was made to allow a single person to “meld” with the Walker. Any medium-sized humanoid that manages to get up to the intrusion can enter into the Walker. It takes 3 rounds for the person to become imbedded in the machine. Any Good person that enters the machine takes 10d10 points of damage each round during the imbedding process. Any Neutral person takes 5d10 points of damage each of the 3 rounds. Nothing can prevent this damage. Evil creatures take no damage. </p><p></p><p>Once inside, the Walker closes the entry point so that the wielder is completely encased in the Walker. Yet, the Walker will still not move. It requires “fuel” in order for it to become active. This “fuel” is life energy of a living sentient creature. To start the Walker, the user can choose to sacrifice one temporary level. This will fuel the Walker for 10 rounds. The user can choose to sacrifice more levels. The Walker can have as many as 300 rounds of activity stored in it. Yet, this stored energy is lost once the wielder leaves the Walker. Once there is energy in the Walker, the glass tubes will begin to flow with a thick, yellow-reddish liquid. The more energy the machine has, the faster the liquid will appear to flow. </p><p></p><p>The Walker can be commanded to walk and attack while the wielder operates it. The Walker has the following statistics. </p><p></p><p>Speed: 40 ft.</p><p>AC: 28 (-2 size, +20 natural)</p><p>Hit Points: 480</p><p>Attacks: 2 slams, +18 melee</p><p>Damage: 3d8+17 each</p><p>Damage Reduction 25 / +5</p><p>Spell Resistance 35</p><p></p><p>Any attack that hits its intended target causes the target to loose one temporary level. No saving throw is allowed to negate this effect. When a temporary level is drained, it adds another ten rounds to the number of rounds the machine can be active. </p><p></p><p>The user of the machine can only be harmed if the machine is destroyed or if someone uses Sonic spells or effects. Any Sonic spell or effect that bypasses the Walkers Spell Resistance damages the wielder just as much as it damages the Walker. Obviously, no spells can target the wielder that requires a Line of Sight, but spells which do not require a Line of Sight, such as some enchantment spells, could affect the wielder. Anyone that targets the Walker with a mind-influencing spell is bound to fail. Only if they know that there is someone inside that is controlling the Machine will they have a chance of casting spells on that person.</p><p></p><p>The user the Chu'latal Walker can choose to leave it at any one time. It takes three rounds to leave the machine again, during which the user is vulnerable to attacks.</p><p></p><p>Prerequisites: Somewhat along the lines of Apparatus of Kwalish, though with far more “evil” spells included as well.</p><p>Market Price: A zillion gp. at least, perhaps more</p></blockquote><p></p>
[QUOTE="Clay_More, post: 758527, member: 9813"] Chu'latal Walker This huge construct vaguely resembles a iron golem when first discovered. Yet, it quickly becomes evident that its an evil item after closer scrutiny. The head of the Walker resembles an illithids, with eight metallic tentacles protruding from beneath the dome-shaped, hairless head. The body of the Walker is fairly normal, appearing as a muscled human body made of iron. The “skin” of the Walker is pierced by many small, glass tubes that go up and down the machine. These tubes are empty when the Walker is dormant. The back of the Walker has a intrusion in the shape of a medium-sized humanoid. This intrusion was made to allow a single person to “meld” with the Walker. Any medium-sized humanoid that manages to get up to the intrusion can enter into the Walker. It takes 3 rounds for the person to become imbedded in the machine. Any Good person that enters the machine takes 10d10 points of damage each round during the imbedding process. Any Neutral person takes 5d10 points of damage each of the 3 rounds. Nothing can prevent this damage. Evil creatures take no damage. Once inside, the Walker closes the entry point so that the wielder is completely encased in the Walker. Yet, the Walker will still not move. It requires “fuel” in order for it to become active. This “fuel” is life energy of a living sentient creature. To start the Walker, the user can choose to sacrifice one temporary level. This will fuel the Walker for 10 rounds. The user can choose to sacrifice more levels. The Walker can have as many as 300 rounds of activity stored in it. Yet, this stored energy is lost once the wielder leaves the Walker. Once there is energy in the Walker, the glass tubes will begin to flow with a thick, yellow-reddish liquid. The more energy the machine has, the faster the liquid will appear to flow. The Walker can be commanded to walk and attack while the wielder operates it. The Walker has the following statistics. Speed: 40 ft. AC: 28 (-2 size, +20 natural) Hit Points: 480 Attacks: 2 slams, +18 melee Damage: 3d8+17 each Damage Reduction 25 / +5 Spell Resistance 35 Any attack that hits its intended target causes the target to loose one temporary level. No saving throw is allowed to negate this effect. When a temporary level is drained, it adds another ten rounds to the number of rounds the machine can be active. The user of the machine can only be harmed if the machine is destroyed or if someone uses Sonic spells or effects. Any Sonic spell or effect that bypasses the Walkers Spell Resistance damages the wielder just as much as it damages the Walker. Obviously, no spells can target the wielder that requires a Line of Sight, but spells which do not require a Line of Sight, such as some enchantment spells, could affect the wielder. Anyone that targets the Walker with a mind-influencing spell is bound to fail. Only if they know that there is someone inside that is controlling the Machine will they have a chance of casting spells on that person. The user the Chu'latal Walker can choose to leave it at any one time. It takes three rounds to leave the machine again, during which the user is vulnerable to attacks. Prerequisites: Somewhat along the lines of Apparatus of Kwalish, though with far more “evil” spells included as well. Market Price: A zillion gp. at least, perhaps more [/QUOTE]
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