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<blockquote data-quote="kronos182" data-source="post: 6790370" data-attributes="member: 6668634"><p>Warden</p><p>Wardens are robots designed to look like trees, often with real bits of trees incorporated into their structure. They function as listening devices, early warning systems, remote repair and healing locations and if placed where an enemy would cross, as a form of defense. Modeled after weeping willows, and similar trees, they have thick trunks, long branches and tendrils and vines. These tendrils and vines are a mix of real and mechanical tendrils, with the tendrils equipped with various equipment from scalpels, power tools, and diagnostic sensors.</p><p>Many colonies and outposts will install Wardens near hospitals, repair garages and even along major patrol routes. In such locations they act as early warning against invaders, aid in repairing vehicles, weapons, equipment, and when near hospitals, during a crisis can aid in treating injuries or at least stabilising some while they wait for medical help. Wardens come fully equipped with medical and surgical kits, allowing them to treat and perform emergency surgery to stabilize injured people, as well as all the tools necessary for making quick repairs on any robots, equipment or vehicles. </p><p>The sensors allow wardens to scan a person, robot, mech, vehicle or small starship to make a diagnostic and treat or repair it to the best of its capabilities. The range of its senses are also enhanced, allowing it to sense anything, with motion sensors out to 500 ft for as small as house cat sized objects, detect chemicals and radiation or poisons within 500 feet. It comes with a mech level Class Vi sensor, giving it a 100 mile range for detecting and analyzing incoming threats, then sending that information to a command center.</p><p>For defense, the tendrils can lash out striking opponents, slicing with scalpels and some even have light energy weapons for defense. The tendrils can also restrain and entangle opponents so they can be picked up by authorities for interrogation later. The tentacles have been reinforced so that they may inflict lethal damage and damage robots and other objects as well as deal nonlethal. Standard armament for a warden is a heavy machine gun with a large ammo supply of varying ammunition from trackers, rubber or stunning rounds, armour piercing and explosive, and a laser rifle. Other weapons can be installed in place of these. These weapons are mounted on concealed turrets and tracks to allow them to fire in any direction, including against aerial targets. The warden also carries a supply of grenades, which it can replace by manufacturing more from internal supplies. The grenades are thrown by the tentacle manipulators.</p><p></p><p></p><p>A.N.I.M.L. Warden (PL7/8)</p><p>CR: 6</p><p>Size: Huge</p><p>Hit Points: 8d10 +40</p><p>Init: +1</p><p>Speed: 0 ft</p><p>Defense: +5</p><p>BAB/Grp: +6/+4 /+18</p><p>Attack: +14/+11 melee 8 tentacles (1d6 +10 bludgeoning, lethal or nonlethal), or +7 ranged twin thunder (2d10 ballistic) and +2 ranged laser rifle (3d8 fire)</p><p>FS/Reach: 15 ft / 20 ft</p><p>Special Attacks: Heal, Hold, Repair </p><p>Special Qualities: Immobile, Tree From the Forest</p><p>Saves: Fort +2, Reflex +2, Will +2</p><p>Abilities: Str 31 (+10), Dex 16 (+3), Con , Int , Wis 10, Cha 1</p><p>Skills: Disguise +20 (tree), Computer Use +4, Craft (chemical, electrical, mechanical, pharmaceutical, structural) +10, Disable Device +4, Knowledge (earth and life sciences, physical sciences, technology) +6, Listen +6, Repair +8, Search +4/+10 (weapons)/+14 (chemical), Spot +6, Treat Injury +12</p><p>Feats: Personal Firearms, Power Attack, Mutliattack, Surgery, Salvage, Cybernetic Surgery, Xenomedic</p><p></p><p>Frame: Armature</p><p>Locomotion: None</p><p>Manipulators: Tentacles (8)</p><p>Armour: Alumisteel</p><p>Sensors: Class VI mech equivalent</p><p>Skill Software: Computer Use +4, Craft (chemical, electronic, mechanical, pharmaceutical, structural) +10, Disable Device, Knowledge (earth and life sciences, physical sciences, technology) +6, Listen, Repair +4, Search, Spot, Treat Injury +8</p><p>Feat Software: Personal Firearms, power attack, multiattack (tentacles), surgery, salvage, cybernetic surgery, xenomedical</p><p>Accessories: AV Recorder, AV transmitter, fire extinguisher, internal storage unit (120 lbs), tool mount (8), weapon mount (2), robot repair unit, sensor robocomp, sensor mechanicomp, sensor medicomp, sensor aramcomp, fusion torch, sensor motion (500 ft range), sensor chemicomp, medical kit, surgical kit, fabricator, biofabricator, twin thunder machine gun, laser rifle, mechanical tool kit, electrical tool kit, Dex upgrade, skill net x4, feat net x2</p><p>PDC: 32</p><p></p><p>Heal: The Warden has enough equipment, drugs and supplies to heal organic beings of injuries and treat most ailments from radiation, poisons, common diseases, and other conditions such as sickened, fatigued and exhaustion. The Warden carries enough internal stores to heal up to 300 HP before needing resupplying. It can treat up to 4 people at a time, two tentacles per person.</p><p></p><p>Hold: The Warden can use its main tentacles to grab a target up to large in size, then transfer it to smaller vines and tentacles which completely entangles and holds the target. Up to 2 large targets can be held this way without impeding any of its other functions, or a total of 6 large targets, but the Warden is unable to use any other special abilities. Held targets are immobile and held off the ground, and suffer a -4 penalty to opposed checks against the Warden once they are successfully grappled.</p><p></p><p>Immobile: The warden is rooted in place, unable to move. This grants the warden a +8 stabilization bonus. An added bonus to this is large storage and additional power source can be installed under the warden for it to draw even more power and greater stores for its fabricators.</p><p></p><p>Repair: Using the built-in robot repair unit and fabricators and tools, as a full round action can repair 1d10 points of damage, and can make more extensive repairs. Normally, after 1 hour of work, with a DC 20 Repair check, 2d6 points of damage is repaired, but for every 5 points the Warden beats this DC, an additional +1 hp is repaired. The Warden can repair up to 2 large or 1 huge, or up to 4 of any size smaller object at a time. Its onboard supplies contain enough materials to repair up to 200 HP before needing supplies or salvaged material to be converted.</p><p></p><p>Tree From the Forest: Wardens are designed to look like a tree, and will appear as a tree on sensors, except when it's firing any weapons or making repairs on any mechanical devices. This grants it a +20 to Disguise and Bluff to hide as tree, and amongst trees it gains a +10 to hide, as it will be modified to look like local trees. It won't radiate any heat unless doing repairs or attacking with weapons, and energy emissions are also disguised. Sensors designed to detect electronics and robots also have difficulty detecting wardens.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6790370, member: 6668634"] Warden Wardens are robots designed to look like trees, often with real bits of trees incorporated into their structure. They function as listening devices, early warning systems, remote repair and healing locations and if placed where an enemy would cross, as a form of defense. Modeled after weeping willows, and similar trees, they have thick trunks, long branches and tendrils and vines. These tendrils and vines are a mix of real and mechanical tendrils, with the tendrils equipped with various equipment from scalpels, power tools, and diagnostic sensors. Many colonies and outposts will install Wardens near hospitals, repair garages and even along major patrol routes. In such locations they act as early warning against invaders, aid in repairing vehicles, weapons, equipment, and when near hospitals, during a crisis can aid in treating injuries or at least stabilising some while they wait for medical help. Wardens come fully equipped with medical and surgical kits, allowing them to treat and perform emergency surgery to stabilize injured people, as well as all the tools necessary for making quick repairs on any robots, equipment or vehicles. The sensors allow wardens to scan a person, robot, mech, vehicle or small starship to make a diagnostic and treat or repair it to the best of its capabilities. The range of its senses are also enhanced, allowing it to sense anything, with motion sensors out to 500 ft for as small as house cat sized objects, detect chemicals and radiation or poisons within 500 feet. It comes with a mech level Class Vi sensor, giving it a 100 mile range for detecting and analyzing incoming threats, then sending that information to a command center. For defense, the tendrils can lash out striking opponents, slicing with scalpels and some even have light energy weapons for defense. The tendrils can also restrain and entangle opponents so they can be picked up by authorities for interrogation later. The tentacles have been reinforced so that they may inflict lethal damage and damage robots and other objects as well as deal nonlethal. Standard armament for a warden is a heavy machine gun with a large ammo supply of varying ammunition from trackers, rubber or stunning rounds, armour piercing and explosive, and a laser rifle. Other weapons can be installed in place of these. These weapons are mounted on concealed turrets and tracks to allow them to fire in any direction, including against aerial targets. The warden also carries a supply of grenades, which it can replace by manufacturing more from internal supplies. The grenades are thrown by the tentacle manipulators. A.N.I.M.L. Warden (PL7/8) CR: 6 Size: Huge Hit Points: 8d10 +40 Init: +1 Speed: 0 ft Defense: +5 BAB/Grp: +6/+4 /+18 Attack: +14/+11 melee 8 tentacles (1d6 +10 bludgeoning, lethal or nonlethal), or +7 ranged twin thunder (2d10 ballistic) and +2 ranged laser rifle (3d8 fire) FS/Reach: 15 ft / 20 ft Special Attacks: Heal, Hold, Repair Special Qualities: Immobile, Tree From the Forest Saves: Fort +2, Reflex +2, Will +2 Abilities: Str 31 (+10), Dex 16 (+3), Con , Int , Wis 10, Cha 1 Skills: Disguise +20 (tree), Computer Use +4, Craft (chemical, electrical, mechanical, pharmaceutical, structural) +10, Disable Device +4, Knowledge (earth and life sciences, physical sciences, technology) +6, Listen +6, Repair +8, Search +4/+10 (weapons)/+14 (chemical), Spot +6, Treat Injury +12 Feats: Personal Firearms, Power Attack, Mutliattack, Surgery, Salvage, Cybernetic Surgery, Xenomedic Frame: Armature Locomotion: None Manipulators: Tentacles (8) Armour: Alumisteel Sensors: Class VI mech equivalent Skill Software: Computer Use +4, Craft (chemical, electronic, mechanical, pharmaceutical, structural) +10, Disable Device, Knowledge (earth and life sciences, physical sciences, technology) +6, Listen, Repair +4, Search, Spot, Treat Injury +8 Feat Software: Personal Firearms, power attack, multiattack (tentacles), surgery, salvage, cybernetic surgery, xenomedical Accessories: AV Recorder, AV transmitter, fire extinguisher, internal storage unit (120 lbs), tool mount (8), weapon mount (2), robot repair unit, sensor robocomp, sensor mechanicomp, sensor medicomp, sensor aramcomp, fusion torch, sensor motion (500 ft range), sensor chemicomp, medical kit, surgical kit, fabricator, biofabricator, twin thunder machine gun, laser rifle, mechanical tool kit, electrical tool kit, Dex upgrade, skill net x4, feat net x2 PDC: 32 Heal: The Warden has enough equipment, drugs and supplies to heal organic beings of injuries and treat most ailments from radiation, poisons, common diseases, and other conditions such as sickened, fatigued and exhaustion. The Warden carries enough internal stores to heal up to 300 HP before needing resupplying. It can treat up to 4 people at a time, two tentacles per person. Hold: The Warden can use its main tentacles to grab a target up to large in size, then transfer it to smaller vines and tentacles which completely entangles and holds the target. Up to 2 large targets can be held this way without impeding any of its other functions, or a total of 6 large targets, but the Warden is unable to use any other special abilities. Held targets are immobile and held off the ground, and suffer a -4 penalty to opposed checks against the Warden once they are successfully grappled. Immobile: The warden is rooted in place, unable to move. This grants the warden a +8 stabilization bonus. An added bonus to this is large storage and additional power source can be installed under the warden for it to draw even more power and greater stores for its fabricators. Repair: Using the built-in robot repair unit and fabricators and tools, as a full round action can repair 1d10 points of damage, and can make more extensive repairs. Normally, after 1 hour of work, with a DC 20 Repair check, 2d6 points of damage is repaired, but for every 5 points the Warden beats this DC, an additional +1 hp is repaired. The Warden can repair up to 2 large or 1 huge, or up to 4 of any size smaller object at a time. Its onboard supplies contain enough materials to repair up to 200 HP before needing supplies or salvaged material to be converted. Tree From the Forest: Wardens are designed to look like a tree, and will appear as a tree on sensors, except when it's firing any weapons or making repairs on any mechanical devices. This grants it a +20 to Disguise and Bluff to hide as tree, and amongst trees it gains a +10 to hide, as it will be modified to look like local trees. It won't radiate any heat unless doing repairs or attacking with weapons, and energy emissions are also disguised. Sensors designed to detect electronics and robots also have difficulty detecting wardens. [/QUOTE]
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