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<blockquote data-quote="Gez" data-source="post: 829905" data-attributes="member: 1328"><p><strong>Caldron</strong></p><p></p><p><span style="font-size: 10px">Caldron</span></p><p><strong>Medium-Size Construct</strong></p><p><strong>Hit Dice:</strong> 4d10 (22 hp)</p><p><strong>Initiative:</strong> +6 (+2 Dex, +4 feat)</p><p><strong>Speed:</strong> 60 ft.</p><p><strong>AC:</strong> 15 (+2 Dex, +3 natural)</p><p>-<strong>Touch:</strong> 12</p><p>-<strong>Flat Footed:</strong> 13</p><p><strong>Base Attack:</strong> +3</p><p>-<strong>Grapple:</strong> +5 (1d6+2 +1d10 acid)</p><p>-<strong>Attack:</strong> Slam +5 (1d6+2)</p><p>-<strong>Full Attack:</strong> Slam +5 (1d6+2)</p><p><strong>Face/Reach:</strong> 5 ft./20 ft.</p><p><strong>Special Attacks:</strong> Improved grab, acid</p><p><strong>Special Qualities:</strong> Constructs traits</p><p><strong>Saves:</strong> Fort +1, Ref +3, Will +1</p><p><strong>Abilities:</strong> Str 15, Dex 14, Con -, Int 11, Wis 10, Cha 9</p><p><strong>Skills:</strong> Climb +17, Jump +17</p><p><strong>Feats:</strong> Combat Reflexes, Improved Initiative, Improved Trip (B)</p><p>--------------</p><p><strong>Climate and Terrain:</strong> Any land and underground</p><p><strong>Organization:</strong> Solitary or with creator (at least 12th-level wizard)</p><p><strong>Challenge Rating:</strong> 2</p><p><strong>Treasure:</strong> None</p><p><strong>Alignment:</strong> Usually neutral</p><p><strong>Advancement:</strong> By character class</p><p></p><p>Caldrons are more sophisticated constructs. Their arms and legs may be stretched up to 20 ft. away, allowing them to fight targets far away, grapple opponents easily, and reach places that wouldn't be accessible otherwise. They are also capable of secreting a dangerous acid.</p><p></p><p><span style="font-size: 10px">Combat</span></p><p></p><p>Caldrons make good use of their impressive reach to attack opponents while staying out of range of melee retribution. They will use their attacks of opportunity to perform trip attack or grapple attempts so as to prevent opponents from reaching them.</p><p></p><p><strong>Improved Grab:</strong> If a caldron hits an opponent of up to one size larger than itself, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +5). The caldron has the option to conduct the grapple normally, or simply use its long arm to hold the opponent (-20 penalty on grapple check, but the caldron is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage.</p><p></p><p><strong>Acid:</strong> Caldrons may secrete an acid that will inflict 1d10 points of damage each round to a grappled (or grappling) creature. This is in addition to normal grapple damage.</p><p></p><p><strong>Skills:</strong> Caldrons get a +8 racial bonus to climb and jump from their stretchable arms and legs.</p></blockquote><p></p>
[QUOTE="Gez, post: 829905, member: 1328"] [b]Caldron[/b] [size=2]Caldron[/size] [b]Medium-Size Construct[/b] [b]Hit Dice:[/b] 4d10 (22 hp) [b]Initiative:[/b] +6 (+2 Dex, +4 feat) [b]Speed:[/b] 60 ft. [b]AC:[/b] 15 (+2 Dex, +3 natural) -[b]Touch:[/b] 12 -[b]Flat Footed:[/b] 13 [b]Base Attack:[/b] +3 -[b]Grapple:[/b] +5 (1d6+2 +1d10 acid) -[b]Attack:[/b] Slam +5 (1d6+2) -[b]Full Attack:[/b] Slam +5 (1d6+2) [b]Face/Reach:[/b] 5 ft./20 ft. [b]Special Attacks:[/b] Improved grab, acid [b]Special Qualities:[/b] Constructs traits [b]Saves:[/b] Fort +1, Ref +3, Will +1 [b]Abilities:[/b] Str 15, Dex 14, Con -, Int 11, Wis 10, Cha 9 [b]Skills:[/b] Climb +17, Jump +17 [b]Feats:[/b] Combat Reflexes, Improved Initiative, Improved Trip (B) -------------- [b]Climate and Terrain:[/b] Any land and underground [b]Organization:[/b] Solitary or with creator (at least 12th-level wizard) [b]Challenge Rating:[/b] 2 [b]Treasure:[/b] None [b]Alignment:[/b] Usually neutral [b]Advancement:[/b] By character class Caldrons are more sophisticated constructs. Their arms and legs may be stretched up to 20 ft. away, allowing them to fight targets far away, grapple opponents easily, and reach places that wouldn't be accessible otherwise. They are also capable of secreting a dangerous acid. [size=2]Combat[/size] Caldrons make good use of their impressive reach to attack opponents while staying out of range of melee retribution. They will use their attacks of opportunity to perform trip attack or grapple attempts so as to prevent opponents from reaching them. [b]Improved Grab:[/b] If a caldron hits an opponent of up to one size larger than itself, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +5). The caldron has the option to conduct the grapple normally, or simply use its long arm to hold the opponent (-20 penalty on grapple check, but the caldron is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals slam damage. [b]Acid:[/b] Caldrons may secrete an acid that will inflict 1d10 points of damage each round to a grappled (or grappling) creature. This is in addition to normal grapple damage. [b]Skills:[/b] Caldrons get a +8 racial bonus to climb and jump from their stretchable arms and legs. [/QUOTE]
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