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Manikens?
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<blockquote data-quote="Psychotic Jim" data-source="post: 568513" data-attributes="member: 547"><p>Here's a very rough conversion of the manikin from the 2E Mystara MC.</p><p></p><p>Manikin</p><p>Diminutive Construct</p><p>Hit Dice: ½ d10 (3 hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 30 ft.</p><p>AC: 17 (+3 Dex, +4 size)</p><p>Attacks: -</p><p>Damage: -</p><p>Face/Reach: 1 ft by 1 ft/0 ft</p><p>Special Attacks: Shriek</p><p>Special Qualities: Construct, Bond, Tether</p><p>Saves: Fort +0, Ref +3, Will +0</p><p>Abilities: Str 6, Dex 17, Con -, Int 3, Wis 11, Cha 12</p><p>Skills: Hide +21*, Move Silently +9* </p><p>Climate/Terrain: Any temperate land and underground</p><p>Organization: Solitary</p><p>Challenge Rating: ½</p><p>Treasure: None</p><p>Alignment: Always Neutral</p><p>Advancement: None</p><p></p><p> A manikin is a small, plant-like construct built by wizards to aid in their laboratory work. Made from a rare plant called mandragora, the manikin has a vaguely humanoid body structure resembling that of a root.</p><p></p><p>Combat</p><p> A manikin avoids combat if at all possible, using its stealthy abilities to remain unnoticed. It is defenseless, save for its death shriek it strikes down its killer with. </p><p> Shriek (Su): Whoever lands the killing blow on a manikin must make a Will Save (DC 11) or be struck dead. Even those not able to hear the shriek are not protected from this attack.</p><p> Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, sub-dual damage, ability damage, energy drain, or death from massive damage.</p><p> Bond (Ex): A manikin has an innate bond and telepathic link with its creator. When a manikin aids its creator in doing research or crafting magical items, it gives its master a +1 circumstance bonus per manikin used on all related checks, up to a maximum of +4. If a manikin is killed, the master suffers all the effects she would as if she lost a familiar (see the PHB). Once the creator dies, all of her manikins perish as well.</p><p> Tether (Ex): A manikin is linked to an immovable point which serves as its tether. It cannot move more than 100 ft away from this focal point. In addition, a manikin must be in soil for at least one hour per day and receive the necessary nutrtition (sunlight and water) a normal plant would need each day. A manikin unable to meet these requirements loses one hit point per day its needs are denied.</p><p> Skills: *A manikin receives a +6 racial bonus on Hide and Move Silently checks.</p><p></p><p>Crafting a manikin</p><p> To create a manikin, a would-be creator must have the Craft Wondrous Item feat. Crafting one consumes 100 gp worth of material and requires the root of the rare mandragora root. Crafting one requires a successful Profession: Herbalist check (DC 13) and drains the creator 25 experience points. The creator must choose a spot or object a manikin is bound to; this can never change.</p><p> Harvesting a mandragora root is dangerous. The creature who pulls the root out of the ground is subject to a shriek attack exactly the same as the manikin’s death shriek. Removing the root with a rope is not enough to escape its wrath. Evil and cruel wizards are known to use animals to remove the root, thus avoiding having to make a save. Practical wizards often remove the root using an unseen servant spell.</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 568513, member: 547"] Here's a very rough conversion of the manikin from the 2E Mystara MC. Manikin Diminutive Construct Hit Dice: ½ d10 (3 hp) Initiative: +3 (Dex) Speed: 30 ft. AC: 17 (+3 Dex, +4 size) Attacks: - Damage: - Face/Reach: 1 ft by 1 ft/0 ft Special Attacks: Shriek Special Qualities: Construct, Bond, Tether Saves: Fort +0, Ref +3, Will +0 Abilities: Str 6, Dex 17, Con -, Int 3, Wis 11, Cha 12 Skills: Hide +21*, Move Silently +9* Climate/Terrain: Any temperate land and underground Organization: Solitary Challenge Rating: ½ Treasure: None Alignment: Always Neutral Advancement: None A manikin is a small, plant-like construct built by wizards to aid in their laboratory work. Made from a rare plant called mandragora, the manikin has a vaguely humanoid body structure resembling that of a root. Combat A manikin avoids combat if at all possible, using its stealthy abilities to remain unnoticed. It is defenseless, save for its death shriek it strikes down its killer with. Shriek (Su): Whoever lands the killing blow on a manikin must make a Will Save (DC 11) or be struck dead. Even those not able to hear the shriek are not protected from this attack. Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, sub-dual damage, ability damage, energy drain, or death from massive damage. Bond (Ex): A manikin has an innate bond and telepathic link with its creator. When a manikin aids its creator in doing research or crafting magical items, it gives its master a +1 circumstance bonus per manikin used on all related checks, up to a maximum of +4. If a manikin is killed, the master suffers all the effects she would as if she lost a familiar (see the PHB). Once the creator dies, all of her manikins perish as well. Tether (Ex): A manikin is linked to an immovable point which serves as its tether. It cannot move more than 100 ft away from this focal point. In addition, a manikin must be in soil for at least one hour per day and receive the necessary nutrtition (sunlight and water) a normal plant would need each day. A manikin unable to meet these requirements loses one hit point per day its needs are denied. Skills: *A manikin receives a +6 racial bonus on Hide and Move Silently checks. Crafting a manikin To create a manikin, a would-be creator must have the Craft Wondrous Item feat. Crafting one consumes 100 gp worth of material and requires the root of the rare mandragora root. Crafting one requires a successful Profession: Herbalist check (DC 13) and drains the creator 25 experience points. The creator must choose a spot or object a manikin is bound to; this can never change. Harvesting a mandragora root is dangerous. The creature who pulls the root out of the ground is subject to a shriek attack exactly the same as the manikin’s death shriek. Removing the root with a rope is not enough to escape its wrath. Evil and cruel wizards are known to use animals to remove the root, thus avoiding having to make a save. Practical wizards often remove the root using an unseen servant spell. [/QUOTE]
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