Neogi Storm Cannon

Over on The Piazza, we're working away at 4th ed Spelljammer conversions :)
The Piazza • View forum - Spelljammer 4E Conversion Project

so, this is one of my additions: the idea that the Neogi's use constructs as their weapon platforms, for their Deathspider battleships and major encampments, rather than just ballistae or catapults.
Seems suitably nasty and evil, and adds more to their backstory which is a bit lacking

one story from way back in Dragon mag, clockwork horror ecology, was that the Neogis discovered clcokwork horrors, and thus the neogis homeworld got wiped out by the clockworks horrors.
So this Storm Cannon is part of their ancient magical creation lore.

And also, if you imagine it as an 8 legged Geth Armature from Mass Effect, you get the idea of the fear it should inspire ;)
http://www.creativeuncut.com/gallery-05/art/me-geth-armature.jpg


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Neogi Storm Cannon Level 15 Artillery
Large natural animate XP 1,200
Initiative +15 Senses Perception +15; darkvision
HP 113; Bloodied 56
AC 27; Fortitude 27; Reflex 28; Will 26
Resist 10 lightning, 5 thunder
Speed 4 , Climb 4

:area: Storm Cannon Blast (standard; recharge 6) • Lightning, Thunder
A massive bolt of blazing blue power, trailing tenderils of eerie beauty, rushes upon you!
Range 40 (can't be used closer than 10 squares); +20 vs Reflex; 4d8 + 6 Burst 3, push 3 and knocked prone. Miss: half damage, no push or knockdown

:bmelee: Storm Cannon Bite (standard; at-will) • Lightning, Thunder
The neogi golem's glowing jaws lunge at your face!
Reach 2; +22 vs AC; 1d10+6, +2d6 Electric and Thunder damage. On a critical hit, the victim is also dazed (save ends)

Steadfast Agility (no action; at-will)
The Neogi Storm Cannon is extremely steady on it's many metal legs, and is allowed an immediate saving throw to avoid being knocked prone or to reduce falling damage by half, and gets a +4 bonus on this and all other saves against being knocked prone or falling.

Great Leap (move; encounter)
The Neogi Storm Cannon jumps 6 squares

:close: Storm Cannon Death (free; at-will) • Lightning, Thunder, Acid
When the Neogi Storm Cannon drops below 0 hit points, it explodes in a shower of terrible force and arcane liquids
Close Burst 3; +20 vs Reflex; 2d8 + 6 electric, thunder and acid damage

Alignment Unaligned Languages Deep Speech
Skills Athletics +17
Str 20 (+12) Dex 26 (+15) Wis 17 (+10)
Con 17 (+10) Int 12 (+8) Cha 10 (+7)

© 2009 Wizards of the Coast LLC, a subsidiary of Hasbro, Inc. All rights reserved. This monster statistics block has been generated using the D&D Adventure Tools.
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The Neogi Storm Cannon is an 8' tall metal and crystal construct closely resembling a neogi, though it has strange tubes and cylinders of crystal filled with glowing liquids here and there, and it's mouth glows with an eerie blue discharge of electrical power

Some people believe they are made by neogi, a remnant of their once formidable world, while others claim the Arcane make them for the dreaded slavers, in any event, they are the most valuable slave a powerful neogi may posess, after it's own personal umber hulk bodyguard.
Since they are the main ship weapons on a Death Spider battleship, the neogi are very jealous over which one of them can get the best kills, captures or hits with their own Storm Cannon. Luckily for other races, they are expensive, hard to come by, and slow on their feet, so rarely seen outside a ship or major encampment

The Neogi Storm Cannon only obeys the commands of a negoi, with it's master's commands being pre-emminent over others. The greedy neogi often order their servant to aim so as not to kill, when possible. A typical command though is to fire upon anyone detected sneaking up on the neogis' ships or encampments. The Storm Cannon Blast cannot be fired closer than 10 squares, as a safety precaution. Enemies who draw close will be attacked by it's bite, fortunately the jaws aren't very large or strong for such a creature, though the thunder and electrical damage is dangerous.

While very agile, surprisingly, they cannot travel fast, sacrificing locomotion speed for precision and dexterity, and thus reserve their Great Leap to escape melee attackers when bloodied, soft ground or sand in which their great weight may sink, or to reach their master or a safer position to fire from.
Usually, these dreaded constructs are used as the main weapons on the Neogi's Deathspider battleships, or to guard their main encampments, typically overlooking a bridge or other tactical choke point where their ranged attack can do the most damage to an attacker, even one trying to sneak up. As they are a good climbers, neogi sometimes leave them in hidden ledges or even hanging upside down, where they can ambush intruders.
 

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I'm still learning what appropriate stat balances are and such, but I think this looks fantastic. I'm a sucker for 'mobile cannon' type creatures, big, hulking constructs that unleash hell. The visual of a handful of these things lining the deck of a ship as the craft's main artillery is great.
 

I'm still learning what appropriate stat balances are and such, but I think this looks fantastic. I'm a sucker for 'mobile cannon' type creatures, big, hulking constructs that unleash hell. The visual of a handful of these things lining the deck of a ship as the craft's main artillery is great.

Cheers mate! :)
yeah, imagine a broadside of these buggers letting fly! :devil:

apparently the at will melee damage is a bit much witht he +2d6 lighting+thunder damage, hm.
oh well,MM3 upped monster damage :p

was also inspired by latest bit of Spelljammer art I did, decided to make the attack lightining/thunder because of it, hehe
http://www.silverblades-suitcase.com/sj/battles/spelljammer_race.jpg
 

I really like it, its a cool concept, clearly designed.

I am just a little unsure of its balance, and use in standard encounters. In ship to ship combat with a vessel having 12 or so of these they would work well, but otherwise a recharge 6 is incredibly swingy.

I think I would like to see some sort of mechanic for other creatures to prime the Storm Cannon, perhaps:

- at the start of its turn for each (none Storm Cannon) ally adjacent to it it gains an increased chance to recharge.
1 ally = recharge 5
2 ally = recharge 4
3 ally = recharge 3

Hmm thats maybe a little powerful, how about:

- An adjacent ally may take a standard action to prime the Storm Cannon and grant is a cumulative +1 bonus to its next Storm Cannon Blast recharge roll.

Another option of course might be to give it an area burst low damage at will attack that it could use every turn while its main power was recharging.
 

Mehs Hong
ta! :)
well I thought of saying a neogi "artillerist" had the power to re-roll the recharge and take the best, that being a simpler way of doing it?

I like the idea of PCs scared running cover to cover not sure when it's gonna fire on 'em ;)

normally you'd always have 2 or more of these, I'd imagine 2 on typical neogi trading camps and 4 on larger permanent ones, able to support each other by good emplacement, neogi are smart, so would do things soundly
 

Well I thought of saying a neogi "artillerist" had the power to re-roll the recharge and take the best, that being a simpler way of doing it?

Yes that could work, I am not sure 2 rolls needing a 6 is better than 1 roll needing a 5.

Maybe the "re-roll recharge" power could be a move action. This might be fun as the artillerist could be desperately trying to get the damn thing charged again as the PCs advance on their encampment.
 

Mesh Hong,
oh I mean that it's simpler for a DM to work with, rather than having to worry about adding, which can be variable, easily mixed up with complex fight...
instead, you just re-roll, take the best :)
it's easier to work in a re-roll, in general, IMHO as a DM.

probably be a standard action, the Storm Cannon has a huge range so not too important what the neogi itself does ;)
 

I'd rename 'Steadfast Agility' to 'Steadfast Resolve' or something. Being able to stay steady and still when something is trying to knock you down really has nothing to do with agility.
 


ahem, think about what you said, logic tends ot suggest the opposite ;)

As defined by Merriam-Webster, agility is the quality/state of being agile, which is defined as 'marked by ready ability to move with quick easy grace'. Balance is a part of agility, so I guess maybe that's why you think it's an appropriate name for the power, but 'Agility' inspires thoughts of dodging, being nimble, flitting about gracefully. I don't think 'grace' really fits a power for a hulking mobile cannon.

Steadfast Balance would be a more appropriate name for the power if you absolutely need to think agility defines it. Just sayin'.

I still love the Cannon either way. :D
 
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