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New construct, the autominin!
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<blockquote data-quote="Oren the awakener" data-source="post: 153712" data-attributes="member: 4072"><p>autonimin, tiny construct</p><p> Hit dice: 1/2d10(5hp)</p><p> Init: -1 (dex)</p><p> Speed: 15 ft </p><p> AC: 11 ( +2 size -1 dex)</p><p> Attacks: bite -1 meele</p><p> damage: 1d2-3</p><p> face/reach: 2ft by 2ft/ 0ft</p><p> special attacks: none</p><p> special qualities: leap, attach, relentlessness</p><p> saves: Fort +0 Ref -1 will -2</p><p> abilities: Str 5 dex 8 con -- int -- wis 7 cha 1</p><p> climate/terrain: any land or underground</p><p> organization: solitary</p><p> CR: 1/6</p><p> treasure: none</p><p> alignment: always neutral </p><p> advancement: 1-2HD(tiny)</p><p> Autominin are the pastimes of some demented wizard of the past, slow and weak, they were tinker toys for the mad mage, who was amazed at how he could take down even the mightest of adventures with swarms of these odd, clanging, relentless automons. An autominin is a small and jumbled collection of metal pieces covered in rat hide and with some rat features still alive and promenient, with small arms with blades on them for defense and for leaping. They jangle constantly with the sound of gears and assorted fluids from the rats that are used to make them. (The rats were killed and there body was used for the base of this creation) </p><p> construction:</p><p> An autominin costs 50 gp to construct including 20 gp for the body. The body must be based over the body of a dead rat who neads to have been killed within the last 3 days, then the creator must begin the process of covering the body with metal and wires which requires an alchemy check (DC 10) to consturct. The real "work" of creating an autominin is a magical ritual that takes 3 days to complete and which requires a 2nd level caster with the alchemy skill. drains 10 exp from the caster and</p><p> requires the spells prestidigitation, mending, and open/close. Combat: Autominin swarm an opponent using no other strategy or tactics and attack until completely destoryed.</p><p> Leap: On the first round of combat an autominin may make a flying leap allowing it to move 40 ft that turn in a straight line and grants a +2 bonus to attack rolls that turn against the leaped on opponent(the autominin may not make a full attack action against the leaped on opponent, only an attack action.)</p><p> attach: Using it's leap skill, the autominin can choose to instead of attacking making an attach attack against that opponent. The autominin makes a normal attack roll and on a successfull attack the autominin attaches to the opponent dealing 1 point of damage an attached autominin adds 5 lbs of encumberance to the character on which it is attached and if removed deals 2 points of damage, if 4 or more autominin are attached to a paticular person that person gets either a 1/2 speed reduction (if the attached autominin are attached to the legs or simmiliar body part) or a -2 to all attack rolls (if the autominin are attached to the arms of a creature or a similiar appendage.) The AC of an attached autominin is 9 destoryed autominin are still attached to the particular person and still give 5 lbs of encumberance for each autominin attached, as well as the other problems listed above (if applicable). An attached autominin may not attack.</p><p> Relentlessness: And autominin which is reduced to 0 to -10 hp may still function but with a speed of 5ft and a attack penalty of -3. An autominin that is at this level of hp may not leap and may not attach to an opponent.</p><p> Yes I am insane, and yes I am obbssed with constructs.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Oren the awakener, post: 153712, member: 4072"] autonimin, tiny construct Hit dice: 1/2d10(5hp) Init: -1 (dex) Speed: 15 ft AC: 11 ( +2 size -1 dex) Attacks: bite -1 meele damage: 1d2-3 face/reach: 2ft by 2ft/ 0ft special attacks: none special qualities: leap, attach, relentlessness saves: Fort +0 Ref -1 will -2 abilities: Str 5 dex 8 con -- int -- wis 7 cha 1 climate/terrain: any land or underground organization: solitary CR: 1/6 treasure: none alignment: always neutral advancement: 1-2HD(tiny) Autominin are the pastimes of some demented wizard of the past, slow and weak, they were tinker toys for the mad mage, who was amazed at how he could take down even the mightest of adventures with swarms of these odd, clanging, relentless automons. An autominin is a small and jumbled collection of metal pieces covered in rat hide and with some rat features still alive and promenient, with small arms with blades on them for defense and for leaping. They jangle constantly with the sound of gears and assorted fluids from the rats that are used to make them. (The rats were killed and there body was used for the base of this creation) construction: An autominin costs 50 gp to construct including 20 gp for the body. The body must be based over the body of a dead rat who neads to have been killed within the last 3 days, then the creator must begin the process of covering the body with metal and wires which requires an alchemy check (DC 10) to consturct. The real "work" of creating an autominin is a magical ritual that takes 3 days to complete and which requires a 2nd level caster with the alchemy skill. drains 10 exp from the caster and requires the spells prestidigitation, mending, and open/close. Combat: Autominin swarm an opponent using no other strategy or tactics and attack until completely destoryed. Leap: On the first round of combat an autominin may make a flying leap allowing it to move 40 ft that turn in a straight line and grants a +2 bonus to attack rolls that turn against the leaped on opponent(the autominin may not make a full attack action against the leaped on opponent, only an attack action.) attach: Using it's leap skill, the autominin can choose to instead of attacking making an attach attack against that opponent. The autominin makes a normal attack roll and on a successfull attack the autominin attaches to the opponent dealing 1 point of damage an attached autominin adds 5 lbs of encumberance to the character on which it is attached and if removed deals 2 points of damage, if 4 or more autominin are attached to a paticular person that person gets either a 1/2 speed reduction (if the attached autominin are attached to the legs or simmiliar body part) or a -2 to all attack rolls (if the autominin are attached to the arms of a creature or a similiar appendage.) The AC of an attached autominin is 9 destoryed autominin are still attached to the particular person and still give 5 lbs of encumberance for each autominin attached, as well as the other problems listed above (if applicable). An attached autominin may not attack. Relentlessness: And autominin which is reduced to 0 to -10 hp may still function but with a speed of 5ft and a attack penalty of -3. An autominin that is at this level of hp may not leap and may not attach to an opponent. Yes I am insane, and yes I am obbssed with constructs.:D [/QUOTE]
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