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<blockquote data-quote="Agamemnon" data-source="post: 1921287" data-attributes="member: 2567"><p>Siege Dreadnought</p><p></p><p>Colossal Construct</p><p>Hit Dice: 50d10 (275 hp)</p><p>Initiative: -2 (-2 Dex)</p><p>Movement: 25 feet (can't run)</p><p>AC: 25 (-8 size, +35 natural, -2 Dex)</p><p>Attacks: Gore +40 melee</p><p>Damage 4d6+16 (gore)</p><p>Face/Reach: 40 ft. by 80 ft./25 ft.</p><p>Special Attacks: Stonebreaker, Trample</p><p>Special Qualities: Construct, SR 22, Damage Reduction 65/+3, Magic Immunity</p><p>Saves: Fort. +25, Will +20, Ref. +20</p><p>Abilities: Str 42, Con --, Dex 6, Int --, Wis 6, Cha 1</p><p></p><p>Climate/terrain: Any land</p><p>Organisation: Solitary</p><p>Challenge rating: ?</p><p>Treasure: None</p><p>Alignment: Neutral</p><p>Advancement: ---</p><p></p><p>These machines are a union of steel and sorcery, combining the most fearsome traits of both. The first true siege dreadnought was built in Trachenburg in 1501 AR, to assist in the siege of Loroc. The church of Ostar the Craftmaster refused to have anything to do with the making of such a horrible device, but the tinker gnomes have never bothered with questions of ethics. They built the basic framework for three dreadnoughts, which were then enchanted by the court mages of Trachenburg.</p><p></p><p>A siege dreadnought resembles nothing so much as a gargantuan rhinoceros. It moves around on two pairs of short metal legs, accompanied by a loud sound of turning gears. A dreadnought equals the greatest dragons in size and fearsomeness. While slow in their movements, almost nothing can withstand the charge of this moving fortress.</p><p></p><p>Combat</p><p></p><p>Stonebreaker (Su): The enchanted adamantine horns of a dreadnought completely ignore the hardness of non-magical materials.</p><p></p><p>Trample (Ex): A siege dreadnought can trample Huge or smaller creatures for 4d20+15 points of damage. Opponents who do not make attacks of opportunity against the dreadnought can attempt a Reflex save (DC 23) to halve the damage.</p><p></p><p>Magic Immunity (Ex): A siege dreadnought is immune to all spells, spell-like abilities, and supernatural effects, except as follows. Any electricity effect slows it (as the slow spell) for 2 rounds, with no saving throw. A fire effect breaks any slow effect on the dreadnought and cures 2 points of damage for each 3 points of damage it would otherwise deal. </p><p></p><p>Combat: Siege dreadnoughts are designed to do one thing, and do that well. That is smashing through well defended fortifications. It would be extremely hard to find anyone willing to face one in close combat. They require a controlling wizard at all times. Should he be killed, the automaton shuts down to prevent it from going berserk.</p><p></p><p>Construction: The construction of a siege dreadnought takes a team of several hundred workers who make the body and a team of 16 priests and wizards who cast the multiple enchantments required (the process is secret, but at least one epic spell is required). The total price of one dreadnought exceeds 6,000,000 gp.</p><p></p><p>--</p><p></p><p>These are, obviously, 3.0 stats.</p></blockquote><p></p>
[QUOTE="Agamemnon, post: 1921287, member: 2567"] Siege Dreadnought Colossal Construct Hit Dice: 50d10 (275 hp) Initiative: -2 (-2 Dex) Movement: 25 feet (can't run) AC: 25 (-8 size, +35 natural, -2 Dex) Attacks: Gore +40 melee Damage 4d6+16 (gore) Face/Reach: 40 ft. by 80 ft./25 ft. Special Attacks: Stonebreaker, Trample Special Qualities: Construct, SR 22, Damage Reduction 65/+3, Magic Immunity Saves: Fort. +25, Will +20, Ref. +20 Abilities: Str 42, Con --, Dex 6, Int --, Wis 6, Cha 1 Climate/terrain: Any land Organisation: Solitary Challenge rating: ? Treasure: None Alignment: Neutral Advancement: --- These machines are a union of steel and sorcery, combining the most fearsome traits of both. The first true siege dreadnought was built in Trachenburg in 1501 AR, to assist in the siege of Loroc. The church of Ostar the Craftmaster refused to have anything to do with the making of such a horrible device, but the tinker gnomes have never bothered with questions of ethics. They built the basic framework for three dreadnoughts, which were then enchanted by the court mages of Trachenburg. A siege dreadnought resembles nothing so much as a gargantuan rhinoceros. It moves around on two pairs of short metal legs, accompanied by a loud sound of turning gears. A dreadnought equals the greatest dragons in size and fearsomeness. While slow in their movements, almost nothing can withstand the charge of this moving fortress. Combat Stonebreaker (Su): The enchanted adamantine horns of a dreadnought completely ignore the hardness of non-magical materials. Trample (Ex): A siege dreadnought can trample Huge or smaller creatures for 4d20+15 points of damage. Opponents who do not make attacks of opportunity against the dreadnought can attempt a Reflex save (DC 23) to halve the damage. Magic Immunity (Ex): A siege dreadnought is immune to all spells, spell-like abilities, and supernatural effects, except as follows. Any electricity effect slows it (as the slow spell) for 2 rounds, with no saving throw. A fire effect breaks any slow effect on the dreadnought and cures 2 points of damage for each 3 points of damage it would otherwise deal. Combat: Siege dreadnoughts are designed to do one thing, and do that well. That is smashing through well defended fortifications. It would be extremely hard to find anyone willing to face one in close combat. They require a controlling wizard at all times. Should he be killed, the automaton shuts down to prevent it from going berserk. Construction: The construction of a siege dreadnought takes a team of several hundred workers who make the body and a team of 16 priests and wizards who cast the multiple enchantments required (the process is secret, but at least one epic spell is required). The total price of one dreadnought exceeds 6,000,000 gp. -- These are, obviously, 3.0 stats. [/QUOTE]
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