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<blockquote data-quote="Grimgrin" data-source="post: 4569101" data-attributes="member: 78830"><p><span style="font-size: 15px"><strong>Iron Monger</strong></span></p><p><em>You may control men but I control metal.</em></p><p> </p><p><strong>Prerequisites:</strong> You must possess an arcane power that inflicts electrical damage, and you must have the "inspiring word" warlord ability. This paragon class is used by warlord & wizard multiclass characters with a high STR and INT score.</p><p> </p><p>As an iron monger, you have developed your dual abilities of inspiring others and casting spells into the ability to control iron and steel. Your study of warfare makes you a superb commander and your arcane power is channelled into the creation of electricity and magnetism. You use your abilities to command iron constructs on the battlefield and defend yourself with magnetized armor.</p><p> </p><p><strong>Iron Monger Path Features</strong></p><p> </p><p><strong>Arcane Armor (11th Level):</strong> Rather than wear ordinary steel armor, you can wear loose iron plates. Steel armor is bound to you by magnetism rather than straps and clamps. While wearing any steel armor you are proficient with you automatically gain the "armor specialization" feat with it.</p><p> </p><p>Alternatively, you can cover your bare skin with any loose iron or steel you find lying about to give yourself "scrap armor" as a STANDARD action and drop it as a FREE action. SCRAP ARMOR: +3 armor bonus, -1 Skill Check, -1 Speed, 40lbs, You are automatically proficient with scrap armor. Commonly scrap armor is formed from horseshoes, chains, eating utensiles, coins, buttons, cans, and other steel objects. Scrap armor can not be made from metal weapons which are too heavy and dangerous to wear against your skin. The wearer can not use any other type of armor while wearing scrap armor.</p><p> </p><p><strong>Personal Magnetism (11th Level):</strong> You ordinarily load your blunderbuss with iron pellets and can reshape the buckshot cloud to avoid your allies. Additionally, when you spend an action point your personal magnetic field surges and provides you with a +4 AC and +4 Reflex Save against all iron or steel-tipped weapons until the start of your next turn.</p><p> </p><p><strong>Blunderbuss Proficiency (11th Level):</strong> You are proficient with a blunderbuss</p><p> </p><p><strong>Iron Giant (16th Level):</strong> You make a personal bond with a metal construct and can treat it as an ally for your warlord powers. This construct will follow your orders as you intend and will act to defend you without orders. When you use your "inspiring word" ability you can spend one of your own healing surges to heal the construct. Additionally you can sacrifice your normal standard action attack so that the construct can add one half your class level to its attack roll. You must be with 30ft (6 squares) of your construct and have a clear Line of Sight (LOS) to use either ability.</p><p> </p><p><strong>Iron Monger Spells</strong></p><p> </p><p><span style="font-size: 12px"><strong>Arcane Dynamo</strong></span> Iron Monger Attack 11</p><p><em>You crackle with electrical energy as you slam your weapon or staff into the ground which energizes the constructs around you.</em></p><p>_______________________</p><p><strong>Encounter ✦ Arcane, Lightning, Implement or Weapon, Construct</strong></p><p><strong>Standard Action Close</strong> burst 1</p><p><strong>Target:</strong> All foes adjacent to the Iron Monger</p><p><strong>Attack:</strong> Strength vs. Fortitude or Intelligence vs. Fortitude</p><p>_______________________</p><p><strong>Hit:</strong> You push back your enemy one square.</p><p><strong>Effect:</strong> All allied constructs within six squares of you gain your INT modifier as a lightning bonus on their damage rolls for their next turn.</p><p> </p><p> </p><p><span style="font-size: 12px"><strong>Command Nexus</strong></span> Iron Monger Utility 12</p><p><em>You can aid all nearby friendly constructs with the benefit of your personal combat training.</em></p><p>_______________________</p><p><strong>Encounter ✦ Arcane, Psychic, Construct</strong></p><p><strong>Standard Action Close</strong> burst 6</p><p><strong>Requirements:</strong> Construct</p><p>_______________________</p><p><strong>Effect:</strong> You provide all nearby constructs with the benefit of one of your combat feats of your choice for their next turn.</p><p> </p><p> </p><p><span style="font-size: 12px"><strong>Mechanical Marshal</strong></span> Iron Monger Attack 20</p><p><em>You cry out a battle command as you lunge to attack and all the constructs in your regiment deliver a massive unified assault with you.</em></p><p>_______________________</p><p><strong>Daily ✦ Arcane, Weapon, Construct</strong></p><p><strong>Immediate Reaction Close</strong> burst 10</p><p><strong>Trigger:</strong> You attempt a basic melee attack</p><p><strong>Target:</strong> You make a basic melee attack against one creature</p><p><strong>Attack:</strong> Strength vs. AC</p><p>_______________________</p><p><strong>Hit:</strong> 1[W] + STR modifier damage</p><p><strong>Effect:</strong> All allied constructs within you area of effect make an immediate basic attack action on the foe nearest to them with either a melee weapon or a ranged weapon.</p><p> </p><p> </p><p>NEW SUPERIOR WEAPON</p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><strong>Blunderbuss</strong></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">PROF: +0</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">DAM: 1d6</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">RNG: Close Burst 3</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">PRICE: 50gp</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">Wt: 4lbs/1.8kg</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">GROUP: Firearm</span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white">PROPERTIES: Blast Weapon: DEX vs. Reflex, Load Standard, Jams 1</span></span></p><p></p><p></p><p></p><p><span style="font-family: 'Times New Roman'">NEW CLASS FEATURE</span></p><p></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 15px"><strong>Automaton Cohort</strong></span></span></p><p><span style="font-family: 'Times New Roman'">The Automaton Cohort class feature is available to any arcane spell caster who wishes to gain an construct slave. To select this class feature, you must give up the "Arcane Implement Mastery" class feature. If you have multiclassed as a wizard you must take the "Construct Companion" paragon multiclass feat instead. Your automaton cohort can not have a level higher than your own. Increasing the ability scores of your automaton requires rebuilding the construct. You treat your cohort as a companion and ally. Your automaton cohort has two "healing surges" representing a quick fix by its creator or switching to back-up systems. The construct recovers hit points equal to one quarter of its maximum hit points as normal. You may build more than one construct, but can only bond with one automaton cohort at a time. Automaton Cohorts come in the following catogories. You choose one general type but can thouroghly customize its appearance. Unlike beasts, automatons can use weapons, armor, and simple tools (including magic items), but automatons don't heal normally and must be patched up by their creators.</span></p><p></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-family: 'Verdana'"><strong>Commanding A Cohort</strong></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="font-family: 'Verdana'"><strong></strong>Giving your cohort orders constitutes part of your own action. Ordering your automaton to perform a standard action (such as attacking) is a "move action" for you. Ordering your automaton to move is a "minor action" for you. </span></span></p><p><span style="font-family: 'Times New Roman'"></span></p><p><span style="font-family: 'Times New Roman'"><strong>Technological Automaton</strong></span></p><p><span style="font-family: 'Times New Roman'">This mechanical marvel is tougher and stronger than other automatons, but requires periodic refueling. A medium steam powered automaton requires water (25 gallons) and coal (5lbs per hour) or wood (10lbs per hour). Double fuel requirements with each size increase. A clockwork automaton will function for 30 minutes then must be rewound by an assistant (1 minute). A voltaic construct functions for 3 hours but must recharge its power cells for the rest of the day. Technological Automatons can wear armor, use hand held weapons, and use simple machines. They possess all the proficiencies of a "Paladin"</span></p><p></p><p><span style="font-family: 'Times New Roman'">TECHNOLOGICAL STATISTICS</span></p><p><span style="font-family: 'Times New Roman'">Ability Scores: STR 16, CON 14, DEX 12, INT 6, WIS 12, CHA 6</span></p><p><span style="font-family: 'Times New Roman'">Size: Starts at Medium but can be increased by rebuilding</span></p><p><span style="font-family: 'Times New Roman'">Speed: 5</span></p><p><span style="font-family: 'Times New Roman'">Defenses: AC 10 + level + any armor, Fortitude 12 + level, Reflex 10 + level, Will 12 + level</span></p><p><span style="font-family: 'Times New Roman'">Hit Points: 16 + 10 per level</span></p><p><span style="font-family: 'Times New Roman'">Attack Bonus: Level +2</span></p><p><span style="font-family: 'Times New Roman'">Damage: 1d12 bash (treat as mace) or by hand held weapon</span></p><p><span style="font-family: 'Times New Roman'">Melee Basic Attack: Spiked Blow; level +2 vs. AC, 1d12 + STR modifier damage</span></p><p><span style="font-family: 'Times New Roman'">Trained Skills: Athletics, Endurance</span></p><p></p><p></p><p> </p><p><span style="font-family: 'Times New Roman'"><strong>Botanical Automaton</strong></span></p><p><span style="font-family: 'Times New Roman'">Botanical Automatons are rugged, springy, and patient warriors that often wait motionless for an openning before striking. Plants need sunlight, water, and nutrious soil to stay in peak form. The construct must put down roots for at least 6 hours per day. </span><span style="font-family: 'Times New Roman'">Botanical Automatons are often equiped with the organic equivalent of armor and weapons. This botanical equipment is part of the creature and can not be changed with out rebuilding the automaton. Like other automations the botanical must be patched up by its user by grafting on new limbs or sealing gashes with resin. Botanical Automatons have the proficiencies of the "ranger" class.</span></p><p></p><p><span style="font-family: 'Times New Roman'">BOTANICAL STATISTICS</span></p><p><span style="font-family: 'Times New Roman'">Ability Scores: STR 14, CON 14, DEX 16, INT 6, WIS 12, CHA 6</span></p><p><span style="font-family: 'Times New Roman'">Size: Starts at medium but can be rebuilt to a larger size</span></p><p><span style="font-family: 'Times New Roman'">Speed: 5, burrow 5</span></p><p><span style="font-family: 'Times New Roman'">Defenses: AC 10 + level + simulated armor, Fortitude: 12 + level, Reflex 13 + level, Will 12 + level</span></p><p><span style="font-family: 'Times New Roman'">Hit Points: 14 + 8 per level</span></p><p><span style="font-family: 'Times New Roman'">Attack Bonus: Level +4</span></p><p><span style="font-family: 'Times New Roman'">Damage: 1d8 lash (treat as flail) or by simulated weapon</span></p><p><span style="font-family: 'Times New Roman'">Melee Basic Attack: Vine Whip; level +4 vs. AC, 1d8 + DEX modifier damage</span></p><p><span style="font-family: 'Times New Roman'">Opportunity Attacks: A botanical gains a bonus to opportunity attack damage rolls equal to its STR modifier.</span></p><p><span style="font-family: 'Times New Roman'">Trained Skill: Stealth</span></p><p></p><p></p><p> </p><p><span style="font-family: 'Times New Roman'"><strong>Alchemical Automaton</strong></span></p><p><span style="font-family: 'Times New Roman'">This automaton was created in an alchemical laboratory rather than inspired by nature. Unlike a technological or botanical automaton it has no moving parts or cell structure. This design is powered either by divine, arcane, or elemental energy. This energy source is finite and last for a fortnight (two weeks) of continuous power until the automaton becomes inert and must be reanimated (10% of the build cost) by a day long ceremony. Alchemical automatons is the only automaton in which a magical item can be build as an integral part of the creature and can be stolen by looters. An alchemical automaton has all the proficiencies of the "cleric" class. </span></p><p></p><p><span style="font-family: 'Times New Roman'">ALCHEMICAL STATISTICS</span></p><p><span style="font-family: 'Times New Roman'">Abilities: STR 14, CON 14, DEX 14, INT 6, WIS 14, CHA 6</span></p><p><span style="font-family: 'Times New Roman'">Size: Starts at medium but can be increased at higher levels</span></p><p><span style="font-family: 'Times New Roman'">Speed: 7</span></p><p><span style="font-family: 'Times New Roman'">Defenses: AC: 10 + Level + armor, Fortitude 12 + level, Reflex 12 + level, Will 13 + level</span></p><p><span style="font-family: 'Times New Roman'">Hit Points: 14 +8 per level</span></p><p><span style="font-family: 'Times New Roman'">Attack Bonus: Level +4</span></p><p><span style="font-family: 'Times New Roman'">Damage: 1d8 slice (treat as heavy blade) or by weapon</span></p><p><span style="font-family: 'Times New Roman'">Melee Basic Attack: Slashing Blow; level +4 vs. AC, 1d8 + STR modifier damage</span></p><p><span style="font-family: 'Times New Roman'">Combat Advantage: When an alchemical automaton has combat advantage over a foe it gains its WIS modifier as a bonus to damage rolls.</span></p><p><span style="font-family: 'Times New Roman'">Trained Skills: Endurance, Perception</span></p><p></p><p></p><p> </p><p><span style="font-family: 'Times New Roman'"><strong>Necromantic Automatons</strong></span></p><p><span style="font-family: 'Times New Roman'">These automatons are built from dead flesh, bones, and cursed steel. They are powered by negative energy. You must sacrifice a sentient creature upon the automaton for each day of useage. These skeletal designs often have four legs and insect or crablike appendages. Necromatic automatons have the proficiencies of the "fighter" class.</span></p><p></p><p><span style="font-family: 'Times New Roman'">NECROMATIC STATISTICS</span></p><p><span style="font-family: 'Times New Roman'">Ability Scores: STR 14, CON 12, DEX 16, INT 6, WIS 12, CHA 6</span></p><p><span style="font-family: 'Times New Roman'">Size: Starts at Medium but can be rebuilt larger</span></p><p><span style="font-family: 'Times New Roman'">Speed: 6, climb 6</span></p><p><span style="font-family: 'Times New Roman'">Defenses: 10 + level + armor, Fortitude 11 + level, Reflex 12 + level, Will 12 + level</span></p><p><span style="font-family: 'Times New Roman'">Hit Points: 14 +8 per level</span></p><p><span style="font-family: 'Times New Roman'">Attack Bonus: Level +4</span></p><p><span style="font-family: 'Times New Roman'">Damage: 1d8 stab (treat as light blade) or by hand held weapon</span></p><p><span style="font-family: 'Times New Roman'">Melee Basic Attack: Matis Jab; level +4 vs. AC, 1d8 + DEX modifier damage</span></p><p><span style="font-family: 'Times New Roman'">Trained Skills: Athletics, Stealth</span></p><p></p><p></p><p> </p><p><span style="font-family: 'Times New Roman'"><strong><span style="font-size: 15px">BUILD or REBUILD AUTOMATON COHORT</span></strong></span></p><p><em>Using a variety of components and techniques you craft your Automaton Cohort. Using the same methods you can restore hit points lost in battle at a cost of 10gp per hit point.</em></p><p> </p><p>Level: 1</p><p>Component Cost: 50gp + 12gp per level cubed.</p><p>Category: Creation</p><p>Market Price: 50gp per level cubed.</p><p>Time: One day of work per 15 hit points (round up)</p><p>Key Skill: Depends on automaton type: Technological (Thievery or Insight), Botanical (Nature), Alchemical (Arcana or Dungeoneering), and Necromantic (Religion or History). It requires a successfull skill challenge to succeed in creating an functional automaton (DC: Determined by level of the automaton, One skill check per day of work). An automaton improves its attribute scores as the builder increases in experience. Add one to two of your automaton's base ability scores at level 4, 8, 14, 18, 24, and 28. A paragon tier builder can create a "large" automaton. A epic tier builder can create a "huge" automaton. </p><p></p><p></p><p><span style="font-family: 'Times New Roman'">EXAMPLES OF POSSIBLE AUTOMATONS VARIATIONS FROM THE MONSTER MANUAL</span></p><p></p><p><span style="font-family: 'Times New Roman'">Bat {Elemental} (Heroic Alchemical), Battlebriar (Paragon Botanical), Colossus (Epic Technological), Eidolon (Heroic Alchemical), Flame Skull (Heroic Necrotic), Golem {Flesh} (Paragon Necrotic), Golem {Stone}(Paragon Alchemical), Guardian (Paragon Technological), Helmed Horror (Paragon Necrotic), Homunculus (Heroic Technological)</span></p></blockquote><p></p>
[QUOTE="Grimgrin, post: 4569101, member: 78830"] [SIZE=4][B]Iron Monger[/B][/SIZE] [I]You may control men but I control metal.[/I] [B]Prerequisites:[/B] You must possess an arcane power that inflicts electrical damage, and you must have the "inspiring word" warlord ability. This paragon class is used by warlord & wizard multiclass characters with a high STR and INT score. As an iron monger, you have developed your dual abilities of inspiring others and casting spells into the ability to control iron and steel. Your study of warfare makes you a superb commander and your arcane power is channelled into the creation of electricity and magnetism. You use your abilities to command iron constructs on the battlefield and defend yourself with magnetized armor. [B]Iron Monger Path Features[/B] [B]Arcane Armor (11th Level):[/B] Rather than wear ordinary steel armor, you can wear loose iron plates. Steel armor is bound to you by magnetism rather than straps and clamps. While wearing any steel armor you are proficient with you automatically gain the "armor specialization" feat with it. Alternatively, you can cover your bare skin with any loose iron or steel you find lying about to give yourself "scrap armor" as a STANDARD action and drop it as a FREE action. SCRAP ARMOR: +3 armor bonus, -1 Skill Check, -1 Speed, 40lbs, You are automatically proficient with scrap armor. Commonly scrap armor is formed from horseshoes, chains, eating utensiles, coins, buttons, cans, and other steel objects. Scrap armor can not be made from metal weapons which are too heavy and dangerous to wear against your skin. The wearer can not use any other type of armor while wearing scrap armor. [B]Personal Magnetism (11th Level):[/B] You ordinarily load your blunderbuss with iron pellets and can reshape the buckshot cloud to avoid your allies. Additionally, when you spend an action point your personal magnetic field surges and provides you with a +4 AC and +4 Reflex Save against all iron or steel-tipped weapons until the start of your next turn. [B]Blunderbuss Proficiency (11th Level):[/B] You are proficient with a blunderbuss [B]Iron Giant (16th Level):[/B] You make a personal bond with a metal construct and can treat it as an ally for your warlord powers. This construct will follow your orders as you intend and will act to defend you without orders. When you use your "inspiring word" ability you can spend one of your own healing surges to heal the construct. Additionally you can sacrifice your normal standard action attack so that the construct can add one half your class level to its attack roll. You must be with 30ft (6 squares) of your construct and have a clear Line of Sight (LOS) to use either ability. [B]Iron Monger Spells[/B] [SIZE=3][B]Arcane Dynamo[/B][/SIZE] Iron Monger Attack 11 [I]You crackle with electrical energy as you slam your weapon or staff into the ground which energizes the constructs around you.[/I] _______________________ [B]Encounter ✦ Arcane, Lightning, Implement or Weapon, Construct[/B] [B]Standard Action Close[/B] burst 1 [B]Target:[/B] All foes adjacent to the Iron Monger [B]Attack:[/B] Strength vs. Fortitude or Intelligence vs. Fortitude _______________________ [B]Hit:[/B] You push back your enemy one square. [B]Effect:[/B] All allied constructs within six squares of you gain your INT modifier as a lightning bonus on their damage rolls for their next turn. [SIZE=3][B]Command Nexus[/B][/SIZE] Iron Monger Utility 12 [I]You can aid all nearby friendly constructs with the benefit of your personal combat training.[/I] _______________________ [B]Encounter ✦ Arcane, Psychic, Construct[/B] [B]Standard Action Close[/B] burst 6 [B]Requirements:[/B] Construct _______________________ [B]Effect:[/B] You provide all nearby constructs with the benefit of one of your combat feats of your choice for their next turn. [SIZE=3][B]Mechanical Marshal[/B][/SIZE] Iron Monger Attack 20 [I]You cry out a battle command as you lunge to attack and all the constructs in your regiment deliver a massive unified assault with you.[/I] _______________________ [B]Daily ✦ Arcane, Weapon, Construct[/B] [B]Immediate Reaction Close[/B] burst 10 [B]Trigger:[/B] You attempt a basic melee attack [B]Target:[/B] You make a basic melee attack against one creature [B]Attack:[/B] Strength vs. AC _______________________ [B]Hit:[/B] 1[W] + STR modifier damage [B]Effect:[/B] All allied constructs within you area of effect make an immediate basic attack action on the foe nearest to them with either a melee weapon or a ranged weapon. NEW SUPERIOR WEAPON [FONT=Times New Roman][COLOR=white][B]Blunderbuss[/B][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]PROF: +0[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]DAM: 1d6[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]RNG: Close Burst 3[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]PRICE: 50gp[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]Wt: 4lbs/1.8kg[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]GROUP: Firearm[/COLOR][/FONT] [FONT=Times New Roman][COLOR=white]PROPERTIES: Blast Weapon: DEX vs. Reflex, Load Standard, Jams 1[/COLOR][/FONT] [FONT=Times New Roman]NEW CLASS FEATURE[/FONT] [FONT=Times New Roman][SIZE=4][/SIZE][/FONT] [FONT=Times New Roman][SIZE=4][B]Automaton Cohort[/B][/SIZE][/FONT] [FONT=Times New Roman]The Automaton Cohort class feature is available to any arcane spell caster who wishes to gain an construct slave. To select this class feature, you must give up the "Arcane Implement Mastery" class feature. If you have multiclassed as a wizard you must take the "Construct Companion" paragon multiclass feat instead. Your automaton cohort can not have a level higher than your own. Increasing the ability scores of your automaton requires rebuilding the construct. You treat your cohort as a companion and ally. Your automaton cohort has two "healing surges" representing a quick fix by its creator or switching to back-up systems. The construct recovers hit points equal to one quarter of its maximum hit points as normal. You may build more than one construct, but can only bond with one automaton cohort at a time. Automaton Cohorts come in the following catogories. You choose one general type but can thouroghly customize its appearance. Unlike beasts, automatons can use weapons, armor, and simple tools (including magic items), but automatons don't heal normally and must be patched up by their creators.[/FONT] [FONT=Times New Roman][/FONT] [FONT=Times New Roman][FONT=Verdana][B]Commanding A Cohort [/B]Giving your cohort orders constitutes part of your own action. Ordering your automaton to perform a standard action (such as attacking) is a "move action" for you. Ordering your automaton to move is a "minor action" for you. [/FONT] [/FONT] [FONT=Times New Roman][B]Technological Automaton[/B][/FONT] [FONT=Times New Roman]This mechanical marvel is tougher and stronger than other automatons, but requires periodic refueling. A medium steam powered automaton requires water (25 gallons) and coal (5lbs per hour) or wood (10lbs per hour). Double fuel requirements with each size increase. A clockwork automaton will function for 30 minutes then must be rewound by an assistant (1 minute). A voltaic construct functions for 3 hours but must recharge its power cells for the rest of the day. Technological Automatons can wear armor, use hand held weapons, and use simple machines. They possess all the proficiencies of a "Paladin"[/FONT] [FONT=Times New Roman]TECHNOLOGICAL STATISTICS[/FONT] [FONT=Times New Roman]Ability Scores: STR 16, CON 14, DEX 12, INT 6, WIS 12, CHA 6[/FONT] [FONT=Times New Roman]Size: Starts at Medium but can be increased by rebuilding[/FONT] [FONT=Times New Roman]Speed: 5[/FONT] [FONT=Times New Roman]Defenses: AC 10 + level + any armor, Fortitude 12 + level, Reflex 10 + level, Will 12 + level[/FONT] [FONT=Times New Roman]Hit Points: 16 + 10 per level[/FONT] [FONT=Times New Roman]Attack Bonus: Level +2[/FONT] [FONT=Times New Roman]Damage: 1d12 bash (treat as mace) or by hand held weapon[/FONT] [FONT=Times New Roman]Melee Basic Attack: Spiked Blow; level +2 vs. AC, 1d12 + STR modifier damage[/FONT] [FONT=Times New Roman]Trained Skills: Athletics, Endurance[/FONT] [FONT=Times New Roman][/FONT] [FONT=Times New Roman][B]Botanical Automaton[/B][/FONT] [FONT=Times New Roman]Botanical Automatons are rugged, springy, and patient warriors that often wait motionless for an openning before striking. Plants need sunlight, water, and nutrious soil to stay in peak form. The construct must put down roots for at least 6 hours per day. [/FONT][FONT=Times New Roman]Botanical Automatons are often equiped with the organic equivalent of armor and weapons. This botanical equipment is part of the creature and can not be changed with out rebuilding the automaton. Like other automations the botanical must be patched up by its user by grafting on new limbs or sealing gashes with resin. Botanical Automatons have the proficiencies of the "ranger" class.[/FONT] [FONT=Times New Roman]BOTANICAL STATISTICS[/FONT] [FONT=Times New Roman]Ability Scores: STR 14, CON 14, DEX 16, INT 6, WIS 12, CHA 6[/FONT] [FONT=Times New Roman]Size: Starts at medium but can be rebuilt to a larger size[/FONT] [FONT=Times New Roman]Speed: 5, burrow 5[/FONT] [FONT=Times New Roman]Defenses: AC 10 + level + simulated armor, Fortitude: 12 + level, Reflex 13 + level, Will 12 + level[/FONT] [FONT=Times New Roman]Hit Points: 14 + 8 per level[/FONT] [FONT=Times New Roman]Attack Bonus: Level +4[/FONT] [FONT=Times New Roman]Damage: 1d8 lash (treat as flail) or by simulated weapon[/FONT] [FONT=Times New Roman]Melee Basic Attack: Vine Whip; level +4 vs. AC, 1d8 + DEX modifier damage[/FONT] [FONT=Times New Roman]Opportunity Attacks: A botanical gains a bonus to opportunity attack damage rolls equal to its STR modifier.[/FONT] [FONT=Times New Roman]Trained Skill: Stealth[/FONT] [FONT=Times New Roman][/FONT] [FONT=Times New Roman][B]Alchemical Automaton[/B][/FONT] [FONT=Times New Roman]This automaton was created in an alchemical laboratory rather than inspired by nature. Unlike a technological or botanical automaton it has no moving parts or cell structure. This design is powered either by divine, arcane, or elemental energy. This energy source is finite and last for a fortnight (two weeks) of continuous power until the automaton becomes inert and must be reanimated (10% of the build cost) by a day long ceremony. Alchemical automatons is the only automaton in which a magical item can be build as an integral part of the creature and can be stolen by looters. An alchemical automaton has all the proficiencies of the "cleric" class. [/FONT] [FONT=Times New Roman]ALCHEMICAL STATISTICS[/FONT] [FONT=Times New Roman]Abilities: STR 14, CON 14, DEX 14, INT 6, WIS 14, CHA 6[/FONT] [FONT=Times New Roman]Size: Starts at medium but can be increased at higher levels[/FONT] [FONT=Times New Roman]Speed: 7[/FONT] [FONT=Times New Roman]Defenses: AC: 10 + Level + armor, Fortitude 12 + level, Reflex 12 + level, Will 13 + level[/FONT] [FONT=Times New Roman]Hit Points: 14 +8 per level[/FONT] [FONT=Times New Roman]Attack Bonus: Level +4[/FONT] [FONT=Times New Roman]Damage: 1d8 slice (treat as heavy blade) or by weapon[/FONT] [FONT=Times New Roman]Melee Basic Attack: Slashing Blow; level +4 vs. AC, 1d8 + STR modifier damage[/FONT] [FONT=Times New Roman]Combat Advantage: When an alchemical automaton has combat advantage over a foe it gains its WIS modifier as a bonus to damage rolls.[/FONT] [FONT=Times New Roman]Trained Skills: Endurance, Perception[/FONT] [FONT=Times New Roman][/FONT] [FONT=Times New Roman][B]Necromantic Automatons[/B][/FONT] [FONT=Times New Roman]These automatons are built from dead flesh, bones, and cursed steel. They are powered by negative energy. You must sacrifice a sentient creature upon the automaton for each day of useage. These skeletal designs often have four legs and insect or crablike appendages. Necromatic automatons have the proficiencies of the "fighter" class.[/FONT] [FONT=Times New Roman]NECROMATIC STATISTICS[/FONT] [FONT=Times New Roman]Ability Scores: STR 14, CON 12, DEX 16, INT 6, WIS 12, CHA 6[/FONT] [FONT=Times New Roman]Size: Starts at Medium but can be rebuilt larger[/FONT] [FONT=Times New Roman]Speed: 6, climb 6[/FONT] [FONT=Times New Roman]Defenses: 10 + level + armor, Fortitude 11 + level, Reflex 12 + level, Will 12 + level[/FONT] [FONT=Times New Roman]Hit Points: 14 +8 per level[/FONT] [FONT=Times New Roman]Attack Bonus: Level +4[/FONT] [FONT=Times New Roman]Damage: 1d8 stab (treat as light blade) or by hand held weapon[/FONT] [FONT=Times New Roman]Melee Basic Attack: Matis Jab; level +4 vs. AC, 1d8 + DEX modifier damage[/FONT] [FONT=Times New Roman]Trained Skills: Athletics, Stealth[/FONT] [FONT=Times New Roman][B][SIZE=4][/SIZE][/B][/FONT] [FONT=Times New Roman][B][SIZE=4]BUILD or REBUILD AUTOMATON COHORT[/SIZE][/B][/FONT] [I]Using a variety of components and techniques you craft your Automaton Cohort. Using the same methods you can restore hit points lost in battle at a cost of 10gp per hit point.[/I] Level: 1 Component Cost: 50gp + 12gp per level cubed. Category: Creation Market Price: 50gp per level cubed. Time: One day of work per 15 hit points (round up) Key Skill: Depends on automaton type: Technological (Thievery or Insight), Botanical (Nature), Alchemical (Arcana or Dungeoneering), and Necromantic (Religion or History). It requires a successfull skill challenge to succeed in creating an functional automaton (DC: Determined by level of the automaton, One skill check per day of work). An automaton improves its attribute scores as the builder increases in experience. Add one to two of your automaton's base ability scores at level 4, 8, 14, 18, 24, and 28. A paragon tier builder can create a "large" automaton. A epic tier builder can create a "huge" automaton. [FONT=Times New Roman]EXAMPLES OF POSSIBLE AUTOMATONS VARIATIONS FROM THE MONSTER MANUAL[/FONT] [FONT=Times New Roman]Bat {Elemental} (Heroic Alchemical), Battlebriar (Paragon Botanical), Colossus (Epic Technological), Eidolon (Heroic Alchemical), Flame Skull (Heroic Necrotic), Golem {Flesh} (Paragon Necrotic), Golem {Stone}(Paragon Alchemical), Guardian (Paragon Technological), Helmed Horror (Paragon Necrotic), Homunculus (Heroic Technological)[/FONT] [/QUOTE]
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