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<blockquote data-quote="Obly99" data-source="post: 9042036" data-attributes="member: 7035194"><p>Well, after almost a year.</p><p></p><p></p><p style="text-align: center"><strong><span style="font-size: 26px">MK-003 (Man of Orichalcum)</span></strong></p><p></p><p>LE Large construct (robot)</p><p></p><p><strong>Init</strong> +209 (always first); <strong>Senses</strong> cosmic consciousness (plane/solar system), divine detection, see in darkness, superior optics; Perception +237</p><p></p><p><strong>AC</strong> 355, touch 149, flat-footed 320 (+80 antidivinity, +41 deflection, +29 Dex, +6 dodge, +32 insight, +206 natural, +32 perfection, -1 size)</p><p></p><p><strong>hp</strong> 75.840 hp (160d100+21.920) x2 5.000 shield; regeneration 1.000 (cosmic damage or cosmic might)</p><p></p><p><strong>Fort </strong>+295, <strong>Ref</strong> +283, <strong>Will</strong> +282</p><p></p><p><strong>Defensive Abilities</strong> adaptive defensive programming, electricity absorption, eternal freedom, fortification 50%, self mastery, shield, sixth sense, war is eternal; <strong>DR</strong> 200/–; <strong>Immune</strong> construct traits, Stellar Hazards, Terrestial Hazards; <strong>Resistance</strong> acid 1.000, cold 1.000, fire 1.000, Dimensional Hazards; <strong>PR/SR</strong> 202</p><p></p><p><strong>Weakness</strong> vulnerable to critical hits, vulnerable to electricity</p><p></p><p><strong>Speed</strong> Supersonic (6710 ft.), booster jets, cling</p><p></p><p><strong>Melee</strong> plasma sword +471/+466/+461/+456 touch (180d20+140/17-20x4 plus stun)</p><p></p><p><strong>Ranged</strong> machine gun +344/+339/+334/+329 touch (11.097.088 with crit.; 693.568 without crit. [2.160d20+148]/16-20x16 x16), 2 integrated chain guns +340 (2.160d20/19-20×4), integrated laser cannon +340 touch (180d20/x6)</p><p></p><p><strong>Special Attacks</strong> atomizer +200 (320d20, DC 175), auto-destruct core (10 miles, DC 175, 480d20), electromagnetic pulse (5 miles, DC 175, 160d20 electricity), rockets (100 miles, 5-mile-radius burst, DC 175, 160d20 points of antidivine damage and 160d20 points of bludgeoning damage), suppression fire, stun (DC 294), tactical antimatter bomb (10 miles, 1-mile-radius burst, DC 175, 320d100 points of antimatter damage)</p><p></p><p><strong>Str</strong> 291, <strong>Dex</strong> 68, <strong>Con</strong> –, <strong>Int</strong> 52, <strong>Wis</strong> 66, <strong>Cha</strong> 92</p><p></p><p><strong>Base Atk</strong> +160; <strong>CMB</strong> +473; <strong>CMD</strong> 451</p><p></p><p><strong>Feats</strong> Alertness, Combat Reflexes, Cornugon Smash, Dodge, Greater Vital Strike, Greater Weapon Focus (machine gun), Greater Weapon Specialization (machine gun), Improved Critical (machine gun), Improved Critical (plasma sword), Improved Initiative, Improved Vital Strike, Muscle Reaction, Signature Skill (intimidate), Run, Vital Strike, Weapon Focus (machine gun), Weapon Specialization (machine gun)</p><p></p><p><strong>Epic Feats</strong> Double Standard, Expert Strike, Fire Baptism, Improved Dodge, Epic Skill Focus (perception), Epic Weapon Focus (machine gun), Epic Weapon Specialization (machine gun), Greater Critical (machine gun), Greater Critical Multiplier (machine gun), Improved Combat Reflexes, Improved Critical Multiplier (machine gun), Legendary Tracker, Sixth Sense, Superior Initiative, Weapon Abatement</p><p></p><p><strong>Skills</strong> All skills 195 + ability modifier</p><p></p><p><strong>Languages</strong> Pleromian; remote communication</p><p></p><p><strong>SQ</strong> combined arms, conqueror, cosmic might, ego, electric pulse, flexible programming, god killer, hyperborean celerity, hyperborean construction, integrated weaponry, maven, prana generator, omnicompetent, sustenance, virtual size category +18</p><p></p><p>ECOLOGY</p><p></p><p><strong>Environment</strong> Any</p><p></p><p><strong>Organization</strong> solitary, pair, squadron (3–12), platoon (1 plus 6–18 Man of Iron) or invasion (30d6, plus 60d6 Man of Iron, 10d6 Man of Orichalcum, 2d6 Man of Neutronium)</p><p></p><p><strong>Treasure</strong> none</p><p></p><p>antidivine damage work as divine damage but deals no damage to entities not possessing Divine Rank but double damage to entities with a Divine Bonus (still penetrate and destroy all barriers)</p><p></p><p>A Man of Orichalcum gave up 48 feats to get 8 divine ability slot extra.</p><p></p><p><strong><u>Divine Abilities</u></strong></p><p></p><p>• Perfect Initiative (Ex): Always first.</p><p></p><p>• Perfect Weapon Specialization (machine gun) (Ex): Damage maximized.</p><p></p><p>• Seventh Sense (Ex): You can replay a number of rounds every day.</p><p></p><p>• Strong Body (Ex): Perfection as circumstance to AC.</p><p></p><p>• Strong Mind (Ex): Str as insight to attack rolls.</p><p></p><p>• Strong Soul (Ex): Str as insight to saving throw.</p><p></p><p>• Strong Spirit (Ex): Perfection as circumstance to DC.</p><p></p><p>• Superior Critical (machine gun) (Ex): Critical threat quadrupled.</p><p></p><p>• Superior Critical Multiplier (machine gun) (Ex): Critical multiplier increase.</p><p></p><p>• Telelocation (Su): You automatically know the location of the creature you are hunting.</p><p></p><p><strong><u>Cosmic Abilities</u></strong></p><p></p><p>• Abrogate (Su): Any opponent within 6.800 ft. has its greatest ability negated. This can be an ability score or one of its other abilities (divine, cosmic etc.).</p><p></p><p>• Perfect Critical (machine gun) (Ex): The critical threat is quintupled.</p><p></p><p>• Perfect Critical Multiplier (machine gun) (Ex): The critical multiplier is increased.</p><p></p><p>• Slipstream (Su): Unaffected by time effects or temporal travel.</p><p></p><p>• Unearthly Weapon Specialization (machine gun) (Ex): Base damage multiplied for the weapon critical multiplied.</p><p></p><p><strong>Adaptive Defensive Programming (Ex)</strong></p><p>Ten times per day as an immediate action, a Man of Orichalcum can change one of its resistances to any other energy type for 1 hour.</p><p></p><p><strong>Atomizer (Ex)</strong></p><p>As a full-round action once every 3 rounds, a Man of Orichalcum can fire a ray as a ranged touch attack with a range of 100 miles. On a hit, the ray deals 2d20 points of damage for Man of Orichalcum’s HD. When used against an object, the atomizer disintegrates as much as a 100-foot cube of nonliving matter. A creature or object that succeeds at a Fortitude save DC 175 instead takes only one-quarter normal damage. Any creature reduced to 0 or fewer hit points by this attack is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. The save DC is Intelligence-based.</p><p></p><p><strong>Auto-Destruct Core (Ex)</strong></p><p>As a full-round action, and automatically without any action when destroyer (it's a 0 or less hit points while its regeneration is deactivated), a Man of Orichalcum can cause its central power core to overheat and self-destruct in an explosion that destroys the robot and deals 3d20 points of damage per HD of the Man of Orichalcum (480d20 for a standard Man of Orichalcum) to all targets in a 10-miles radius. Half of this damage is antidivine damage while the other half is slashing damage. Creatures in this area that succeed at a Reflex saving throw DC 175 take half damage. This explosion subjects those affected to severe radiation. When adjacent to the robot, a creature with the Craft Construct feat can make a particular Disable Device check with a DC of 292 (100 + robot HD + perfection bonus) as a standard action that provoke attack of opportunity. If the check succeed, the robot auto-destruction core ability is deactivated for 1d4+2 rounds. The save DC is Intelligence-based.</p><p></p><p><strong>Booster Jets (Ex)</strong></p><p>As a swift action up to 30 times per hour, a Man of Orichalcum can gain a fly speed of Supersonic (good maneuverability) for a duration of 1 minute.</p><p></p><p><strong>Chain Guns (Ex)</strong></p><p>These advanced weapons which throw rotary saw blades have a range increment of 10 miles. Because the saw blade is ejected from the Man of Orichalcum’s body, it is made of Orichalcum and multiplying the damage x12.</p><p></p><p><strong>Cling (Ex)</strong></p><p>A combination of magnetic pads and electrostatic emitters in its feet allow a Man of Orichalcum to climb and travel on vertical or horizontal surfaces without having to attempt Climb checks, even allowing it to traverse these surfaces while upside down.</p><p></p><p><strong>Combined Arms (Ex)</strong></p><p>When taking a full-attack action, a Man of Orichalcum can attack with melee and ranged natural attacks and integrated weapons simultaneously.</p><p></p><p><strong>Conqueror (Ex)</strong></p><p>By manipulating the fundamental matrices of Fate and Chance, a Man of Orichalcum can bend reality to allow for the best possible outcome in any given situation. This ability mimics the "Inner Eye" Cosmic Ability.</p><p></p><p><strong>Cosmic Might (Ex)</strong></p><p>A Man of Orichalcum deals d20's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than the Man of Orichalcum HD.</p><p></p><p><strong>Divine Detection (Ex)</strong></p><p>A Man of Orichalcum can detect creatures that have divine rank or creatures with abilities obtained from creatures with divine rank (like cleric, paladins, the angel Solar, etc.).</p><p></p><p><strong>Electric Pulse (Ex)</strong></p><p>Three times per hours as an immediate action, a Man of Orichalcum can gain the benefit of a <em>haste</em> spell for 10 minutes.</p><p></p><p><strong>Electricity Absorption (Ex)</strong></p><p>Man of Orichalcum can absorb electricity and instead of taking damage from it, the robot is instead healed of an equal value (and multiplied x1.5 for the electricity vulnerability).</p><p></p><p><strong>Electromagnetic Pulse (Ex)</strong></p><p>Every 1d4 rounds, as a standard action, a Man of Orichalcum can unleash an electromagnetic pulse in a 5 miles radius that bypasses any active force fields (or similar effects) and deals 160d20 points of electricity damage to any robots, creatures with electronic circuits, creatures that use electricity signal in their body (like humans) or creatures with cybernetic implants. Creatures affected by this attack that succeed at a Reflex save DC 175 take only half the normal amount of damage. This effect effect the robot itself but instead of damage it, the robot is healed of an amount equal to the damage inflicted x1.5 (as for the electricity absorption). Any technological item within this radius is drained of 3d100 charges unless the item succeeds at a Reflex save. The save DC is Intelligence-based.</p><p></p><p><strong>Ego (Ex)</strong></p><p>Unlike other weak construct, a Man of Orichalcum has good all saves, and add its Charisma modifier to hit point and Fortitude save in place of Constitution.</p><p></p><p><strong>Eternal Freedom (Ex)</strong></p><p>A robot with this ability is immune to the following effects, spells and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis and web. It is also treated as if under the effects of a freedom of movement spell.</p><p></p><p><strong>Flexible Programming (Ex)</strong></p><p>As an immediate action, a Man of Orichalcum can gain the benefit of any feat for which it qualifies but does not have. Each feat remains in effect for 10 minutes. It cannot have more that 100 extra feats with this ability active at the same time. In addition, it counts its racial Hit Dice as fighter levels for the purpose of qualifying for feats. If it has levels in fighter, these Hit Dice stack with these levels. This feats can be transformed in Divine Ability slots as normal.</p><p></p><p><strong>God Killer (Ex)</strong></p><p>All the damage dealt by a Man of Orichalcum count as magic and epic (artifacts) for the purpose of affecting Immortals. When a Man of Orichalcum kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died.</p><p></p><p><strong>Hyperborean Celerity (Ex)</strong></p><p>For 1 round every 3 minutes, can make a double action just as if it had the Time Dilation Cosmic ability.</p><p></p><p><strong>Hyperborean Construction (Ex)</strong></p><p>This construct is fashioned with the knowledge of the lost Hyperborean empire. This construct use d100’s for Hit Dice and has maximum hit points per Hit Die and its hp multiplied x2. It gains an antidivinity bonus to attack roll, save, checks, AC, DC, PR/SR, CMD, CMD equal to ½ its HD. Antidivinity is like a normal bonus but that work only against creatures with a divine rank. This antidivinity bonus its not calculated on this sheet.</p><p></p><p><strong>Integrated Weaponry (Ex)</strong></p><p>A Man of Orichalcum’s has integrated weaponry. These weapons cannot be disarmed, removed, or sundered. A Man of Orichalcum’s programming allows it to wield these weapons as if it were proficient in their use. These advanced weapons automatically reload as a free action, and never misfire. All the integrated weaponry are recharged as a free action that does not provoke attack of opportunity. Integrated weaponry can still be targeted by positive effects that target manufactured weapons (such as magic weapon spells) and can be harvested for use outside of the robot’s body once the robot is destroyed (if it's not auto-destroyed). Integrated ranged weapons don’t provoke attacks of opportunity when fired in melee combat. Unlike normal integrated weaponry, a Man of Orichalcum can make iterative attacks with the machine gun and plasma sword.</p><p></p><p><strong>Laser Cannon (Ex)</strong></p><p>Mounted on his back, a Man of Orichalcum has mounted a laser cannon. These weapons emit beams of intensely focused light waves that resolve as touch attacks and deal antidivine damage with a range of 10 miles. A laser can pass through force fields and force effects like a <em>wall of force</em> without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers do not provide cover from lasers (but unlike force barriers, transparent barriers still takes damage from a laser strike passing through it). Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attack.</p><p></p><p><strong>Machine Gun (Ex)</strong></p><p>One of the Man of Orichalcum’s arms ends in a powerful machine gun. This weapon has a range of 60 miles and deals 10d20 points of damage (180d20 with might). Because the ammunition is ejected from the Man of Orichalcum’s body, the machine gun add the construct’s Strength modifier on damage rolls and count as made of Orichalcum for multiplying the damage x12. This weapon has the automatic property and because is integrated, does not impart the -2 (from the automatic property) and -4 (from the use without being mounted) penalty to attack rolls. Deflect Arrows cannot be used for deflect the projectile of the Man of Orichalcum unless the creature is enough powerful to wield Orichalcum objects (115 Strength for a Medium creature).</p><p></p><p><strong>Plasma Sword (Ex)</strong></p><p>One of the Man of Orichalcum’s arms has mounted, a sword that as a blade has plasma and deal damage with the mere touch. Its damage is half antidivine, while the other half is in turn half electricity and half fire. The Man of Orichalcum can retract inside the arm or extract the blade as a swift action to free the hand and allow precise manipulation of objects.</p><p></p><p><strong>Prana Generator (Ex)</strong></p><p>The Man of Orichalcum gains a perfection bonus equal to 1/5 its HD to attack roll, save, initiative, checks, AC, DC, PR/SR, CMD, and CMD. The robot gain a number of divine abilities slot equal to its perfection bonus and can select Divine and Cosmic abilities. This perfection bonus count as divine rank for the purpose of meet prerequisites of Divine or higher abilities and overcome an opponent cosmic string.</p><p></p><p><strong>Remote Communication (Ex)</strong></p><p>Using radio signals, invisible lasers, or other means, a Man of Orichalcum is capable of communicating with other robot with the Hyperborean constructed trait that also have this ability instantaneously and without making any sound over long distances. This ability has a range of the plane/solar system. This signal is blocked by 100 foot of metal, 500 feet of stone, or 1.000 feet of organic matter.</p><p></p><p><strong>Rockets (Ex)</strong></p><p>As a standard action, a Man of Orichalcum can fire a rocket to a range of 100 miles. A rocket explodes on impact in a 5-mile-radius burst, dealing 160d20 points of antidivine damage and 160d20 points of bludgeoning damage to all creatures and objects in the area, with a Reflex 175 half the damage. A robot carries a maximum number of rockets equal to half its HD. Its core can replenish fired rockets at the rate of one per minute, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based.</p><p></p><p><strong>Self Mastery (Ex)</strong></p><p>A robot with this ability can separate its individual appendages (arms, legs, head, hands, feet, etc.), thus making it immune to death from decapitation (such as from a vorpal weapon) or dismemberment.</p><p></p><p><strong>Shield (Ex)</strong></p><p>The Man of Orichalcum use technological shield. This provide a 5.000 hp barrier that surrounds this construct. Damage done to the Man of Orichalcum is applied to the shield first. It regenerates 300 health per round. This replace the force fields of the robot subtype.</p><p></p><p><strong>Stun (Ex)</strong></p><p>The Man of Orichalcum’s melee attacks deliver a nonlethal jolt of electricity with each strike. If the robot strikes a creature twice in one round with a melee attack, that target must succeed at a Fortitude save DC 294 or be stunned for 1d4 rounds. The save DC is Strength-based.</p><p></p><p><strong>Superior Optics (Ex)</strong></p><p>Man of Orichalcum see as with the true seeing ability, this true seeing count has having a spell level equal to the perfection bonus of the robot for interaction with effects. A Man of Orichalcum can see through solid objects. For each round of concentration it can penetrate 1 inch of adamantine, 1 foot of metal or 3 feet of any other weaker materials. Especially dense metals like orichalcum require double the rounds of concentration.</p><p></p><p><strong>Suppression Fire (Ex)</strong></p><p>As a full-round action, a Man of Orichalcum can give up its regular attacks and instead make one machine gun attack at its highest base attack bonus against each opponent within reach of its weapon. It must make a separate attack roll against each opponent. When it use the Suppression Fire, the machine gun lose the automatic weapon property, and also the Man of Orichalcum forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Suppression Fire can be used at will but must wait 1d6 rounds between uses.</p><p></p><p><strong>Sustenance (Ex)</strong></p><p>A Man of Orichalcum’s core can process scrap metal into new ammunition, effectively giving the construct infinite ammunition with its integrated weapons.</p><p></p><p><strong>Tactical Antimatter Bomb (Ex)</strong></p><p>As a standard action, a Man of Orichalcum can throw a tactical antimatter bomb to a range of 10 miles. A tactical antimatter bomb explodes on impact in a 1-mile-radius burst, dealing 320d100 points of antimatter damage to all creatures and object in the area, with a Reflex 175 half the damage. Antimatter damage deal full damage to objects and overcome 1.500 points of hardness and damage reduction. Any creature or object reduced to 0 or fewer hit points by this attack is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment take the damage (and can be possibly disintegrated) as well. A robot carries a maximum number of tactical antimatter bomb equal to 1/10 its HD. The Man of Orichalcum cannot create new tactical antimatter bomb and must stock up on new ones every time it returns to base. If fought off base or has already fought, assume that the robot has available 1d6+2 tactical antimatter bomb. The save DC is Intelligence-based.</p><p></p><p><strong>War is Eternal (Ex)</strong></p><p>When a Man of Orichalcum is reduced to 0 or less hit points, but its regeneration it’s not deactivated, it continue fight but gain the staggered condition. This staggered cannot be removed in any way, but its automatically removed as soon as the robot return to 1 or higher hit points.</p></blockquote><p></p>
[QUOTE="Obly99, post: 9042036, member: 7035194"] Well, after almost a year. [CENTER][B][SIZE=7]MK-003 (Man of Orichalcum)[/SIZE][/B][/CENTER] LE Large construct (robot) [B]Init[/B] +209 (always first); [B]Senses[/B] cosmic consciousness (plane/solar system), divine detection, see in darkness, superior optics; Perception +237 [B]AC[/B] 355, touch 149, flat-footed 320 (+80 antidivinity, +41 deflection, +29 Dex, +6 dodge, +32 insight, +206 natural, +32 perfection, -1 size) [B]hp[/B] 75.840 hp (160d100+21.920) x2 5.000 shield; regeneration 1.000 (cosmic damage or cosmic might) [B]Fort [/B]+295, [B]Ref[/B] +283, [B]Will[/B] +282 [B]Defensive Abilities[/B] adaptive defensive programming, electricity absorption, eternal freedom, fortification 50%, self mastery, shield, sixth sense, war is eternal; [B]DR[/B] 200/–; [B]Immune[/B] construct traits, Stellar Hazards, Terrestial Hazards; [B]Resistance[/B] acid 1.000, cold 1.000, fire 1.000, Dimensional Hazards; [B]PR/SR[/B] 202 [B]Weakness[/B] vulnerable to critical hits, vulnerable to electricity [B]Speed[/B] Supersonic (6710 ft.), booster jets, cling [B]Melee[/B] plasma sword +471/+466/+461/+456 touch (180d20+140/17-20x4 plus stun) [B]Ranged[/B] machine gun +344/+339/+334/+329 touch (11.097.088 with crit.; 693.568 without crit. [2.160d20+148]/16-20x16 x16), 2 integrated chain guns +340 (2.160d20/19-20×4), integrated laser cannon +340 touch (180d20/x6) [B]Special Attacks[/B] atomizer +200 (320d20, DC 175), auto-destruct core (10 miles, DC 175, 480d20), electromagnetic pulse (5 miles, DC 175, 160d20 electricity), rockets (100 miles, 5-mile-radius burst, DC 175, 160d20 points of antidivine damage and 160d20 points of bludgeoning damage), suppression fire, stun (DC 294), tactical antimatter bomb (10 miles, 1-mile-radius burst, DC 175, 320d100 points of antimatter damage) [B]Str[/B] 291, [B]Dex[/B] 68, [B]Con[/B] –, [B]Int[/B] 52, [B]Wis[/B] 66, [B]Cha[/B] 92 [B]Base Atk[/B] +160; [B]CMB[/B] +473; [B]CMD[/B] 451 [B]Feats[/B] Alertness, Combat Reflexes, Cornugon Smash, Dodge, Greater Vital Strike, Greater Weapon Focus (machine gun), Greater Weapon Specialization (machine gun), Improved Critical (machine gun), Improved Critical (plasma sword), Improved Initiative, Improved Vital Strike, Muscle Reaction, Signature Skill (intimidate), Run, Vital Strike, Weapon Focus (machine gun), Weapon Specialization (machine gun) [B]Epic Feats[/B] Double Standard, Expert Strike, Fire Baptism, Improved Dodge, Epic Skill Focus (perception), Epic Weapon Focus (machine gun), Epic Weapon Specialization (machine gun), Greater Critical (machine gun), Greater Critical Multiplier (machine gun), Improved Combat Reflexes, Improved Critical Multiplier (machine gun), Legendary Tracker, Sixth Sense, Superior Initiative, Weapon Abatement [B]Skills[/B] All skills 195 + ability modifier [B]Languages[/B] Pleromian; remote communication [B]SQ[/B] combined arms, conqueror, cosmic might, ego, electric pulse, flexible programming, god killer, hyperborean celerity, hyperborean construction, integrated weaponry, maven, prana generator, omnicompetent, sustenance, virtual size category +18 ECOLOGY [B]Environment[/B] Any [B]Organization[/B] solitary, pair, squadron (3–12), platoon (1 plus 6–18 Man of Iron) or invasion (30d6, plus 60d6 Man of Iron, 10d6 Man of Orichalcum, 2d6 Man of Neutronium) [B]Treasure[/B] none antidivine damage work as divine damage but deals no damage to entities not possessing Divine Rank but double damage to entities with a Divine Bonus (still penetrate and destroy all barriers) A Man of Orichalcum gave up 48 feats to get 8 divine ability slot extra. [B][U]Divine Abilities[/U][/B] • Perfect Initiative (Ex): Always first. • Perfect Weapon Specialization (machine gun) (Ex): Damage maximized. • Seventh Sense (Ex): You can replay a number of rounds every day. • Strong Body (Ex): Perfection as circumstance to AC. • Strong Mind (Ex): Str as insight to attack rolls. • Strong Soul (Ex): Str as insight to saving throw. • Strong Spirit (Ex): Perfection as circumstance to DC. • Superior Critical (machine gun) (Ex): Critical threat quadrupled. • Superior Critical Multiplier (machine gun) (Ex): Critical multiplier increase. • Telelocation (Su): You automatically know the location of the creature you are hunting. [B][U]Cosmic Abilities[/U][/B] • Abrogate (Su): Any opponent within 6.800 ft. has its greatest ability negated. This can be an ability score or one of its other abilities (divine, cosmic etc.). • Perfect Critical (machine gun) (Ex): The critical threat is quintupled. • Perfect Critical Multiplier (machine gun) (Ex): The critical multiplier is increased. • Slipstream (Su): Unaffected by time effects or temporal travel. • Unearthly Weapon Specialization (machine gun) (Ex): Base damage multiplied for the weapon critical multiplied. [B]Adaptive Defensive Programming (Ex)[/B] Ten times per day as an immediate action, a Man of Orichalcum can change one of its resistances to any other energy type for 1 hour. [B]Atomizer (Ex)[/B] As a full-round action once every 3 rounds, a Man of Orichalcum can fire a ray as a ranged touch attack with a range of 100 miles. On a hit, the ray deals 2d20 points of damage for Man of Orichalcum’s HD. When used against an object, the atomizer disintegrates as much as a 100-foot cube of nonliving matter. A creature or object that succeeds at a Fortitude save DC 175 instead takes only one-quarter normal damage. Any creature reduced to 0 or fewer hit points by this attack is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. The save DC is Intelligence-based. [B]Auto-Destruct Core (Ex)[/B] As a full-round action, and automatically without any action when destroyer (it's a 0 or less hit points while its regeneration is deactivated), a Man of Orichalcum can cause its central power core to overheat and self-destruct in an explosion that destroys the robot and deals 3d20 points of damage per HD of the Man of Orichalcum (480d20 for a standard Man of Orichalcum) to all targets in a 10-miles radius. Half of this damage is antidivine damage while the other half is slashing damage. Creatures in this area that succeed at a Reflex saving throw DC 175 take half damage. This explosion subjects those affected to severe radiation. When adjacent to the robot, a creature with the Craft Construct feat can make a particular Disable Device check with a DC of 292 (100 + robot HD + perfection bonus) as a standard action that provoke attack of opportunity. If the check succeed, the robot auto-destruction core ability is deactivated for 1d4+2 rounds. The save DC is Intelligence-based. [B]Booster Jets (Ex)[/B] As a swift action up to 30 times per hour, a Man of Orichalcum can gain a fly speed of Supersonic (good maneuverability) for a duration of 1 minute. [B]Chain Guns (Ex)[/B] These advanced weapons which throw rotary saw blades have a range increment of 10 miles. Because the saw blade is ejected from the Man of Orichalcum’s body, it is made of Orichalcum and multiplying the damage x12. [B]Cling (Ex)[/B] A combination of magnetic pads and electrostatic emitters in its feet allow a Man of Orichalcum to climb and travel on vertical or horizontal surfaces without having to attempt Climb checks, even allowing it to traverse these surfaces while upside down. [B]Combined Arms (Ex)[/B] When taking a full-attack action, a Man of Orichalcum can attack with melee and ranged natural attacks and integrated weapons simultaneously. [B]Conqueror (Ex)[/B] By manipulating the fundamental matrices of Fate and Chance, a Man of Orichalcum can bend reality to allow for the best possible outcome in any given situation. This ability mimics the "Inner Eye" Cosmic Ability. [B]Cosmic Might (Ex)[/B] A Man of Orichalcum deals d20's for base damage dice of all melee, natural weapon, and unarmed attacks with virtual size categories, and its damage dice cannot go below this dice but this cannot increase to more dice than the Man of Orichalcum HD. [B]Divine Detection (Ex)[/B] A Man of Orichalcum can detect creatures that have divine rank or creatures with abilities obtained from creatures with divine rank (like cleric, paladins, the angel Solar, etc.). [B]Electric Pulse (Ex)[/B] Three times per hours as an immediate action, a Man of Orichalcum can gain the benefit of a [I]haste[/I] spell for 10 minutes. [B]Electricity Absorption (Ex)[/B] Man of Orichalcum can absorb electricity and instead of taking damage from it, the robot is instead healed of an equal value (and multiplied x1.5 for the electricity vulnerability). [B]Electromagnetic Pulse (Ex)[/B] Every 1d4 rounds, as a standard action, a Man of Orichalcum can unleash an electromagnetic pulse in a 5 miles radius that bypasses any active force fields (or similar effects) and deals 160d20 points of electricity damage to any robots, creatures with electronic circuits, creatures that use electricity signal in their body (like humans) or creatures with cybernetic implants. Creatures affected by this attack that succeed at a Reflex save DC 175 take only half the normal amount of damage. This effect effect the robot itself but instead of damage it, the robot is healed of an amount equal to the damage inflicted x1.5 (as for the electricity absorption). Any technological item within this radius is drained of 3d100 charges unless the item succeeds at a Reflex save. The save DC is Intelligence-based. [B]Ego (Ex)[/B] Unlike other weak construct, a Man of Orichalcum has good all saves, and add its Charisma modifier to hit point and Fortitude save in place of Constitution. [B]Eternal Freedom (Ex)[/B] A robot with this ability is immune to the following effects, spells and spell-like abilities: entangle, hold, imprisonment, paralysis, petrification, sleep, slow, stunning, temporal stasis and web. It is also treated as if under the effects of a freedom of movement spell. [B]Flexible Programming (Ex)[/B] As an immediate action, a Man of Orichalcum can gain the benefit of any feat for which it qualifies but does not have. Each feat remains in effect for 10 minutes. It cannot have more that 100 extra feats with this ability active at the same time. In addition, it counts its racial Hit Dice as fighter levels for the purpose of qualifying for feats. If it has levels in fighter, these Hit Dice stack with these levels. This feats can be transformed in Divine Ability slots as normal. [B]God Killer (Ex)[/B] All the damage dealt by a Man of Orichalcum count as magic and epic (artifacts) for the purpose of affecting Immortals. When a Man of Orichalcum kill a deity this counts as if it killed him in his native plane (godly realm) to make sure he really died. [B]Hyperborean Celerity (Ex)[/B] For 1 round every 3 minutes, can make a double action just as if it had the Time Dilation Cosmic ability. [B]Hyperborean Construction (Ex)[/B] This construct is fashioned with the knowledge of the lost Hyperborean empire. This construct use d100’s for Hit Dice and has maximum hit points per Hit Die and its hp multiplied x2. It gains an antidivinity bonus to attack roll, save, checks, AC, DC, PR/SR, CMD, CMD equal to ½ its HD. Antidivinity is like a normal bonus but that work only against creatures with a divine rank. This antidivinity bonus its not calculated on this sheet. [B]Integrated Weaponry (Ex)[/B] A Man of Orichalcum’s has integrated weaponry. These weapons cannot be disarmed, removed, or sundered. A Man of Orichalcum’s programming allows it to wield these weapons as if it were proficient in their use. These advanced weapons automatically reload as a free action, and never misfire. All the integrated weaponry are recharged as a free action that does not provoke attack of opportunity. Integrated weaponry can still be targeted by positive effects that target manufactured weapons (such as magic weapon spells) and can be harvested for use outside of the robot’s body once the robot is destroyed (if it's not auto-destroyed). Integrated ranged weapons don’t provoke attacks of opportunity when fired in melee combat. Unlike normal integrated weaponry, a Man of Orichalcum can make iterative attacks with the machine gun and plasma sword. [B]Laser Cannon (Ex)[/B] Mounted on his back, a Man of Orichalcum has mounted a laser cannon. These weapons emit beams of intensely focused light waves that resolve as touch attacks and deal antidivine damage with a range of 10 miles. A laser can pass through force fields and force effects like a [I]wall of force[/I] without damaging that field to strike a foe beyond. Objects like glass or other transparent barriers do not provide cover from lasers (but unlike force barriers, transparent barriers still takes damage from a laser strike passing through it). Invisible creatures are immune to damage caused by a laser weapon. Fog, smoke, and other clouds provide cover in addition to concealment from laser attack. [B]Machine Gun (Ex)[/B] One of the Man of Orichalcum’s arms ends in a powerful machine gun. This weapon has a range of 60 miles and deals 10d20 points of damage (180d20 with might). Because the ammunition is ejected from the Man of Orichalcum’s body, the machine gun add the construct’s Strength modifier on damage rolls and count as made of Orichalcum for multiplying the damage x12. This weapon has the automatic property and because is integrated, does not impart the -2 (from the automatic property) and -4 (from the use without being mounted) penalty to attack rolls. Deflect Arrows cannot be used for deflect the projectile of the Man of Orichalcum unless the creature is enough powerful to wield Orichalcum objects (115 Strength for a Medium creature). [B]Plasma Sword (Ex)[/B] One of the Man of Orichalcum’s arms has mounted, a sword that as a blade has plasma and deal damage with the mere touch. Its damage is half antidivine, while the other half is in turn half electricity and half fire. The Man of Orichalcum can retract inside the arm or extract the blade as a swift action to free the hand and allow precise manipulation of objects. [B]Prana Generator (Ex)[/B] The Man of Orichalcum gains a perfection bonus equal to 1/5 its HD to attack roll, save, initiative, checks, AC, DC, PR/SR, CMD, and CMD. The robot gain a number of divine abilities slot equal to its perfection bonus and can select Divine and Cosmic abilities. This perfection bonus count as divine rank for the purpose of meet prerequisites of Divine or higher abilities and overcome an opponent cosmic string. [B]Remote Communication (Ex)[/B] Using radio signals, invisible lasers, or other means, a Man of Orichalcum is capable of communicating with other robot with the Hyperborean constructed trait that also have this ability instantaneously and without making any sound over long distances. This ability has a range of the plane/solar system. This signal is blocked by 100 foot of metal, 500 feet of stone, or 1.000 feet of organic matter. [B]Rockets (Ex)[/B] As a standard action, a Man of Orichalcum can fire a rocket to a range of 100 miles. A rocket explodes on impact in a 5-mile-radius burst, dealing 160d20 points of antidivine damage and 160d20 points of bludgeoning damage to all creatures and objects in the area, with a Reflex 175 half the damage. A robot carries a maximum number of rockets equal to half its HD. Its core can replenish fired rockets at the rate of one per minute, crafting new rockets from scrap metal and other collected components used in the construction process. The save DC is Intelligence-based. [B]Self Mastery (Ex)[/B] A robot with this ability can separate its individual appendages (arms, legs, head, hands, feet, etc.), thus making it immune to death from decapitation (such as from a vorpal weapon) or dismemberment. [B]Shield (Ex)[/B] The Man of Orichalcum use technological shield. This provide a 5.000 hp barrier that surrounds this construct. Damage done to the Man of Orichalcum is applied to the shield first. It regenerates 300 health per round. This replace the force fields of the robot subtype. [B]Stun (Ex)[/B] The Man of Orichalcum’s melee attacks deliver a nonlethal jolt of electricity with each strike. If the robot strikes a creature twice in one round with a melee attack, that target must succeed at a Fortitude save DC 294 or be stunned for 1d4 rounds. The save DC is Strength-based. [B]Superior Optics (Ex)[/B] Man of Orichalcum see as with the true seeing ability, this true seeing count has having a spell level equal to the perfection bonus of the robot for interaction with effects. A Man of Orichalcum can see through solid objects. For each round of concentration it can penetrate 1 inch of adamantine, 1 foot of metal or 3 feet of any other weaker materials. Especially dense metals like orichalcum require double the rounds of concentration. [B]Suppression Fire (Ex)[/B] As a full-round action, a Man of Orichalcum can give up its regular attacks and instead make one machine gun attack at its highest base attack bonus against each opponent within reach of its weapon. It must make a separate attack roll against each opponent. When it use the Suppression Fire, the machine gun lose the automatic weapon property, and also the Man of Orichalcum forfeit any bonus or extra attacks granted by other feats, spells, or abilities. Suppression Fire can be used at will but must wait 1d6 rounds between uses. [B]Sustenance (Ex)[/B] A Man of Orichalcum’s core can process scrap metal into new ammunition, effectively giving the construct infinite ammunition with its integrated weapons. [B]Tactical Antimatter Bomb (Ex)[/B] As a standard action, a Man of Orichalcum can throw a tactical antimatter bomb to a range of 10 miles. A tactical antimatter bomb explodes on impact in a 1-mile-radius burst, dealing 320d100 points of antimatter damage to all creatures and object in the area, with a Reflex 175 half the damage. Antimatter damage deal full damage to objects and overcome 1.500 points of hardness and damage reduction. Any creature or object reduced to 0 or fewer hit points by this attack is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment take the damage (and can be possibly disintegrated) as well. A robot carries a maximum number of tactical antimatter bomb equal to 1/10 its HD. The Man of Orichalcum cannot create new tactical antimatter bomb and must stock up on new ones every time it returns to base. If fought off base or has already fought, assume that the robot has available 1d6+2 tactical antimatter bomb. The save DC is Intelligence-based. [B]War is Eternal (Ex)[/B] When a Man of Orichalcum is reduced to 0 or less hit points, but its regeneration it’s not deactivated, it continue fight but gain the staggered condition. This staggered cannot be removed in any way, but its automatically removed as soon as the robot return to 1 or higher hit points. [/QUOTE]
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