Tiny preview for Scarrport: City of Secrets

Oh, I'm sure we can get a few of those in there ;)

like this, perhaps?

Iron Lumber Jack Level 4 Brute
Large natural animate (construct, mindless) XP 175
Initiative — Senses —;
HP 66, Bloodied 33
AC 16; Fortitude 17; Reflex 15 Will —; see mindless and heavy
Immune disease, poison, sleep; see mindless and heavy.
Speed 4; can’t shift

[MB] Pincher Arm (standard; at-will)
Reach 2; +5 vs. Reflex; 1d8+5 damage and target is grabbed until it escapes; cannot use while target is grabbed.


[MB] Saw Arm (standard; at-will)
Reach 2; +6 vs. AC (+2 against immobilized targets); 2d6+5 damage.
[M] Move Target (minor; at will)
Reach 2; only targets grabbed by pincher arm; +5 vs. Fortitude; slide target to any square within reach.
[C] Fire Blast (standard; recharge [5] [6]) [star] Fire
Close blast 3; +4 vs. Reflex; 3d6+4 fire damage.


Mindless
The iron lumberjack does not possess a mind of its own. It does not have an Intelligence, Wisdom, or Charisma score, and it cannot take actions on its own. It requires a driver to operate, and the driver must transfer its actions to the iron lumberjack for it to function. The iron lumberjack is immune to all attacks that target the Will defense. Attacks that daze or stun the iron lumberjack instead daze or stun the driver.

Heavy
Because of its weight, the iron lumberjack is moved 1 square less by any attack that pushes, pulls, or slides the target. However the iron lumberjack suffers a -2 penalty on saving throws to end effects that slow or immobilize it.

Armored Cab
The iron lumberjack provides improved cover to its driver.
Alignment Unaligned Languages —
Str 20 (+7) Dex 15 (+4) Wis —
Con 16 (+5) Int — Cha —
Equipment leather armor, hand crossbow.
 
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reposting this because you might have missed it.

Iron Lumber Jack Level 4 Brute
Large natural animate (construct, mindless) XP 175
Initiative — Senses —;
HP 66, Bloodied 33
AC 16; Fortitude 17; Reflex 15 Will —; see mindless and heavy
Immune disease, poison, sleep; see mindless and heavy.
Speed 4; can’t shift

[MB] Pincher Arm (standard; at-will)
Reach 2; +5 vs. Reflex; 1d8+5 damage and target is grabbed until it escapes; cannot use while target is grabbed.

[MB] Saw Arm (standard; at-will)
Reach 2; +6 vs. AC (+2 against immobilized targets); 2d6+5 damage.

[M] Move Target (minor; at will)
Reach 2; only targets grabbed by pincher arm; +5 vs. Fortitude; slide target to any square within reach.

[C] Fire Blast (standard; recharge [5] [6]) [star] Fire
Close blast 3; +4 vs. Reflex; 3d6+4 fire damage.


Mindless
The iron lumberjack does not possess a mind of its own. It does not have an Intelligence, Wisdom, or Charisma score, and it cannot take actions on its own. It requires a driver to operate, and the driver must transfer its actions to the iron lumberjack for it to function. The iron lumberjack is immune to all attacks that target the Will defense. Attacks that daze or stun the iron lumberjack instead daze or stun the driver.

Heavy
Because of its weight, the iron lumberjack is moved 1 square less by any attack that pushes, pulls, or slides the target. However the iron lumberjack suffers a -2 penalty on saving throws to end effects that slow or immobilize it.

Armored Cab
The iron lumberjack provides improved cover to its driver.
Alignment Unaligned Languages —
Str 20 (+7) Dex 15 (+4) Wis —
Con 16 (+5) Int — Cha —

Equipment leather armor, hand crossbow.
 



Is that the only clockwork creature or is it just one a series? Also, without giving away any crunch, what types of steam punk stuff can we expect, other then the guns and the automaton?
 

No, we have more planned,

You'll see some robotic minions, maybe repair/medic bots (just a concept, right now.. not sure how it'll work within the framework of the rules), possibly vehicles and flying machines some grenade weapons (dynamite) and steampunk armor are also on my list.
 


Sample Weapons:

Standard Pistol (+1 to +6) Level 3+

The brushed steel of this weapon has a dull gleam which can terrify your opponents.
Price:
Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp


Weapon: Firearm
Enhancement: Attack rolls and damage rolls
Critical Hit: +1d6 damage per plus
Power (Encounter): Standard action. Attack one creature within 20 Squares: Dexterity + 2 vs. AC; 2d8 + Dexterity modifier damage.
(Level 13-18): Increase attack bonus to +4 and increase damage to 3d8 + Dexterity modifier damage.
(Level 23-28): Increase attack bonus to +6 and increase damage to 4d10 + Dexterity modifier damage.

------------------------------------------

Standard Rifle (+1 to +6) Level 3+

Many of the Red Guard carry this weapon as standard equipment in Scarrport.
Price:

Lvl 3 +1 680 gp Lvl 18 +4 85,000 gp
Lvl 8 +2 3,400 gp Lvl 23 +5 425,000 gp
Lvl 13 +3 17,000 gp Lvl 28 +6 2,125,000 gp

Weapon: Firearm
Enhancement: Attack rolls and damage rolls
Critical Hit: +1d6 damage per plus
Power (Encounter): Standard action. Attack one creature within 40 squares: Dexterity + 2 vs. AC; 3d8 + Dexterity modifier damage.
(Level 13-18): Increase attack bonus to +4 and increase damage to 4d8 + Dexterity modifier damage.
(Level 23-28): Increase attack bonus to +6 and increase damage to 5d10 + Dexterity modifier damage

----------------------------------------------

Paragon Feat

QUICK LOADING

Prerequisite: Proficiency with firearms, Dexterity 17
Benefit: Reloading a firearm takes a minor action instead of a standard action.


I am a little scared of those +'s to hit. an encounter power that adds +2 for a level 3 item what is to stop someone from buying 3 of them and just the first 3 rounds of each encounter have a +3 to hit...at 12th level it is cheaper then buying 1 +3 weapon...
 

Point taken, but, honestly, it's not my call on how many of these things a character can buy.

That's a game master's decision.

I'll certainly consider any suggestions you have to improve balance, though. :)
 

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