Tailswisher
First Post
I am building this construct for my friend's 3.5 D&D Eberron campaign which she recently switched over to Pathfinder. She has thrown us up against pretty much everything out there and so I want to be prepared for anything. If anyone is familiar with Ashtakala, yeah, I may or may not be planning on attacking the city.
Basically, just comment on anything you find interesting, something you think is wrong, or something you'd either recommend adding. I'd like to say thanks in advance for any helpful comments or criticism given, but please no attacks or any unhelpful comments.
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Before I start detailing my ideas for weapons, defenses, and augmentations, I would like to say first that I am in the process of coming up with a sort of energy reserve (much like a scion's power pool) for this construct so that it can run spell effects and other abilities straight off it's own power rather than relying on the spell itself. This would theoretically allow spells to last longer and free up the unit for other tasks than spell casting. Keep this in mind as you read. Also, one other note, the design of this construct will be monstrous humanoid and in a quadruped form.
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I'll start with prototype weapons:
Flamethrower:
Decanter of endless water (made into decanter of endless oil) inside the head where a flame (created by Prestidigitation) will ignite the stream pouring out of the mouth into a flamethrower that holds onto anything it touches.
Magic Missile Barrage:
Several racks of multiple wands with Magic Missile infused on them pop out of the unit and attack a single or multiple targets for explosive unavoidable damage.
Electric Punch:
Unarmed attacks trigger a surge in the unit’s energy flow resulting in a jolt discharged with the blows (like Shocking Grasp).
Biological Warfare:
The unit’s metallic claws can be hollowed out to hold and administer a poison upon contact.
Scorpion Sting:
At the end of the unit’s tail is a spike that can unsheathe. The tail can have a small compartment hollowed out to hold a more dangerous poison; like an ability drain. When the “stinger” makes contact with the target the poison would take effect.
Rope Trick:
On the back of the unit will be mounted a “nub” containing a bag of endless rope. At the end of this rope will be attached a spike. The “nub” will be able to fire the spike into a wall or other surface. This allows the unit to make trip attacks. There is, however, more than one use for rope. The nub will contain a strong wench in it as well that will enable the unit to pull itself up difficult locations when a grappling hook is attached.
Sticky Shot:
As much a defense system as a weapon, this will allow the unit to shoot vials of sovereign glue with Silence cast upon them at enemies. This will prevent enemies from casting spells at the unit.
Saw Blade:
This will allow the unit to use a powerful cutting blade on its hand. The saw will be stored behind the wrist until activated. The saw will slide over the hand and unfold into a circular blade the will slide evenly into a solid piece that will start rotating at an incredible speed, making a loud whir sound.
Mounted Machine Gun:
This is an experimental design derived from an unworldly gun left by a demon who came through a waygate. The principal is sound, but untested. The gun takes a small object (like a bead from a necklace of fireballs) and fires it out of a tube via air pressure at incredible speed at a target. Repeat this action in rapid succession and you have a rapid-fire weapon of deadly power. This experimental weapon will be mounted on the upper back of the unit and will rise up onto the shoulder when in firing position where it will be able to swivel back and forth and up and down to hit targets. On the top of the gun will be a small rectangular box with a thin red crystal in it that looks down the barrel. The crystal will have light cast upon it to enable the unit to see where the gun will hit on any target.
Assimilation:
This experimental design will allow the unit to gather other constructs unto itself making itself more powerful. The unit assimilates other constructs by sending its repair drones into the other construct and having them disassemble them from the inside out. Every time the unit would assimilate another construct it gains the better parts of the construct; like armor for AC/HP or certain unique parts for abilities (Assimilate).
Shut-Down Signal:
When facing another construct, the unit can send out a “bug” to get inside the other construct and find its “brain” where it will shut-down the construct until it “reboots,” which will fry the bug.
Energy Conversion:
This ability will let the unit store portions of magic energy cast at it to use as regular energy (Energy Conversion). The unit is able to do this by having its repair drones create a shield (like with the Environmental Adaptation Unit) that filters out part of the harmful magic energy back into the unit’s system.
Mind Probe:
This ability will allow the unit to send out a fine-sized construct or “probe” that attaches to the target upon contact and works its way up to the targets ear where it quickly forces its way inside. The probe then starts transmitting to the unit and it now has access to the target’s memories and knowledge (Mind Probe).
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Now I'll describe my ideas for construct modifications including defense systems, augmentations, enhancers, and added abilities.
Stealth System:
Three objects with Greater Invisibility, Zone of Silence, and Pass Without Trace infused on them that will last for short periods of time before needing to recharge that can be attached anywhere in or on the body.
Disguise Module:
Object with Disguise Self infused on it that can be turned on and off at will and will display whatever the unit wishes.
Scry Protection System:
Object with Nondetection infused on it that will last for short periods of time before needing to recharge that can be attached anywhere in or on the body.
Emergency Escape Unit:
Item infused with Word of Recall that immediately teleports the unit back to the home base (aka the mansion’s entrance) in the event that the unit is close to shut down (aka nearing 0 HP), through damage or whatever else, for repairs.
Teleportation System:
Item infused with Teleportation that can be used only sparingly before needing to recharge that can be attached anywhere in or on the body.
Heat & Cold Sinks:
Item infused with Endure Elements that can be placed inside the unit to protect for overheating and freezing up.
Environmental Adaptation Unit:
In the event that the unit must venture into a hostile environment and the Heat & Cold Sinks can’t cope the unit can ease into whatever danger there is and will slowly adapt by having its “repair drones” create a personal shield protecting against the hazard; lava, acid, fire, electricity, etc. (Adapt Body).
Magnetic Defense System:
Several magnets grouped together in a large bundle that can be attached to the outside of the unit. The magnets will draw all metallic weapons to this point as a type of mass sunder attempt. Once the weapons have been removed from the enemy the magnets will turn off and the weapons fall to the ground.
Communication System:
Built into the unit will be a sending stone that connects with another sending stone (or more) inside the mansion or with the party.
Leg Upgrade:
This improved leg design was based off very fast animals which increases the unit’s normal speed (Expeditious Retreat).
Flight System:
This very experimental design incorporates a tri-propeller system that unsheathes out of the unit’s body. The main propeller will extend out of the lower back and extend 2 propellers one on top of the other while the third propeller will unsheathe out of the extended and stiffened tail. Once this system is engaged the unit will be able to fly around (Fly) and still able to use its arms and legs, just not its tail.
Overdrive:
This temporary boost to the unit’s system enables it to act and move faster than normal, but it can only handle the stress for short periods of time before needing to return to normal operating capacity (Haste).
Flanking Avoidance System:
To avoid enemies getting any bonuses by flanking the unit, when in battle a single eye opens up on the back of its head allowing the unit to see both in front and behind it (Arcane Eye).
Optic Upgrade:
This improved design allows the unit to see through invisibility and to see the auras of different magic (True Seeing & Arcane Sight).
Verbal Upgrade:
This improved design allows the unit to not only speak all spoken languages, but to also speak with animals through two modules inside the unit (Tongues & Speak with Animals).
Lie Detector:
This item will allow the unit to see a person’s voice as an aura and therefore will be able to tell when they are lying (Discern Lies).
Area Surveillance:
The unit now has the ability to create several fine-sized constructs or “eyes” that pop out of the unit and follow orders given to them before returning to the unit to replay all they saw (Prying Eyes).
Tracking Bug:
The unit can now create fine-sized constructs, or “bugs,” that are transferred through touch. They attach themselves to the target’s body; under the skin. From there the constructs transmit information straight to the unit. This tells it everything about the target (Status).
Internal Compass:
The unit can install a simple compass into one of its arms and cover it with a metal plating to protect it. This allows the unit to always keep its direction.
Repair Drones:
When the unit is damaged in battle or by some other means it releases fine-sized constructs “drones” that move to the damaged area of the unit and immediately start fixing any damage (Fast Healing).
Emergency Repair System:
In the event that the unit is heavily damaged, beyond the range of the repair drones, but not to the point of needing to return to base a set of wands inside the unit will automatically activate and the unit will be repaired to the point where the repair drones should be able to handle the damage.
Joint Upgrade:
This upgrade will allow the unit to have faster reflexes (Evasion).
Foot Upgrade:
This upgrade will decrease sliding backwards and help pushing forward. Panels with spikes on them are on the back and sides of all the unit’s feet. When activated they fall down and plant themselves into the ground allowing for greater grip.
Inertial Dampeners:
This upgrade gives the unit internal shocks which would decrease any damage taken from jostling or falling (Inertial Barrier).
Basically, just comment on anything you find interesting, something you think is wrong, or something you'd either recommend adding. I'd like to say thanks in advance for any helpful comments or criticism given, but please no attacks or any unhelpful comments.
=============================================
Before I start detailing my ideas for weapons, defenses, and augmentations, I would like to say first that I am in the process of coming up with a sort of energy reserve (much like a scion's power pool) for this construct so that it can run spell effects and other abilities straight off it's own power rather than relying on the spell itself. This would theoretically allow spells to last longer and free up the unit for other tasks than spell casting. Keep this in mind as you read. Also, one other note, the design of this construct will be monstrous humanoid and in a quadruped form.
=============================================
I'll start with prototype weapons:
Flamethrower:
Decanter of endless water (made into decanter of endless oil) inside the head where a flame (created by Prestidigitation) will ignite the stream pouring out of the mouth into a flamethrower that holds onto anything it touches.
Magic Missile Barrage:
Several racks of multiple wands with Magic Missile infused on them pop out of the unit and attack a single or multiple targets for explosive unavoidable damage.
Electric Punch:
Unarmed attacks trigger a surge in the unit’s energy flow resulting in a jolt discharged with the blows (like Shocking Grasp).
Biological Warfare:
The unit’s metallic claws can be hollowed out to hold and administer a poison upon contact.
Scorpion Sting:
At the end of the unit’s tail is a spike that can unsheathe. The tail can have a small compartment hollowed out to hold a more dangerous poison; like an ability drain. When the “stinger” makes contact with the target the poison would take effect.
Rope Trick:
On the back of the unit will be mounted a “nub” containing a bag of endless rope. At the end of this rope will be attached a spike. The “nub” will be able to fire the spike into a wall or other surface. This allows the unit to make trip attacks. There is, however, more than one use for rope. The nub will contain a strong wench in it as well that will enable the unit to pull itself up difficult locations when a grappling hook is attached.
Sticky Shot:
As much a defense system as a weapon, this will allow the unit to shoot vials of sovereign glue with Silence cast upon them at enemies. This will prevent enemies from casting spells at the unit.
Saw Blade:
This will allow the unit to use a powerful cutting blade on its hand. The saw will be stored behind the wrist until activated. The saw will slide over the hand and unfold into a circular blade the will slide evenly into a solid piece that will start rotating at an incredible speed, making a loud whir sound.
Mounted Machine Gun:
This is an experimental design derived from an unworldly gun left by a demon who came through a waygate. The principal is sound, but untested. The gun takes a small object (like a bead from a necklace of fireballs) and fires it out of a tube via air pressure at incredible speed at a target. Repeat this action in rapid succession and you have a rapid-fire weapon of deadly power. This experimental weapon will be mounted on the upper back of the unit and will rise up onto the shoulder when in firing position where it will be able to swivel back and forth and up and down to hit targets. On the top of the gun will be a small rectangular box with a thin red crystal in it that looks down the barrel. The crystal will have light cast upon it to enable the unit to see where the gun will hit on any target.
Assimilation:
This experimental design will allow the unit to gather other constructs unto itself making itself more powerful. The unit assimilates other constructs by sending its repair drones into the other construct and having them disassemble them from the inside out. Every time the unit would assimilate another construct it gains the better parts of the construct; like armor for AC/HP or certain unique parts for abilities (Assimilate).
Shut-Down Signal:
When facing another construct, the unit can send out a “bug” to get inside the other construct and find its “brain” where it will shut-down the construct until it “reboots,” which will fry the bug.
Energy Conversion:
This ability will let the unit store portions of magic energy cast at it to use as regular energy (Energy Conversion). The unit is able to do this by having its repair drones create a shield (like with the Environmental Adaptation Unit) that filters out part of the harmful magic energy back into the unit’s system.
Mind Probe:
This ability will allow the unit to send out a fine-sized construct or “probe” that attaches to the target upon contact and works its way up to the targets ear where it quickly forces its way inside. The probe then starts transmitting to the unit and it now has access to the target’s memories and knowledge (Mind Probe).
============================================
Now I'll describe my ideas for construct modifications including defense systems, augmentations, enhancers, and added abilities.
Stealth System:
Three objects with Greater Invisibility, Zone of Silence, and Pass Without Trace infused on them that will last for short periods of time before needing to recharge that can be attached anywhere in or on the body.
Disguise Module:
Object with Disguise Self infused on it that can be turned on and off at will and will display whatever the unit wishes.
Scry Protection System:
Object with Nondetection infused on it that will last for short periods of time before needing to recharge that can be attached anywhere in or on the body.
Emergency Escape Unit:
Item infused with Word of Recall that immediately teleports the unit back to the home base (aka the mansion’s entrance) in the event that the unit is close to shut down (aka nearing 0 HP), through damage or whatever else, for repairs.
Teleportation System:
Item infused with Teleportation that can be used only sparingly before needing to recharge that can be attached anywhere in or on the body.
Heat & Cold Sinks:
Item infused with Endure Elements that can be placed inside the unit to protect for overheating and freezing up.
Environmental Adaptation Unit:
In the event that the unit must venture into a hostile environment and the Heat & Cold Sinks can’t cope the unit can ease into whatever danger there is and will slowly adapt by having its “repair drones” create a personal shield protecting against the hazard; lava, acid, fire, electricity, etc. (Adapt Body).
Magnetic Defense System:
Several magnets grouped together in a large bundle that can be attached to the outside of the unit. The magnets will draw all metallic weapons to this point as a type of mass sunder attempt. Once the weapons have been removed from the enemy the magnets will turn off and the weapons fall to the ground.
Communication System:
Built into the unit will be a sending stone that connects with another sending stone (or more) inside the mansion or with the party.
Leg Upgrade:
This improved leg design was based off very fast animals which increases the unit’s normal speed (Expeditious Retreat).
Flight System:
This very experimental design incorporates a tri-propeller system that unsheathes out of the unit’s body. The main propeller will extend out of the lower back and extend 2 propellers one on top of the other while the third propeller will unsheathe out of the extended and stiffened tail. Once this system is engaged the unit will be able to fly around (Fly) and still able to use its arms and legs, just not its tail.
Overdrive:
This temporary boost to the unit’s system enables it to act and move faster than normal, but it can only handle the stress for short periods of time before needing to return to normal operating capacity (Haste).
Flanking Avoidance System:
To avoid enemies getting any bonuses by flanking the unit, when in battle a single eye opens up on the back of its head allowing the unit to see both in front and behind it (Arcane Eye).
Optic Upgrade:
This improved design allows the unit to see through invisibility and to see the auras of different magic (True Seeing & Arcane Sight).
Verbal Upgrade:
This improved design allows the unit to not only speak all spoken languages, but to also speak with animals through two modules inside the unit (Tongues & Speak with Animals).
Lie Detector:
This item will allow the unit to see a person’s voice as an aura and therefore will be able to tell when they are lying (Discern Lies).
Area Surveillance:
The unit now has the ability to create several fine-sized constructs or “eyes” that pop out of the unit and follow orders given to them before returning to the unit to replay all they saw (Prying Eyes).
Tracking Bug:
The unit can now create fine-sized constructs, or “bugs,” that are transferred through touch. They attach themselves to the target’s body; under the skin. From there the constructs transmit information straight to the unit. This tells it everything about the target (Status).
Internal Compass:
The unit can install a simple compass into one of its arms and cover it with a metal plating to protect it. This allows the unit to always keep its direction.
Repair Drones:
When the unit is damaged in battle or by some other means it releases fine-sized constructs “drones” that move to the damaged area of the unit and immediately start fixing any damage (Fast Healing).
Emergency Repair System:
In the event that the unit is heavily damaged, beyond the range of the repair drones, but not to the point of needing to return to base a set of wands inside the unit will automatically activate and the unit will be repaired to the point where the repair drones should be able to handle the damage.
Joint Upgrade:
This upgrade will allow the unit to have faster reflexes (Evasion).
Foot Upgrade:
This upgrade will decrease sliding backwards and help pushing forward. Panels with spikes on them are on the back and sides of all the unit’s feet. When activated they fall down and plant themselves into the ground allowing for greater grip.
Inertial Dampeners:
This upgrade gives the unit internal shocks which would decrease any damage taken from jostling or falling (Inertial Barrier).