Sentient Construct

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HP / Level 10 BAB Good Skills 5
Fort Ref Will
Good Poor Good
KOM Int KDM Dex

Sentient Construct

+2 Con
+2 Int or Dex
-2 Cha
[Average] size
[Construct] type
[Darkvision]
Bonus Feats Wake
Recon
By Will Sustained

Sentient Constructs vary in form and function much like normal constructs, but are self-aware and capable of reasoning. In fact, most Sentient Constructs are extremely capable of reasoning, if not particularly charismatic.

Circles

1st Circle - Sturdy FrameEX

Select one of the following abilities (this choice is permanent):

  • Hard to Break: Once per [Encounter], if you make a successful Fortitude or Will save against an effect that would normally have a lesser effect on a successful save (such as a spell with a save of "Fortitude half"), you instead ignore the effect entirely.
  • Harder, Better, Faster, Stronger: You gain a +1 bonus to all damage for every circle of this track that you possess, and a 5 ft. bonus to your movement speed for every even circle of this track that you possess. You also gain a +2 bonus to saves against combat maneuvers.

2nd Circle - Built to LastEX

Select one of the following abilities (this choice is permanent):

3rd Circle - Onboard RadarEX

Select one of the following abilities (this choice is permanent):

  • Sensor Suite: Your advanced senses enable you to penetrate illusions that would fool organic creatures. You gain [Immunity] to effects with the [Figment] descriptor. You also gain [Tremorsense] out to [Close] range and [Blindsight] out to [Melee] range.
  • Targeting System: You gain [Tremorsense] out to [Close] range. Whenever you use [Tremorsense] to image the area, you gain a +2 bonus to attack rolls against any opponent within your [Tremorsense] that [Round], and whenever you deal damage with an attack to an opponent within your [Tremorsense] that [Round], you deal 1d4 additional damage with the [Precision] descriptor per circle of Sentient Construct.

4th Circle - Defensive MatrixEX

Select one of the following abilities (this choice is permanent):

  • Spell Disruption: You gain [Resistance] to energy and magic damage.
  • Active Stabilizers: You gain [Resistance] to physical damage.

5th Circle - Auxillary SystemsEX

Select one of the following abilities (this choice is permanent):

6th Circle - Upgraded ChassisEX

Select one of the following abilities (this choice is permanent):

  • Iron Constitution: You gain [Immunity] to the [Bleeding], [Sickened], and [Nauseated] conditions.
  • Charged Attack: Once per [Round] as a swift action, you may charge up energy. Whenever you do so, you gain a bonus to damage you deal with attacks or offensive actions equal to your KOM for one [Round]. All damage you deal with attacks or offensive actions during that [Round] also ignores 1 point of [Damage reduction] and [Resistance] per 2 levels you possess, and may inflict the [Burning] and [Bleeding] conditions at your choice.

7th Circle - State of the ArtEX

Select one of the following abilities (this choice is permanent):

  • Kinetic Bombardment: As a standard action, you may pick one square within [Medium] range. You deal 15d6 damage to all creatures within your [Close] range from that square. Those creatures lose [Flying] and the the Fly movement mode for two [Rounds]. In addition, creatures dealt damage by this ability are [Blown away] in a direction of your choice. A successful Fortitude save (DC 10 + 1/2 your level + your Key Offensive Modifier) negates being [Blown away].
  • Big Finish: Three times per [Encounter], as a move action, the next time you hit an opponent with an attack, that attack deals 4 additional fury damage per level and inflicts the [Battered] condition until the end of the [Encounter], and the [Slowed] condition for two [Rounds]. A successful Fortitude save (DC 10 + 1/2 your level + your Key Offensive Modifier) halves the additional damage and negates the [Slowed] condition. This is a [Death] effect.