Sentient Construct: Difference between revisions

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==Sentient Construct==
==Sentient Construct==
{{Template:RaceChassis
{{Template:RaceChassis
|abilities=+2 Con +2 Int or Dex -2 Cha
|abilities=+2 Con<br>+2 Int or Dex<br>-2 Cha
|type=Construct
|type=Construct
|bonuses={{Bracket|Darkvision}}
|bonuses={{Bracket|Darkvision}}
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Select one of the following abilities (this choice is permanent):
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 {{Bracket|Immunity}} to effects with the {{Bracket|Figment}} descriptor. You also gain {{Bracket|Tremorsense}} out to {{Bracket|Close}} range and {{Bracket|Blindsight}} out to {{Bracket|Melee}} range.
* '''Sensor Suite:''' Your advanced senses enable you to penetrate illusions that would fool organic creatures. You gain {{Bracket|Immunity}} to effects with the {{Bracket|Figment}} descriptor. You also gain {{Bracket|Tremorsense}} out to {{Bracket|Close}} range and {{Bracket|Blindsight}} out to {{Bracket|Melee}} range.
* '''Targeting System:''' You gain {{Bracket|Tremorsense}} out to {{Bracket|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 {{Bracket|Round}}, and whenever you deal damage with an attack to an opponent within your [Tremorsense] that [Round], you deal 1d4 additional damage with the {{Bracket|Precision}} descriptor per circle of Sentient Construct.
* '''Targeting System:''' You gain {{Bracket|Tremorsense}} out to {{Bracket|Close}} range. Whenever you use [Tremorsense] to image the area, you gain a +2 bonus to [[attack roll]]s against any opponent within your [Tremorsense] that {{Bracket|Round}}, and whenever you deal damage with an attack to an opponent within your [Tremorsense] that [Round], you deal 1d4 additional damage with the {{Bracket|Precision}} descriptor per circle of Sentient Construct.


===4<sup>st</sup> Circle - {{Ability|Defensive Matrix}}===
===4<sup>th</sup> Circle - {{Ability|Defensive Matrix}}===
Select one of the following abilities (this choice is permanent):
Select one of the following abilities (this choice is permanent):
* '''Spell Disruption:''' You gain {{Bracket|Resistance}} to energy and magic damage.
* '''Spell Disruption:''' You gain {{Bracket|Resistance}} to energy and magic damage.
* '''Active Stabilizers:''' You gain {{Bracket|Resistance}} to physical damage.
* '''Active Stabilizers:''' You gain {{Bracket|Resistance}} to physical damage.


===5<sup>st</sup> Circle - {{Ability|Auxillary Systems}}===
===5<sup>th</sup> Circle - {{Ability|Auxillary Systems}}===
Select one of the following abilities (this choice is permanent):
Select one of the following abilities (this choice is permanent):
* '''Precise Logic:''' You gain {{Bracket|Immunity}} to effects with the {{Bracket|Mind-affecting}} descriptor.
* '''Precise Logic:''' You gain {{Bracket|Immunity}} to effects with the {{Bracket|Mind-affecting}} descriptor.
* '''Suppressive Fire:''' As a [[move action]], you may create a [[line]] with a length of your {{Bracket|Medium}} range originating from you that deals 2d4 times your [[KOM|Key Offensive Modifier] damage to creatures within the area and knocks them {{Bracket|Prone}}. A successful [[Reflex]] save ([[DC]] 10 + 1/2 your [[level]] + your KOM) negates the [Prone] condition.
* '''Suppressive Fire:''' As a [[move action]], you may create a [[line]] with a length of your {{Bracket|Medium}} range originating from you that deals 2d4 times your [[KOM|Key Offensive Modifier]] damage to creatures within the area and knocks them {{Bracket|Prone}}. A successful [[Reflex]] save ([[DC]] 10 + 1/2 your [[level]] + your KOM) negates the [Prone] condition.


===6<sup>st</sup> Circle - {{Ability|Upgraded Chassis}}===
===6<sup>th</sup> Circle - {{Ability|Upgraded Chassis}}===
Select one of the following abilities (this choice is permanent):
Select one of the following abilities (this choice is permanent):
* '''Iron Constitution:''' You gain {{Bracket|Immunity}} to the {{Bracket|Bleeding}}, {{Bracket|Sickened}}, and {{Bracket|Nauseated}} conditions.
* '''Iron Constitution:''' You gain {{Bracket|Immunity}} to the {{Bracket|Bleeding}}, {{Bracket|Sickened}}, and {{Bracket|Nauseated}} conditions.
* '''Charged Attack:''' Once per {{Bracket|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 {{Bracket|Damage reduction}} and {{Bracket|Resistance}} per 2 levels you possess, and may inflict the {{Bracket|Burning}} and {{Bracket|Bleeding}} conditions at your choice.
* '''Charged Attack:''' Once per {{Bracket|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 {{Bracket|Damage reduction}} and {{Bracket|Resistance}} per 2 levels you possess, and may inflict the {{Bracket|Burning}} and {{Bracket|Bleeding}} conditions at your choice.


===7<sup>st</sup> Circle - {{Ability|State of the Art}}===
===7<sup>th</sup> Circle - {{Ability|State of the Art}}===
Select one of the following abilities (this choice is permanent):
Select one of the following abilities (this choice is permanent):
* '''Kinetic Bombardment:''' As a [[standard action]], you may pick one square within {{Bracket|Medium}} range. You deal 15d6 damage to all creatures within your {{Bracket|Close}} range from that square. Those creatures lose {{Bracket|Flying}} and the the [[Fly]] movement mode for two {{Bracket|Rounds}}. In addition, creatures dealt damage by this ability are {{Bracket|Blown away}} in a direction of your choice. A successful [[Fortitude]] save ([[DC]] 10 + 1/2 your [[level]] + your [[KOM|Key Offensive Modifier]]) negates being [Blown away].
* '''Kinetic Bombardment:''' As a [[standard action]], you may pick one square within {{Bracket|Medium}} range. You deal 15d6 damage to all creatures within your {{Bracket|Close}} range from that square. Those creatures lose {{Bracket|Flying}} and the the [[Fly]] movement mode for two {{Bracket|Rounds}}. In addition, creatures dealt damage by this ability are {{Bracket|Blown away}} in a direction of your choice. A successful [[Fortitude]] save ([[DC]] 10 + 1/2 your [[level]] + your [[KOM|Key Offensive Modifier]]) negates being [Blown away].
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[[Category:Official Race]]
[[Category:Official Race]]
[[Category:Race]]
[[Category:Race]]
[[Category:Fury]]
[[Category:Precision]]

Latest revision as of 21:09, 12 December 2018

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.