Clockwork Agent: Difference between revisions
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: In addition, spellcasting or concentrating on spells within the area of a swarm requires a | : In addition, spellcasting or concentrating on spells within the area of a swarm requires a [[Caster Check]] agains the swarms Maneuver Defense. Using skills that involve patience and concentration requires a DC {{#var:Special3SaveDC}} Will save. | ||
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Revision as of 21:21, 24 June 2017
Clockwork Agent (CR 4)
Lawful Neutral - Diminutive - Construct (Swarm) |
---|
Lore: | Know (Arcana) | ||
8 | 23 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
17 | +7 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
61 | 30 | 6 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +2 |
Refl: | +2 |
Will: | +2 |
Strong Against:
- (Mindless) Immune (no effect): all mind-affecting effects (charms, compulsions, fear, morale effects, patterns, and phantasms)
- (Construct 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
- (Construct 2) Immune (no effect): bleeds (bruised, bleed, ruptured), fatigued, exhausted
- (Construct 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Construct 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
- (Swarm 1) Hardened (½ damage): slashing (physical, common), piercing (physical, common)
- (Swarm 2) Immune (no effect): Critical Hits and Flanking
- (Swarm 3) Immune (no effect): any attack that targets Maneuver Defense
- (Swarm 4) Immune (no effect): any spell that targets a specific number of creatures, except mind-affecting spells (if this creature has an Int score).
Weak Against:
- (Swarm 1) Vulnerable (1.5x damage): area of effect spells (including Channel Divinity)
Offense
- Maneuver Offense Notes: +4 on Sunders
Standard Attack (Melee):
- 1x Cutters (Swarm -- auto-hit) (1d10+4/x2)
as undefined damage type
plus DistractionExpression error: Unexpected < operator.
Full Attack (Melee):
- 1x Cutters (Swarm -- auto-hit) (1d10+4/x2)
as undefined damage type
plus DistractionExpression error: Unexpected < operator.
Standard Attack (Ranged):
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
12 |
STR |
15 |
DEX |
— |
CON |
— |
INT |
11 |
WIS |
1 |
CHA |
Feats:
- Sunder, Improved (EFFECT: Sunder, Improved (Feat))
Special Abilities
Disassembler (Su) |
As a standard action, the Clockwork Agent swarm may attempt to disassemble a creature's weapon, armor or shield instead of attacking the creature. The Clockwork Agent swarm must be in the same square as the target, and the weapon, armor or shield must be made of metal. The clockwork agent resolves this attack as a Sunder maneuver (CMB vs. target's CMD). This attack does not provoke attacks of opportunity. If successful, the item gains the Broken condition. Disassembler has no effect on an object which already has the Broken condition.
|
Distraction (Ex) |
Any living creature that takes damage from a creature with the distraction ability must make a Fortitude save, DC , or become Afflicted. If the creature makes the save, they are instead Sickened. If they take damage on any following round while still Sickened or Afflicted, they must make another DC fortitude save, or move up one on the Status Array. While sharing a space with the swarm, you cannot get rid of the Sickened condition. At the end of any round in which you are outside of the swarm, you may make another DC fortitude save to attempt to move down a step on the status array. (While outside of the swarm's space, you cannot go up on the status array if you fail the save, you simply remain at the status you currently have.)
|
Clockwork Agent
Clockwork Agents are tiny iron constructs about five inches long, small enough to sit in a human's palm, which look like scorpions crossed with centipedes with a single large eye on their heads. They are created via a complex combination of clockwork and alchemy. They are unintelligent, relying on an analog program encoded in their clockwork to determine how they respond to stimuli. Clockwork agents have excellent visual sensors which, with a properly attuned scrying device, allow their creator to peer through their eyes. As a result, clockwork agents are primarily used to keep watch over large areas, such as a castle, dungeon or lair.
- Clockwork agents are capable of digesting unattended objects, converting the digested material to iron, and extruding it into nearly any shape or size, given enough time and raw resources. Therefore, in addition to being useful spies, they are also very useful at creating and maintaining large iron structures, such as gates, walls or even whole buildings. Since they are, themselves, made of iron, they can also self-replicate, though the programming for this is usually highly restrictive to prevent an unwanted outbreak of Agent swarms.
- If left undisturbed, nearly all agents are programmed to ignore passers-by or other organic life moving in their presence. However, attempts to interrupt their work or move them from their current space will usually trigger their defensive programming. Since they perform their surveillance duties best when distributed widely over a broad area, it takes one or more rounds of harassing a lone Clockwork Agent before the swarm will converge and attack the aggressor.
- While clockwork agents are excellent visual observers, they also have a limited form of telepathy, allowing them to communicate with other Clockwork constructs, but nothing else. Alchemists have tried for centuries to improve it to allow direct communication with the Agents, but all such attempts have failed. All studies of the clockwork construction and alchemical agents used indicate that the telepathy shouldn't exist at all.
Combat Tactics
Clockwork Agent swarms are harmless unless harassed or unless someone triggers their defensive programming. While they are competent defenders, they are not usually used to defend an area they were designed to observe. The sort of person capable of creating an Agent swarm is nearly always capable of creating constructs more specifically tailored for violence.
- Some fairly common triggers that would cause Agents to act aggressively might be:
- picking up one or more Agents
- killing one or more Agents (outside of a swarm, they have 1 hit point)
- poking one or more Agents for too long (they usually tolerate it for a round or two)
- the destruction of an iron object they have constructed and are maintaining
- attacking their creator
- When triggered to aggression, the Agent swarm will swarm the hostile creature, attack it once with its cutters, and thereafter attempt to use its disassembly ability. The Agent swarm will keep using disassembly until either the creature's weapon becomes broken (it won't bother to destroy it), or until the first time the swarm fails to overcome the target's CMD. After that, it will simply attack the creature with its cutters until its target dies or the swarm is dispersed.
Out of Combat
Rewards
XP: 1,200
Treasure: Sellable Goods worth 1,188 gp.
- Weight: 40 lbs. Volume: 1.6 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |