Wednesday, July 6, 2011

PM 9; Inexorable Apparatus

Name: Inexorable Apparatus
Classes: Construct (16 HD)
Alignment: N
Size: Gargantuan
Appearance: This massive war machine thunders across the battlefield on two huge spike-covered metal cylinders, spitting fire and lightning from it's various weapons. Most ominously, a mighty throwing arm holds a single hunk of dark gray metal at the adamantine boulder, capable of blasting through stone as though it were stand.


STR 24 [+7]

Speed 50 feet
Initiative -2
BAB 12

AC 15
Flat Footed 15, Touch 4

HP 164
Hardness 10
SR 12

Fort 5
Ref 3
Will 0

Scorching Crossbow (4), +10 to hit Touch AC, 4d6 fire damage, range 60
Rate of fire - once per round

Lightning Ballista (2), 5d6 electricity damage, DC 14 Reflex save for half, 60 foot line
Rate of fire - once every 5 rounds

Main Catapult [Maximum range 1,250 feet. minimum range 125 feet, range increment 250 feet]
Returning Large Adamantine Stone - +12 to hit, ignores DR less than 20 14d6 damage to targeted square and all adjacent squares, DC15 Reflex save for half
Rate of fire - once every other round, though acquiring a new target takes an additional round
Special: Once every 10 rounds, the stone can be charged with necrotic energy. The next time it is fired, it animates all corpses within 60 feet of the impact zone as up to 20 HD worth of uncontrolled zombies. These zombies remain active for the next 10 rounds, after which time they fall inanimate once more.

Slam, +15 melee 2d8+10
Special: Trample (Ex)
An Inexorable Apparatus can trample creatures two or more sizes smaller than itself, dealing damage equal to it’s slam damage + 1½ times its Strength bonus. Opponents who do not make attacks of opportunity against the Apparatus can attempt Reflex saves (DC 25) to halve the damage.

Class/Racial/Extraordinary/Supernatural Abilities
Construct traits are as follows;

Low-light vision.
Darkvision out to 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
Since it was never alive, a construct cannot be raised or resurrected.
Constructs do not eat, sleep, or breathe.

Improved Toughness
Improved Natural Attack (Catapult)
Improved Natural Armor (x3)

Sense Motive - 7


Goramas' forces make use of many conventional siege engines, but none of them compare to the might of the Inexorable Apparatus. Designed by the Iron Baron himself, these machines are nearly invincible on the battlefield, providing long range support, siege capability, and cover for archers. The scorching crossbows are located at each corner of the 20 foot long base, and can swivel 360 degrees about. The ballistae are forward-facing, and cannot turn more than 90 degrees, which is the same range of motion possessed by the main catapult. The Apparatus has two modes.

The first is the transportation mode, which is how it spends most of it's time. There is enough room for six riders, and it is the only way that it is able to perform it's ram and trample attacks.

The second form is the siege configuration. It's wheels dig into the ground as it seems to unfurl lengthwise from either side, forming itself into a massive "T" shape. This ensures that the crossbows have full forward coverage, and provides cover (+4 AC) for up to 8 archers (4 on each side) who climb up the struts into position.

The Apparatuses are just intelligent enough to know friend from foe, though a convincing disguise (DC 15) might be enough to get up close. If attacked however, it will retaliate.

While it is certainly possible to attack indiscriminately, clever adventurers will probably want to focus on the individual weapons.
The scorching crossbows have 15 HP and 10 hardness. If removed (DC 20 Disable Device check while active, DC 10 while inert), they deactivate instantly, though a DC 15 Spellcraft check can permanently "trick" it into reactivating.
The lightning ballistae have 30 HP and 10 hardness. If removed (DC 20 Disable Device check while active, DC 10 while inert), they deactivate instantly, though a DC 15 Spellcraft check can permanently "trick" it into reactivating. It should be noted, however, that these weigh 500 lbs each, and so would prove very difficult for most adventurers to make regular use of.
The catapult has 60 HP and 10 hardness. (No you can't remove it. Yes I know you've got 20 ranks in Disable Device. No, that doesn't mean you can "jury rig it" with a dagger.)

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