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Aurora Mechanised Corps

Started by Ebiris, May 05, 2012, 03:32:26 PM

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Ebiris

Here are all the golems built by Afina and their assignments within Aurora.

Slaughterstone Behemoth
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Construct 29//Fighter 20/Legendary Dreadnaught 9
Huge Construct (Earth)
Hit Dice: 20d10+9d12+40+29+58 (435 hp)
Initiative: +4
Speed: 20 ft
AC: 37 (–2 size, +29 natural), touch 8, flat-footed 37
Base Attack/CMB/CMD: +29/+45/55
Attack: Slam +42 melee (6d6+18 19-20/x2)
Full Attack: 4 slams +42 melee (6d6+18 19-20/x2)
Space/Reach: 15 ft./10 ft.
Special Attacks: Dazing blow (DC 31), thunder step (DC 25), trample (DC 38 6d6+21), Unstoppable
Special Qualities: Construct traits, damage reduction 10/adamantine and 10/-, darkvision 60 ft., low-light vision, resistance to acid 10, cold 10, electricity 10, and fire 10, tunnel fighting, spell resistance 23, unmovable, shrug off punishment, thick skinned, epic construct
Saves: Fort +15, Ref +9, Will +10
Abilities: STR 38, DEX 11, CON —, INT 12, WIS 13, CHA 14
Skills: Appraise +30, Climb +46, Intimidate +35, Knowledge (Dungeoneering) +30, Knowledge (Engineering) +30, Knowledge (Planes) +30, Perception +30,
Feats: Toughness (B), Improved Natural Armour, Improved Bull Rush (F1), Weapon Focus (Slam) (F2), Ability Focus (Dazing Blow), Weapon Specialisation (Slam) (F4), Improved Natural Attack (Slam), Power Attack (F6), Awesome Blow (F8), Improved Critical (Slam), Blind Fight (F10), Improved Initiative, Cleave (F12), Great Cleave (F14), Overwhelming Assault, Combat Reflexes (F16), Large and in Charge, Shock Trooper (F18), Greater Weapon Specialisation (Slam)
Epic Feats: Epic Toughness (B), Great Ability (Strength), Epic Ability Focus (Dazing Blow), Dire Charge (LD5), Force Breaker
Languages: Common, Sylvan
Alighnment: Chaotic Good


3 in service.
1 assigned to First Army. 'Vanguard'
1 assigned to Second Army. 'Rushing Tiger'
1 assigned to Third Army. 'Reflection'

Role: Siege-Breaking. Although a significant threat in melee to higher tier devils, the behemoths have substandard defences for their power and should deny battle to foes of Malebranche tier and above, relying on its dazing blows to disable threats so it can continue trampling massed ranks of mid and low tier devils. In any pitched battle the behemoth should be at the front and centre of the battle line, using its bulk and special abilities to plow through barriers and break formations so the rest of the army can mop up after it.

Ironwyrm Dragon (Sunnis augmented), Smrgol
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Large Construct
Construct 33//Fighter 33
Hit Dice: 33d10+30+33+66 (459hp)
Initiative: +3
Speed: 30 ft
Armor Class: 50 (–1 size, –1 Dex, +42 natural), touch 8, flat-footed 50
Base Attack/CMB/CMD: +33/+61/71
Attack: Bite +61 melee (2d10+22)
Full Attack: Bite +61 melee (2d10+22) and 2 claws +61 melee (2d8+12) and 2 wings +61 melee (2d6+12) and tail slap +61 melee (2d8+32)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon (20d10 fire DC 26), aligned strike, earth devotion, sense weakness (ignores 5 points of dr)
Special Qualities: Construct traits, damage reduction 15/magic and adamantine, immunity to magic, immunity to rust, fast healing 10, epic construct
Saves: Fort +16, Ref +9, Will +11
Abilities: Str 51, Dex 8, Con —, Int 14, Wis 13, Cha 19
Skills: Acrobatics +32, Appraise +34, Climb +57, Intimidate +40, Knowledge (Arcana) +34, Knowledge (Planes) +34, Perception +34, Sense Motive +34
Feats: Toughness (B), Improved Sunder (B), Improved Initiative, Power Attack (F1), Weapon Focus (Bite) (F2), Multiattack, Improved Multiattack, Weapon Focus (Claws) (F6), Weapon Focus (Wings) (F8), Combat Expertise, Weapon Focus (Tail Slap) (F10), Earth Devotion, Blind Fight, Weapon Specialisation (Bite) (F14), Sense Weakness, Weapon Specialisation (Claws) (F16), Combat Reflexes, Weapon Specialisation (Wings) (F18), Weapon Specialisation (Tail) (F20)
Epic Feats: Epic Toughness (B), Penetrate Damage Reduction (Silver), Epic Prowess (F22), Spellcasting Harrier, Epic Prowess (F24), Epic Prowess (F26), Penetrate Damage Reduction (Adamantine), Epic Prowess (F28), Epic Prowess, Epic Prowess (F30), Epic Prowess (F32), Epic Prowess
Languages: Common, Sylvan, Draconic
Alignment: Chaotic Good


Breath Weapon (Su): 60-ft. cone, every 1d4 rounds, 20d10 fire, Reflex DC 26 half.
Immunity to Magic (Ex):An ironwyrm golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A cold effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the golem and cures 1 point of
damage for each 3 points of damage it would otherwise deal. For example, an ironwyrm golem hit by a delayed blast fireball cast by a 15th-level wizard that would normally deal 52 points of damage instead gains back 17 hit points. The golem gets no saving throw against fire effects.
Immunity to Rust (Ex): An ironwyrm golem is immune to rust attacks, whether magical or not.

Smrgol's Hoard
[spoiler]
45,507.28gp

[/spoiler]

1 in service. Assigned to Mage army.

Role: Elite Hunter. The ironwyrm golem is a physical threat on par with the legendary tarrasque and should be deployed to face the mightiest of Hell's legions in direct combat where it can leverage its multitude of attacks to full effect, as its lack of area weapons renders it overkill against most other foes. Its lack of mobility is its only weakness but this can be managed with magical support, and keeping the Ironwyrm properly enchanted is a top priority for any mages or clerics in the same theatre.

Battle Horror
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Medium Construct 20//Fighter 20, Chaotic Good
Hit Dice: 20d10+40 (140 hp)
Initiative: +6
Speed: 40 ft, Air Walk 40 ft.
AC: 29 (+2 dex, +3 deflection, +13 armour, +1 untyped), touch 16, flat footed 27
Base Attack/CMB/CMD: +20/+28/44
Attack: Masterwork Greatsword +33 (2d6+18 +1d6 fire 17-20/x2 +1d10 fire)
Full Attack: Masterwork Greatsword +33/+28/+23/+18
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell like abilities (CL 7 magic missile at will, blink 3/day, dimension door 1/day)
Special Qualities: Construct traits, air walk, darkvision 60ft, spell immunities (magic missile, fireball, disintegrate, unholy blight), rapid repair, see invisible, weapon power (flaming burst)
Saves: Fort +12, Ref +10, Will +9
Abilities: Str 26, Dex 15, Con —, Int 13, Wis 16, Cha 16
Skills: Climb +11, Intimidate +26, Listen +26, Search +24, Sense Motive +26, Spellcraft +11, Spot +31, Swim +19
Languages: Common, Sylvan, Draconic, Infernal
Feats: Power Attack, Alertness, Toughness, Skill Focus (Spot), Weapon Focus (Greatsword), Weapon Specialisation (Greatsword), Lightning Reflexes, Improved Initiative, Mage Slayer, Improved Critical (Greatsword), Greater Weapon Focus (Greatsword), Pierce Magical Protection, Greater Weapon Specialisation (Greatsword), Cleave, Great Cleave, Combat Reflexes, Melee Weapon Mastery, Weapon Mastery (Greatsword)


1 in service, assigned to Rapid Reaction Army.

Role: Mage Hunter The battle horror is a solid all-round combatant with a particular focus on anti-mage tactics but no great strengths or weaknesses otherwise. It can solidly fill out any battleline but in general should be given free reign to hunt and slay dangerous enemy spellcasters.

Shredstorm
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Fine Construct (Swarm)
Hit Dice: 14d10 (77 hp)
Initiative: +6
Speed: Fly 90 ft. (perfect)
Armor Class: 24 (+8 size, +6 Dex), touch 24, flat-footed 18
Base Attack/CMB/CMD: +10/—/-
Attack: Swarm (3d6 plus 2d6 electricity)
Full Attack: Swarm (3d6 plus 2d6 electricity)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction (DC 17), lightning bolt (10d6 DC 17), penetration
Special Qualities: Construct traits, darkvision 60 ft., immunity to electricity, low-light vision, swarm traits
Saves: Fort +4, Ref +10, Will +4
Abilities: Str 6, Dex 22, Con —, Int —, Wis 11, Cha 10
Skills: —
Feats: —

Penetration (Ex): The swarm attack of a shredstorm is treated as an adamantine magic weapon for the purpose of overcoming damage reduction, and it strikes incorporeal creatures as a magic  weapon does. When striking an object, a shredstorm ignores any hardness less than 20.


1 in service assigned to 1st Army. Commanded by Drena or Dana.

Role: Defence destruction. While vulnerable to area effect magic, Shredstorms excel in destroying fixed fortifications and should prioritise this role above anything else. Furthermore they are unintelligent, so will not balk at suicide missions and losing one to the backlash of destroying a hellfire cannon or ritual implement is a fair price to pay for the lives of our troops.

Nimblewright
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Medium Construct 10//Ninja 5/Hellbreaker 5, Chaotic Good
Hit Dice: 10d10+20 (75 hp)
Initiative: +7
Speed: 40 ft
AC: 27 (+7 dex, +7 natural armour, +3 wisdom), touch 20, flat footed 17
Base Attack/CMB/CMD: +7/+14/31
Attack: Rapier-hands +15 (2d6+5 15-20, +4d6 sudden strike)
Full Attack: 2 rapier-hands +15 (2d6+5 15-20, +4d6 sudden strike)
Space/Reach: 5 ft./5 ft.
Special Attacks: Tripping thrust (DC 19), spell-like abilities (CL 10 alter self (humanoid only), cat's grace, entropic shield, feather fall, haste /at will), sudden strike (+4d6), ghost step (invisible), telepathic static, steal spell-like ability, stowaway, neutralize spell-like ability, blessed rapier-hands
Special Qualities: Construct traits, augmented critical, spell resistance 27, vulnerabilities (cold slows 3 rounds, fire stuns 1 round), AC bonus, ki power (5/day), poison use, great leap, mantle of darkness
Saves: Fort +9, Ref +8, Will +5
Abilities: Str 19, Dex 24, Con —, Int 10, Wis 17, Cha 19
Skills: Bluff +17, Climb +17, Disable Device +13, Disguise +17, Hide +20, Jump +21, Knowledge (planes) +4, Move Silently +20, Search +13, Sense Motive +16, Speak Language (infernal)
Languages: Common, Infernal
Feats: Combat Reflexes(B), Combat Expertise(B), Improved Feint, Undo Resistance, Weapon Finesse, Telling Blow


20 in service.

Role: Battlefield sabotage and assassination. In battles they'll strike out ahead of the main forces, using their stealth and disguise skills to infiltrate devil formations (mantle of darkness means they can hide in darkness despite the devils' ability to see through it, as well as having good odds of blocking divinations against them) where they can assassinate low-rank officers to disrupt the chain of command (helped by telepathic static to prevent calls for help or orders in general) and otherwise damage devil fortifications.

Mithral Golem
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Size/Type: Huge Construct
Hit Dice: 26d10+10d12+36+72+40 (528 hp)
Initiative: +15
Speed: 70ft, fly 70ft (perfect)
Armor Class: 46 (-2 size, +5 dex, +32 natural, +1 dodge)
Base Attack/CMB/CMD: +36/+53/68
Attack: Slam+54 (8d8+30 plus stun 19-20/x2)
Full Attack: 3 slams+54 (8d8+30 plus stun 19-20/x2)
Space/Reach: 15ft/15ft
Special Attacks: Pierce damage reduction, stun (DC 49), aligned strike, dungeon crasher (8d6+45), overpowering attack
Special Qualities: Damage reduction 20/adamantine and epic, fast healing 10, darkvision 120ft, alacrity, uncanny dodge, true freedom, magic immunity, constructed toughness, construct traits.
Saves: Fort +17, Ref +17, Will +11
Abilities: Str 43, Dex 21, Con -, Int 10, Wis 11, Cha 17
Skills: climb +55, intimidate +42
Feats: Toughness(B), power attack, combat refexes, cleave, great cleave, improved bull rush, weapon focus (slam), weapon specialization (slam), ability focus (stun), shock trooper, improved natural attack (slam), blind-fight, defensive sweep, large and in charge
Epic Feats: Epic Toughness(B), epic ability focus (stun), dire charge, great ability (strength), pulverize, epic weapon focus (slam), great ability (dexterity), imrpoved combat reflexes, force breaker, epic weapon specialization (slam), great ability (strength), armour skin
Alignment: Chaotic Good


2 in service, Tweedle and Twaddle.

Role: Mobile bastions. Despite their great abilities in movement, these two are best served as stationary redoubts on the battlefield where they can use their power and reach to shelter other troops from encroaching devils. Beyond that they can batter through devil defences and lead the charge against any fixed fortifications.