Archiv > Grim Noria - Uhrwerk 39

Tinte und Maschinenfett

<< < (2/2)

Flinkhand:
Universalschlüssel V1.0 (Anzeigen)
Flinkhand kam die Idee zu diesem Schlüssel, als er gemeinsam mit Haze bei Henry Schmitz gefangen waren.

Aufbau des Geräts:

Der kleine goldene Schlüssel ist reich verziert und hat in der Mitte ein kleines Getriebe. der Schlüsselgriff besitzt neben einem filigranen Muster zwei kleine Rubine. Das Auffälligste ist jedoch, dass der Schlüssel keinen Bart hat. Drückt man auf die Rubine des Schlüssels, klappen sich viele kleine Bolzen aus dem Ende des Schlüssels und formen so einen passenden Bart für das Schloss. Danach beginnt sich der Schlüssel automatisch über das Getriebe zu drehen.


Spieldaten:

Zauber: Open/Close
Benutzbar: 2/Tag
Benutzung durch Andere: Use Magic Device DC 15
zusätzliche Benutzung: Use Magic Device DC 20 (+ 1 für jede weiter Aktivierung, kumulierend)


Geplante Verbesserungen:

Knock
Arcane Lock
Dimension Door

Flinkhand:
MAGIE-O-METER

Magie entdecken
Indentifizieren

Flinkhand:
Verhörhelm


Hypnose
als Special Effects vielleicht Licht oder Tanzende Lichter.....
Zungen
Zone der Wahrheit

Angst
Gedanken erspüren
Lügen entdecken

Da kann man ein wenig spielen....

Flinkhand:
Abwehrgürtel

Schild
Schutz vor Bösen
Magische Rüstung
Rindenhaut
Steinhaut

Flinkhand:
Konstruktionplan A.S.E. V1.0 (Anzeigen)
Bei der A.S.E. V1.0 handelt es sich um eine Autonome Sabotage Einheit.

Hierbei handelt es sich  um ein auf 8 Beinen laufendes Autonom, das auf folgende Befehle reagiert:


* Kamikaze
* Angriff
* Verteidigung
* Folgen
* Gehen
* Warten
* Unterstützen
* Benutze Erfindung
* Benutze Fertigkeit

Dieses Modell hat Flinkhand durch Zufall erfunden, als der Antrieb eines A.T.E. aus Versehen überhitzte und explodierte. Diese Fähigkeit wird gezielt bei dieser Variante ausgenutzt. Darum wurden die Arme entfernt und der Treibstofftank erhöht, damit die Explosion stärker ausfällt.

A.S.E.-1
Automaton (A.S.E. V1.0)
Tiny construct (automaton)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0

Verteidigung (Anzeigen)AC 14, touch 12, flat-footed 14 (+2 size, +2 natural)
hp 20 (1d10)
Fort +0, Ref +0, Will +0
Immune construct traits

Angriff (Anzeigen)Speed 30 ft.
Melee Bomb 2d6
Space 2.5 ft.; Reach 0 ft.
Inventions
. . —additional blast charges

Statistik (Anzeigen)Str 10, Dex 10, Con —, Int —, Wis —, Cha —
Base Atk +1; CMB -1; CMD 9
Skills Bluff -2, Diplomacy -2, Disguise -2, Intimidate -2
Languages Common
SQ directives: attack, directives: defend, directives: follow, directives: go, directives: idle, directives: kamikaze, directives: support, directives: use invention, directives: use skill

Programmdirektiven (Anzeigen)Directives: Attack The automaton attacks the nominated creature with a weapons system determined by the tinker, be it melee, ranged, or a specific special invention. Ranged weapons systems can have multiple targets designated if the system is capable of firing multiple
Directives: Defend The automaton follows the nominated creature at a distance set by the tinker. If the nominated creature is attacked, the automaton treats the attacker as the target of an attack directive. Given the simplicity needed for directives, an automaton is n
Directives: Follow The automaton follows the nominated creature at a distance set by the tinker.
Directives: Go The automaton goes to the nominated place at walking speed.
Directives: Idle The automaton follows the tinker at a distance set by the tinker, but will not make any other action. If no distance is given, perhaps by another directive being completed, the automaton will maintain a respectful 30 feet, if possible. It will also s
Directives: Kamikaze The automaton moves to a designated position and explodes, dealing 1d6 points of fire damage plus an additional 1d6 points of fire damage for every two tinker levels beyond 1st in a 10 foot radius. Those affected make a Reflex saving throw (DC 10 + 1
Directives: Support The automaton follows the nominated creature at a distance set by the tinker. If the nominated creature is a construct or another automaton, it will use any repair kit inventions it has on its person, if any, on the creature it is following should th
Directives: Use Invention The automaton attacks the nominated creature with a weapons system determined by the tinker, be it melee, ranged, or a specific special invention. Ranged weapons systems can have multiple targets designated if the system is capable of firing multiple
Directives: Use Skill The automaton uses a skill in which it has at least 1 rank. Unlike biotics, the use of any skill, even something as natural as Perception, is a standard action for an automaton, unless it normally takes longer.

Construct Traits (Anzeigen)Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Navigation

[0] Themen-Index

[*] Vorherige Sete

Zur normalen Ansicht wechseln