Difference between revisions of "Teucri Lifewalkers"

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=Teucri Lifewalker Guardian=
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{{Creature Table
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| creature=Teucri Lifewalker Guardian
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| size=Small | type=Construc (Lawful, Extraplanar)
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| hd=1d8+1  | hp=5 
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| init=+2
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| speed=40 ft. (8 squares)
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| ac=17 (+1 size, +2 [[SRD:Dexterity|Dex]], +4 natural) | touch=13 | flat=15
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| bab=+1 | grapple=–2
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| at=Bite +3 melee (1d4+1)
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| full_at=Bite +3 melee (1d4+1)
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| space=5 ft. | reach=5 ft.
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| sa=—
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| sq=''[[SRD:Cure Serious Wounds|Cure serious wounds]],'' hive mind, immunity to [[SRD:Poison|poison]], petrification, and cold, ''[[SRD:Make Whole|make whole]],'' resistance to electricity 10, fire 10, and sonic 10
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| fort=+3 | ref=+4 | will=+2
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| str=13 | dex=14 | con=13 | int=6 | wis=10 | cha=9
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| skills=[[SRD:Climb Skill|Climb]] +10, [[SRD:Craft Skill|Craft]] (any one) +5, [[SRD:Hide Skill|Hide]] +6, [[SRD:Listen Skill|Listen]] +4, [[SRD:Search Skill|Search]] +2, [[SRD:Spot Skill|Spot]] +4
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| feats=[[SRD:Skill Focus|Skill Focus]] ([[SRD:Craft Skill|Craft]] [selected skill])
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| env=A lawful-aligned plane
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| org=Team (2–4) or crew (7–18)
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| cr=1/2
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| treas=None
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| align=Always [[SRD:Lawful Neutral|lawful neutral]]
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| adv=2–3 [[SRD:Hit Dice|HD]] (Medium)
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| la=—
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}}
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A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety.
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While workers cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind, however, they can communicate just fine—although their intelligence still limits the concepts that they can grasp.
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A worker is about 3 feet long and about 2-1/2 feet high at the front. It weighs about 60 pounds. Its hands are suitable only for manual labor.
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===COMBAT===
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Formians are generally aggressive, seeking to subdue all they encounter. If they perceive even the slightest threat to their hive-city or to their queen, they attack immediately and fight to the death. Any formian also attacks immediately if ordered to do so by a superior.
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'''Twisted Woldsblood Core (Ex):''' The Teucri experiments with inserting souls into constructs required the use of Woldsblood. As such, all Lifewalkers have a core filled with the substance. This Woldsblood is much stronger than normal and a Fixer can make an Appraise check DC 15 to determine this. If used for traditional [[Fixer]] tasks, the Woldsblood requires no Craft check as all rolls are automatic 20s. Unfortunately, without the additional Teucri magic the Crafted or Fixed items almost never survive (Roll 1d20+Fixer Level versus DC 30). If failed, the items explode violently 1d6+Fixer Level minutes later.
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Furthermore, this Twisted Woldsblood Core has the same dangerous effects as normal Woldsblood only stronger. Any living being (undead, fey, constructs, elementals, etc. are excluded) that comes within 10 feet of the Lifewalker will feel the substance pulling upon their soul. This has a distracting effect, and should the being fail a Will save DC20, they will find themselves dazed for 1d4. Should a living being come in contact with exposed Woldsblood, a Will save DC25 per drop exposed must be made or the being will find their soul momentarily torn from their body, dazing them for 1d4 minutes and inflicting 1d6 Wisdom damage. This damage may be healed normally. The [[Fixer|Fixer's]] normal immunity does not apply here, since the Teucri have altered the Woldsblood. Fixers are still much less likely to be affected and gain a +5 Bonus on both Will Saves.
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'''''Teucri Magical Chaos'' (Ex):'''

Revision as of 16:36, 26 April 2009

Teucri Lifewalker Guardian

Size/Type: Small Construc (Lawful, Extraplanar)
Hit Dice: 1d8+1 (5 hp)
Speed: 40 ft. (8 squares)
Armor Class: 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: +1/–2
Attack: Bite +3 melee (1d4+1)
Full Attack: Bite +3 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Cure serious wounds, hive mind, immunity to poison, petrification, and cold, make whole, resistance to electricity 10, fire 10, and sonic 10
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9
Skills: Climb +10, Craft (any one) +5, Hide +6, Listen +4, Search +2, Spot +4
Feats: Skill Focus (Craft [selected skill])
Environment: A lawful-aligned plane
Organization: Team (2–4) or crew (7–18)
Challenge Rating: 1/2
Treasure: None
Alignment: Always lawful neutral
Advancement: 2–3 HD (Medium)
Level Adjustment:


A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety.

While workers cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind, however, they can communicate just fine—although their intelligence still limits the concepts that they can grasp.

A worker is about 3 feet long and about 2-1/2 feet high at the front. It weighs about 60 pounds. Its hands are suitable only for manual labor.

COMBAT

Formians are generally aggressive, seeking to subdue all they encounter. If they perceive even the slightest threat to their hive-city or to their queen, they attack immediately and fight to the death. Any formian also attacks immediately if ordered to do so by a superior.

Twisted Woldsblood Core (Ex): The Teucri experiments with inserting souls into constructs required the use of Woldsblood. As such, all Lifewalkers have a core filled with the substance. This Woldsblood is much stronger than normal and a Fixer can make an Appraise check DC 15 to determine this. If used for traditional Fixer tasks, the Woldsblood requires no Craft check as all rolls are automatic 20s. Unfortunately, without the additional Teucri magic the Crafted or Fixed items almost never survive (Roll 1d20+Fixer Level versus DC 30). If failed, the items explode violently 1d6+Fixer Level minutes later.

Furthermore, this Twisted Woldsblood Core has the same dangerous effects as normal Woldsblood only stronger. Any living being (undead, fey, constructs, elementals, etc. are excluded) that comes within 10 feet of the Lifewalker will feel the substance pulling upon their soul. This has a distracting effect, and should the being fail a Will save DC20, they will find themselves dazed for 1d4. Should a living being come in contact with exposed Woldsblood, a Will save DC25 per drop exposed must be made or the being will find their soul momentarily torn from their body, dazing them for 1d4 minutes and inflicting 1d6 Wisdom damage. This damage may be healed normally. The Fixer's normal immunity does not apply here, since the Teucri have altered the Woldsblood. Fixers are still much less likely to be affected and gain a +5 Bonus on both Will Saves.

Teucri Magical Chaos (Ex):