Posts

Ether Walker

Ether Walker Ether Walker CR 6 Source An Arid Expedition XP 2,400 N Medium construct (clockwork) Init +7; Senses darkvision 60 ft., low-light vision; Perception +0 Defense AC 15, touch 15, flat-footed 10 (+3 Dex, +2 dodge) hp 64 (8d10+20) Fort +2, Ref +7, Will +2 DR 10/—; Immune construct traits Weaknesses vulnerable to electricity Offense Speed 40 ft. Melee area elasticity +11 (1) or slam +6 (1d6+3) Special Attacks Statistics Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1 Base Atk +8; CMB +11; CMD 24 Feats Improved Initiative, Lightning Reflexes, Improved Bull Rush, Muscular Reflexes SQ Swift Reactions Special Abilities Swift Reactions Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats and gain a +2 dodge bonus to AC. Air Step (Su) The Ether Walker walks slightly above the ground as if constantly under the effects of Air...

Raha-Ik

Raha-Ik Raha-Ik CR 6 Source An Arid Expedition XP 800 N Medium construct (clockwork) Init +7; Senses termorsense 30 ft., darkvision 60 ft.; Perception +0 Defense AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Dodge (Clockwork swift reactions)) hp 64 (8d10+20) Fort +2, Ref +7, Will +2 DR 5/bludgeoning; Immune construct traits Weaknesses vulnerable to electricity Offense Speed 40 ft., Climb 15 ft. Melee 2 slams +8 (1d6+1) Ranged 1 ignition torrent +11 touch (1d4+3 plus bull rush and flammable oil) Special Attacks Ignition Spray Statistics Str 17, Dex 16, Con —, Int —, Wis 11, Cha 1 Base Atk +8; CMB +11 (+8 bull rush); CMD 24 Feats Improved Initiative, Lightning Reflexes, Precise Shot, Improved Bull Rush, Greater Bull Rush SQ Swift Reactions, Ignition Torrent, Flammable Oil, Powered Jump, Climbing Apparatus+ Special Abilities Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other construct...

Quartz-core Metronome

Quartz-core Metronome Quartz-core Metronome CR 6 Source An Arid Expedition XP 2,400 N Medium construct (clockwork) Init +7; Senses darkvision 60 ft., low-light vision; Perception +0 Defense AC 15, touch 15, flat-footed 10 (+3 Dex, +2 dodge) hp 64 (8d10+20) Fort +2, Ref +7, Will +2 Immune construct traits Weaknesses vulnerable to electricity, 5 bonus damage from all physical attacks Offense Speed 40 ft. Melee slam +6 (1d6+3) Special Attacks Scramble Statistics Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1 Base Atk +8; CMB +11; CMD 24 Feats Improved Initiative, Lightning Reflexes SQ Swift Reactions, Emergency Rewind, Fragile, Hover, Improved Flanking, Limited Flight, Perfect Movement Special Abilities Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats and gain a +2 dodge bonus to AC. Emergency Rewind (Su...

Hi-Crux Alpha

Hi-Crux Alpha Hi-Crux Alpha CR 6 Source An Arid Expedition XP 800 N Medium construct (clockwork) Init +7; Senses termorsense 30 ft., darkvision 60 ft.; Perception +0 Defense AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Dodge (Clockwork swift reactions)) hp 64 (8d10+20) Fort +2, Ref +7, Will +2 DR 5/bludgeoning; Immune construct traits Weaknesses vulnerable to electricity Offense Speed 40 ft., climb 30 ft. Melee 2 claws +6 (1d4+1) Ranged 4 force tether +15 (1 plus tether and drag) Special Attacks Statistics Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1 Base Atk +8; CMB +11 (+13 dragging); CMD 24 (+8 to trip) Feats Improved Initiative, Lightning Reflexes, Precise Shot, Improved Drag, Greater Drag SQ Swift Reactions, Tethering Harpoons, Force Claws, Capable Climber, Advanced Targeting System Special Abilities Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Impr...

Gemini Watcher

Gemini Watcher Gemini Watcher CR 6 Source An Arid Expedition XP 2,400 N Medium construct (clockwork) Init +7; Senses darkvision 60 ft., low-light vision; Perception +0 Defense AC 15, touch 15, flat-footed 10 (+3 Dex, +2 dodge) hp 64 (8d10+20) Fort +2, Ref +7, Will +2 Immune construct traits Weaknesses vulnerable to electricity Offense Speed 25 ft. Melee slam +6 (1d6+3) Special Attacks Statistics Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1 Base Atk +8; CMB +11; CMD 24 Feats Improved Initiative, Lightning Reflexes SQ Swift Reactions, Special Abilities Swift Reactions (Ex) Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats and gain a +2 dodge bonus to AC. Double Potentiality (Su) Whenever the Gemini Watcher takes a move action to move, it selects one of its instances to initiate its movement from, collapsing any other insta...

Clockwork Prime

Clockwork Prime Clockwork Prime CR 6 Source An Arid Expedition XP 2,400 N Medium construct (clockwork) Init +7; Senses darkvision 60 ft., low-light vision; Perception +0 Defense AC 16, touch 16, flat-footed 10 (+3 Dex, +2 dodge) hp 64 (8d10+20) Fort +2, Ref +7, Will +2 DR 5/bludgeoning; Immune construct traits Weaknesses vulnerable to electricity Offense Speed 30 ft. Melee +1 halberd +13/+8 (1d10+4/×3) or 2 slams +6 (1d6+4) Ranged +1 composite shortbow +14/+9 (1d6+2/3) Special Attacks Statistics Str 16, Dex 17, Con —, Int —, Wis 11, Cha 1 Base Atk +8; CMB +11; CMD 25 Feats Improved Initiative, Lightning Reflexes, Mobility, Dodge, Weapon Focus (Halberd), Weapon Focus (Shortbow), Improved Trip, Greater Trip, Improved Bull Rush, Combat Expertise, Combat Reflexes, Archon Style, Archon’s Diversion, Precise Shot SQ Swift Reactions, Adaptable Locomotion, Armory, Humanoid Frame, Quick Pistons, Refined Targeting System Spe...

Rolling Thunder

Rolling Thunder Rolling Thunder Source Lynte Homebrew 2023 School evocation [air, sonic]; Level arcanist 4, bloodrager 4, druid 4, hunter 4, magus 4, occultist 4, shaman 4, sorcerer 4, wizard 4 Casting Casting Time 1 standard action Components V, S Effect Range medium (100 ft. + 10 ft./level) Effect three or more 5-ft.-diameter spheres occupying points on the grid. Duration 1 round plus 1 round/level Saving Throw Fortitude; Spell Resistance yes Description You create 3 globes of oscillating air, each at any point within range. At the start of your subsequent turns, the spheres send out a deafening blast of sound. Creatures adjacent to at least one point occupied by a sphere must make a Fortitude save or take 5d6 damage, become deafened for 1 round, and pushed 5 feet away from a sphere of your choice. A successful save halves the damage and negates the other effects. At 9th level and every 3 levels thereafter, you may create an additional gl...