Force Walker

Force Walker

Source Lynte Homebrew (Altered from Clockwork Necrophidius)
XP 800
N Medium construct (clockwork)
Init +7; Senses darkvision 60 ft.; Perception +0

Defense

AC 15, touch 13, flat-footed 12 (+3 Dex, +2 Dodge (Clockwork swift reactions))
hp 36 (3d10+20) 52
Fort +1, Ref +6, Will +1
DR 5/bludgeoning; Immune construct traits
Weaknesses vulnerable to electricity

Offense

Speed 40 ft.
Melee 1 slam +6 (1d6+3 plus 2 stacks of Jolted)
Special Attacks Force Pulse, Area Shift

Statistics

Str 17, Dex 16, Con —, Int —, Wis 11, Cha 1
Base Atk +3; CMB +6 (+8 bull rush); CMD 19 (+8 to trip)
Feats Improved Initiative, Lightning Reflexes, Improved Bull Rush

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.

Force Pulse (Sp) The Force Walker releases a pulse of force energy, pushing adjacent creatures away. As a move action, it rolls a bull rush combat maneuver with normal bonuses. All adjacent creatures with CMD lower than the result are pushed 5 feet away, or 10 feet away if the CMD is beaten by 5 or more, but no more than that. This Force Walker’s ability does not provoke attacks of opportunity when used, and the targets’ movement do not provoke attacks either.

Area Shift (Sp) The Force Walker creates a wave of energy, pushing itself and adjacent creatures in a target direction. As a move action, it rolls a bull rush combat maneuver with normal bonuses. Then, it moves itself and all adjacent creatures with CMD lower than the result up to 5 feet in the selected direction. The maximum movement distance increases to 10 feet for creatures The creatures move in parallel. This Force Walker’s ability does not provoke attacks of opportunity when used, and the targets’ movement do not provoke attacks either.

Air Step (Su) The Force Walker walks slightly above the ground as if constantly under the effects of Air Step. It ignores difficult terrain less than 1 foot high, normally does not trigger pressure plates, and its steps are difficult to track (-10 penalty to Perception/Survival checks). It moves at its listed land speed with this effect.

Levitate (Sp) The Force Walker may cast Levitate on itself as an at-will spell-like ability, but it is unable to attack or use other special abilities until the spell is dismissed. It uses its hit dice as its caster level.

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