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Machine Ghost
As the Technocracy of Hudan scrambles for greater advances in its machinery, the scrapyards of discarded projects grow ever larger. As they increase their processing of the magically-infused plants, water and minerals to extract the Principles, the piles of waste product charged with matra, the left-over magical power, climb higher. Sometimes the power of the matra clusters together, to bring a semblance of life, or unlife, to the rusting heaps of old machines. The Hudanese call these entities machine ghosts, or scrap spirits. They appear as ghostly, incorporeal machines, or strange figures made of machine parts. They are not truly sentient, nor are they truly undead for they were never alive to begin with and it is the power of the matra that sustains them, not necromantic energy. These creatures can be found in the industrial wastes of Hudan, where they attack any living thing that trespasses on their domain.
| Machine Ghost, Tiny | Machine Ghost, Small | Machine Ghost, Medium |
Size/Type | Tiny Construct (Incorporeal, Matra) | Small Construct (Incorporeal, Matra) | Medium Construct (Incorporeal, Matra) |
Hit Dice | 1/2d10 (2hp) | 1d10+10 (15 hp) | 2d10+20 (31 hp) |
Initiative | +4 | +3 | +2 |
Speed | Fly 30 ft. (perfect) | Fly 30 ft. (perfect) | Fly 30 ft. (perfect) |
Armour Class | 17 (+2 size, +4 Dex, +1 deflection), touch 17, flat-footed 13 | 15 (+1 size, +3 Dex, +1 deflection), touch 15, flat-footed 12 | 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11 |
BAB/Grapple | +0/- | +0/- | +1/- |
Attack | Incorporeal touch +6 (see below) or slam +6 (1d3) | Incorporeal touch +4 (see below) or slam +4 (1d4) | Incorporeal touch +3 (see below) or slam +3 (1d6) |
Full Attack | Incorporeal touch +6 (see below) or slam +6 (1d3) | Incorporeal touch +4 (see below) or slam +4 (1d4) | Incorporeal touch +3 (see below) or slam +3 (1d6) |
Space/Reach | 2 1/2 ft./0ft. | 5 ft./5 ft. | 5 ft./5 ft. |
Special Attacks | See below | See below | 5See below |
Special Qualities | Construct traits, darkvision 60 ft., incorporeal traits, low-light vision, see below | Construct traits, darkvision 60 ft., incorporeal traits, low-light vision, see below | Construct traits, darkvision 60 ft., incorporeal traits, low-light vision, see below |
Saves | Fort +0, Ref +4, Will +0 | Fort +0, Ref +3, Will +0 | Fort +0, Ref +2, Will +0 |
Abilties | Str -, Dex 18, Con -, Int -, Wis 10, Cha 10 | Str -, Dex 16, Con -, Int -, Wis 10, Cha 10 | Str -, Dex 14, Con -, Int -, Wis 10, Cha 10 |
Skills | None | None | None |
Feats | None | None | None |
Environment | Any | Any | Any |
Organization | Group (2-8) | Solitary, pair or group (1-6) | Solitary, pair or group (1-4) |
Treasure | 50 % mundane items | 50 % mundane items | 50 % mundane items |
Challenge Rating | 1/2 | 1 | 2 |
Advancement | None | None | None |
Level Adjustment | - | - | - |
| Machine Ghost, Large | Machine Ghost, Huge | Machine Ghost, Gargantuan |
Size/Type | Large Construct (Incorporeal, Matra) | Huge Construct (Incorporeal, Matra) | Gargantuan Construct (Incorporeal, Matra) |
Hit Dice | 4d10+30 (52hp) | 8d10+40 (84 hp) | 16d10+60 (148 hp) |
Initiative | +1 | +1 | +1 |
Speed | Fly 40 ft. (perfect) | Fly 40 ft. (perfect) | Fly 60 ft. (perfect) |
Armour Class | 11 (-1 size, +1 Dex, +1 deflection), touch 11, flat-footed 10 | 10 (-2 size, +1 Dex, +1 deflection), touch 10, flat-footed 9 | 8 (-4 size, +1 Dex, +1 deflection), touch 8, flat-footed 7 |
BAB/Grapple | +3/- | +6/- | +12/- |
Attack | Incorporeal touch +3 (see below) or slam +3 (1d8) | Incorporeal touch +5 (see below) or slam +5 (2d6) | Incorporeal touch +9 (see below) or slam +9 (2d8) |
Full Attack | Incorporeal touch +3 (see below) or slam +3 (1d8) | Incorporeal touch +5 (see below) or slam +5 (2d6) | Incorporeal touch +9 (see below) or slam +9 (2d8) |
Space/Reach | 10 ft./10ft. | 15 ft./15 ft. | 20 ft./20 ft. |
Special Attacks | See below | See below | 5See below |
Special Qualities | Construct traits, darkvision 60 ft., incorporeal traits, low-light vision, see below | Construct traits, darkvision 60 ft., incorporeal traits, low-light vision, see below | Construct traits, darkvision 60 ft., incorporeal traits, low-light vision, see below |
Saves | Fort +1, Ref +2, Will +1 | Fort +2, Ref +3, Will +2 | Fort +5, Ref +6, Will +5 |
Abilties | Str -, Dex 12, Con -, Int -, Wis 10, Cha 10 | Str -, Dex 12, Con -, Int -, Wis 10, Cha 10 | Str -, Dex 12, Con -, Int -, Wis 10, Cha 10 |
Skills | None | None | None |
Feats | None | None | None |
Environment | Any | Any | Any |
Organization | Solitary or pair | Solitary | Solitary |
Treasure | 50 % mundane items | 50 % mundane items | 50 % mundane items |
Challenge Rating | 3 | 5 | 7 |
Advancement | None | None | None |
Level Adjustment | - | - | - |
| Machine Ghost, Colossal |
Size/Type | Colossal Construct (Incorporeal, Matra) |
Hit Dice | 32d10+80 (224hp) |
Initiative | +1 |
Speed | Fly 60 ft. (perfect) |
Armour Class | 4 (-8 size, +1 Dex, +1 deflection), touch 4, flat-footed 3 |
BAB/Grapple | +24/- |
Attack | Incorporeal touch +17 (see below) or slam +17 (4d6) |
Full Attack | Incorporeal touch +17 (see below) or slam +17 (4d6) |
Space/Reach | 30 ft./30ft. |
Special Attacks | See below |
Special Qualities | Construct traits, darkvision 60 ft., incorporeal traits, low-light vision, see below |
Saves | Fort +10, Ref +11, Will +10 |
Abilties | Str -, Dex 12, Con -, Int -, Wis 10, Cha 10 |
Skills |
Feats | None |
Environment | Any |
Organization | Solitary |
Treasure | 50 % mundane items |
Challenge Rating | 10 |
Advancement | None |
Level Adjustment | - |
A ghostly entity, like a twisted creature made of loosely-joined metal and wooden scraps, rises before you. The creature is translucent, but chunks of solid debris begin to swirl about it.
Combat
Machine ghosts will attack anything that is not another machine ghost, using a variety of special attacks (see below). They are relentless and will not stop until they or their opponent is destroyed. All machine ghosts have the ability to hurl chunks of solid scrap at an opponent; their slam attack.
Special Abilities
A machine ghost will usually have between one to three of the following special attacks or qualities. Save DC for all abilities is DC is 10 + 1/2 hit dice + Charisma modifier.
Special Attacks
Drain Metal (Su): The incorporeal touch of the machine ghost drains the vitality from metal objects. Treat this as a rusting grasp attack, except that for each successful use the machine ghost gains 5 temporary hit points.
Heat Metal (Sp): The incorporeal touch of the machine ghost acts as a heat metal spell.
Steam Breath (Su): The machine ghost is able to exhale a blast of scalding steam and smoke. This is a 30 ft. cone that causes 1d6 fire damage per hit dice of the machine ghost (maximum 20d6). Reflex save for half damage. A machine ghost can produce a steam blast every 1d4 rounds.
Swarf Cloud (Su): A machine ghost with this special ability can raise up a cloud of tiny metal shards that swarm about it. The swarf causes 1d6 piercing damage for every hit dice that the machine ghost possesses (maximum 10d6), to anything that approaches within 10 ft. of the machine ghost. Reflex save for half damage. A machine ghost can maintain its swarf cloud indefinitely, but it costs one standard action each round to do so, so a machine ghost maintaining a swarf cloud can usually only perform a move or move equivalent action. Machine ghosts can drop and restart a swarf cloud at will.
Special Qualities
Ectoplasmic Lube (Su): A machine ghost with this quality constantly oozes a slippery, pseudo-real substance like oil. Whenever the machine ghost moves, it leaves behind a trail of slime as wide as the space it occupies and as long as its movement. For example, a Large machine ghost performing a double move action would leave behind a trail 10 ft. wide by 80 ft. long. Each patch persists for only one round before dissipating on the machine ghost's next turn. Whilst it persists, the patch is treated as the result of a grease spell. Alternatively, a machine ghost can fire a jet of this substance against a single target, in which case treat as a ranged touch attack with the results identical to a targeted grease spell (no save). If it does this, the machine ghost will not leave a trail on the following round.
Junkyard Servitor (Sp): A machine ghost can, at will as a standard action, animate nearby scrap as an animate object spell. The junkyard servitor functions as an animated object. A machine ghost can have one junkyard servitor active at any time, and may command it as a free action each round. A machine ghost can act independently of its junkyard servitor. A machine ghost may only produce a junkyard servitor of the same size as itself, or smaller, although the maximum size (and any special attacks of the servitor) can also depend upon the amount and type of material nearby. If the machine ghost controlling it is destroyed, the junkyard servitor is also destroyed.
Possess Item (Su): A machine ghost can, at will as a free action, inhabit any mechanical item within 30 ft., providing that the item is the same size or smaller than itself. The object functions as an animated object of the appropriate size, and the machine ghost can also use any of its special attacks or special qualities whilst in possession of an item. It can also power any special attacks or functions of the item, for example firing a gun or moving a vehicle. If the item is destroyed, the machine ghost is expelled unharmed. If the item is targetted with a dispel matra or similar spell, the machine ghost must make a Will save or be expelled from the item.
Shield of Scrap (Su): A machine ghost can, at will as a move action, animate large pieces of debris and cause them to orbit about it, creating a barrier to attacks. This gives the machine ghost a natural armour bonus dependent on its size: +1 Tiny or Small, +2 Medium, +4 Large, +7 Huge, +11 Gargantuan, +16 Colossal. A machine ghost need not concentrate to maintain the shield, and can activate other powers at the same time, for example a swarf cloud.
(c) 2009 The Creative Conclave.
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