Rafilar/AssortedGolemsAndAutomata

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Alchemical Golem

A large, humanoid-shaped creature with swollen, unformed features. Fluid bulges beneath its skin.

Attributes: Strength 12, Dexterity 3, Stamina 8; Charisma 1, Manipulation 1, Appearance 1; Perception 3, Intelligence 2, Wits 3
Virtues: Automaton: Never fails Valor checks, never makes others
Abilities: Athletics 5, Awareness 2, Craft (Water) 2, Dodge 3, Integrity 2, Linguistics 1 (Native: Old Realm; Forest-tongue), Martial Arts 6 (Fists +4), Presence 1, Resistance 6, War 2
Join Battle: 5
Attacks: (Ping 6)
Punch: Speed 5, Accuracy 14, Damage 12B plus Acid Touch, Parry DV 7 (15d), Rate 3
Kick: Speed 5, Accuracy 9, Damage 15B plus Acid Touch, Parry DV 3 (7d), Rate 2
Clinch: Speed 6, Accuracy 9, Damage 12B plus Acid Touch, Parry DV –, Rate 1
Soak: 16L/32B (Natural 4L/8B; Armor plating 12L/24B, Pierced 10L/20B; Hardness: 5L/10B)
Health Levels: -0/-1 ×9/-2 ×10/-4 ×4Rafilar/AssortedGolemsAndAutomata/I
Move: 4 yd. Dash: 8 yd.
Dodge DV: 3 (6d)
Essence: 1 Willpower: 10
Acid Touch: An alchemical golem's surface gleams with acid. The golem's touch deals 4L acid damage. Any creature who hits an Alchemical golem with an unarmed attack or touch, or who is hit by the golem's unarmed attacks, suffers this damage as well, as a separate damaging effect, soakable normally (to a minimum of 1 die). Any creature who takes post-soak damage from this effects suffers it again on their next action; it does not recur after that.
Achemical Healing: An alchemical golem can heal to full by consuming a large barrel of a special alchemical mixture.
Breath Weapon: The alchemical golem may breath a 5-yd. cone of toxic vapor as a miscellaneous action. Every creature within the cloud takes a 15-die, unblockable attack. Those who are hit take 8L lethal damage, which ignores armor. If they take even one level of damage from this effect, they must make a (Stamina + Resistance) roll, difficulty equal to the levels of damage taken, or lose one dot of Stamina. A creature knocked to 0 Stamina falls unconscious; lost Stamina recovers at one point per day. Even those who are not hit take 4L damage, but do not risk Stamina loss.
Rupture: Any single hit that deals damage to an alchemical golem ruptures its membrane. This releases a spray of chemicals that fills one 5-ft. hex in teh direction from which the attack originated. Its efefcts are identical to the breath weapon listed above, except that the damage increases by 1-die for each point of wound penalty affecting the golem. The membrane then closes, reducing the spill to a mere trickle.
When an alchemical golem is destroyed, the membrane collapses, spilling out all the remaining chemicals. The noxious materials fill a 5-yd. radius with the same effect as the breath weapon.

Other Notes: This is a conversion of the Alchemical Golem from the D&D 3.5e Monster Manual 3.

Force Golem

Humanoid in shape but covered in reflective blue-green metal plates, this creature looks as though it has been mangled or rent by powerful hands. Its body sags as though its armor has melted, or perhaps was reshaped by great force.

Attributes: Strength 4, Dexterity 4, Stamina 6; Charisma 3, Manipulation 1, Appearance 2; Perception 3, Intelligence 3, Wits 3
Virtues: Automaton: Never fails Valor checks, never makes others
Abilities: Archery 5 (Pulse +2), Athletics 5, Awareness 4, Dodge 7, Integrity 3, Linguistics 3 (Native: Old Realm; Forest-tongue, High Realm, Riverspeak), Martial Arts 5, Presence 2, Resistance 3, War 4
Join Battle: 7
Attacks: (Ping 3)
Punch: Speed 5, Accuracy 10, Damage 6B, Parry DV 5 (11d), Rate 3
Kick: Speed 5, Accuracy 9, Damage 7B, Parry DV 3 (7d), Rate 2
Clinch: Speed 6, Accuracy 9, Damage 4B, Parry DV –, Rate 1
Pulse: Speed 4, Accuracy 11, Damage 8B piercing plus knockback, Rate 2, Range 20
Soak: 15L/18B (Natural 3L/6B; Armor plating 12L/12B, Pierced 9L/12B; Hardness: 12L/12B)
Health Levels: -0/-1 ×4/-2 ×4/-4 ×2Rafilar/AssortedGolemsAndAutomata/I
Move: 9 yd. Dash: 15 yd.
Dodge DV: 7 (14d)
With deflection aura: 9 vs. melee, 11 vs. ranged
Essence: 3 Pool: 30 Willpower: 10
Deflection Aura: The force golem can radiate an aura of solidified Essence that provides it with a +2 DDV bonus against melee attacks, and +4 against ranged attacks. The golem pays 1m for each action it wishes to have its aura active; this does not count as a Charm use. If the golem does not pay the mote, it disappears at the start of its action.
Force Burst: A force golem can create a 10-yd. radius burst of force centered on itself. Creatures in the area take 6B damage, soaked normally, and must make a (Stamina + Resistance) roll against knockdown, difficulty 2. Using this ability costs 2m, and is a miscellaneous action.
Force Reactive: Whenever an opponent attacks and misses the force golem with a melee attack, the force golem can turn the kinetic energy of the attack back on the attacker as a reflexive action. The attacker is pushed back 2-yds. into an empty square of the force golem's choice.
Pulse: A force golem can target any material opponent within 20 yd. with a blast of solid energy. If the force blast hits, the target takes 8B piercing damage, and is knocked back 4 yds. A successful (Stamina + Resistance) roll, difficuly 2, reduces this to 2 yds. This is in addition to any normal knockback due to the raw damage.

Other Notes: This is a conversion of the Force Golem from the D&D 3.5e Monster Manual 5.

Diamond Golem

Attributes: Strength 12, Dexterity 7, Stamina 7; Charisma 1, Manipulation 1, Appearance 4; Perception 2, Intelligence 2, Wits 3
Virtues: Automaton: Never fails Valor checks, never makes others
Abilities: Athletics 5, Awareness 5, Integrity 2, Linguistics 0 (Native: Old Realm), Martial Arts 2, Melee 6 (Sword +3), Presence 1, Resistance 5, Stealth 2, War 5
Join Battle: 8
Attacks: (Ping 7)
Punch: Speed 5, Accuracy 10, Damage 12B, Parry DV 6 (11d), Rate 3
Kick: Speed 5, Accuracy 9, Damage 15B, Parry DV 4 (7d), Rate 2
Clinch: Speed 6, Accuracy 9, Damage 12B, Parry DV –, Rate 1
Adamant Daiklave: Speed 5, Accuracy 19, Damage 18L (ignores up to 4 points of armor soak), Parry DV 9 (18d), Rate 3
Sunbeam: Speed 5, Accuracy 15, Damage 2L/1m, Rate 1, Range 60
Soak: 16L/19B (Natural 4L/7B; Armor plating 12L/12B -1 mobility, Pierced 10L/13B; Hardness: 16L/12B)
Health Levels: -0 x4/-1 ×6/-2 ×6/-4 ×4Rafilar/AssortedGolemsAndAutomata/I
Move: 12 yd. Dash: 18 yd.
Dodge DV: 5/4 (10d)
Essence: 3 Pool: 25 (30) Willpower: 10
Sunbeam: A diamond golem may throw a beam of searing light at its enemies. This attack uses the statistics indicated above, and deals 2L base damage for every mote spent.
Diamond Strike: For 3m, the diamond golem may supplement a melee attack. This guarantees that the strike hits. TIf the attack would have missed without this Charm, then it hits, calculating its raw damage based on an assumption of 0 attack successes. This charm does not change the normal rules for valid targets.
Ki Vulnerability: Diamond golems take an additional die of damage from any Essence-enhanced Martial Arts attack.

Other Notes: This is a conversion of the DIamond Golem from the D&D 3e 'Monsters of Faerûn.