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| Halo_ov_fire |
Posted: Sat Aug 02, 2008 5:09 pm Post subject: Even more Clockworks!! |
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Joined: 03 May 2008 Posts: 2
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I'm currently in the process of converting a few of my 3.5 Clockworks over to the Pathfinder System (because it rocks) and asked Wolfgang if he minded if I shared them. He gave me a green light! So, without further adú...
Clockwork Fireguard CR 2
Animated Object
N Medium Construct
Init +1; Senses darkvision 60', low-light vision; Perception +4
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DEFENSE
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AC 15, touch 11, flat footed 14
(+4 natural, +1 dex)
hp 3d10 (20 hp)
Fort +1, Ref +2, Will +1
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OFFENSE
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Spd 30 ft.
Melee +4 baton (1d6+2) or
+4 slam (1d6+2)
Ranged Repeating Crossbow +3 (1d4)
Space 5 ft; Reach 5 ft.
Special Attacks Rapid Fire
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TACTICS*
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Before Combat: Clockwork Fireguards stand guard over a specific area, patrolling or standing watch as programmed. Unless ordered by a controller to do so, they will not travel more than 100 feet from their post.
During Combat: Clockwork Fireguards attempt to injure and drive off opponents at range with their imbedded repeating clockwork crossbows. When forced into melee, they fight with their batons. Clockwork Fireguards focus on a single target at a time and fight until disabled.
Moral: Clockwork Fireguards until disabled or commanded to stand down by a controller.
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STATISTICS
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Abilities Str 14, Dex 13, Con --, Int --, Wis 10, Cha 10
Base Atk +2; Grp +4
Feats -
Skills: -
Languages: Clockwork Fireguards do not speak, but understand Common.
SQ Construct Traits, Resistance to Fire 5
Combat Gear Baton
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SPECIAL ABILITIES
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Fireguard's Watch (Ex): Clockwork Fireguards that are programmed to guard a specific area gain a +4 bonus to Perception checks within 100' of that area.
Fireguard Plate (Ex): Clockwork Fireguards are built from a flame-resistant plate that grants them Resistance to Fire 5.
Barrage Shot (Ex): Once per encounter**, a Clockwork Fireguard can rapidly fire 3 shots at a single target within 30 feet as a standard action. The Clockwork Fireguard rolls once for the 3 shots and if it hits, it deals 3d4 points of damage. If it misses, the ability is still used.
Clockwork Felguard CR 5
Animated Object
N Large Construct
Init + 1; Senses darkvision 60', low-light vision; Perception +4
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DEFENSE
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AC 19, touch 11, flat footed 18
(+8 natural, +1 dex)
hp 6d10 (55 hp)
Fort +4, Ref +5, Will +4
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OFFENSE
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Spd 40 ft.
Melee +9 War Maul (1d12+4) or
+8 slam (1d6+4)
Ranged: None
Space 10 ft; Reach 10 ft.
Special Attacks: Pushback Strike, Furious Charge
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TACTICS*
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Before Combat: Clockwork Felguards stand guard over a specific area, patrolling or standing watch as programmed. Unless ordered by a controller to do so, they will not travel more than 100 feet from their post.
During Combat: Clockwork Felguards charge into combat, attempting to slam opponents. Immediately afterward, they maneuver to take advantage of their Pushback Strike.
Moral: Clockwork Felguards fight until disabled or commanded to stand down by a controller.
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STATISTICS
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Abilities Str 18, Dex 12, Con --, Int --, Wis 10, Cha 10
Base Atk +4; Grp +8
Feats -
Skills: -
Languages: Clockwork Felguards do not speak, but understand Common.
SQ Construct Traits, DR5/Bludgeoning
Combat Gear: War Maul
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SPECIAL ABILITIES
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Felguard's Watch (Ex): Clockwork Felguards that are programmed to guard a specific area gain a +4 bonus to Perception checks within 100' of that area.
Reinforced Plate (Ex): Clockwork Fireguards have reinforced plating to lessen the impact of piercing and slashing weapons. They gain damage resistance 5/bludgeoning.
Pushback Strike (Ex): As a full round attack, a Clockwork Felguard can strike a single enemy of medium or small size and push it back 10 feet. If the attack connects, the target may make a CMB roll (DC 15+dmg) to resist being pushed back.
Furious Charge (Ex): When charging, a Clockwork Felguard deals an extra 1d8 points of damage if it hits.
*I used the format we've been using in the OD tactics sections for this.
**One of the few things I liked from 4e was powers that were limited by encounter. I don't think it works for PCs, but I think it works wonders for NPCs and Monsters. Hence, some of my new monsters are getting special, once per encounter attacks. |
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| varianor |
Posted: Wed Aug 06, 2008 7:51 am Post subject: |
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Joined: 06 Jan 2008 Posts: 602
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Good stuff. Two questions. Is the baton basically equivalent to a club? And what is CMB? (I feel I should know that, but I am not thinking today. ) |
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| Halo_ov_fire |
Posted: Sat Aug 09, 2008 3:42 am Post subject: Thanks |
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Joined: 03 May 2008 Posts: 2
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| varianor wrote: |
Good stuff. Two questions. Is the baton basically equivalent to a club? And what is CMB? (I feel I should know that, but I am not thinking today. ) |
Yes, treat the baton as a club.
CMB is Combat Maneuver Bonus. It's a general formula used in Pathfinder to cover a lot of the old 3.5 rules for grappling, sundering, tripping, pushback, ect. The formula is:
CMB = Base attack bonus + Strength modifier + special
size modifier
Some feats allow you to use your Dex modifier instead of your Str. |
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| varianor |
Posted: Sat Aug 09, 2008 11:54 am Post subject: |
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Joined: 06 Jan 2008 Posts: 602
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| Thanks! (Another reason to check out Pathfinder too.) |
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| kunger00 |
Posted: Tue Aug 19, 2008 6:36 pm Post subject: |
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Joined: 17 Jan 2008 Posts: 149 Location: central Texas
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| varianor wrote: |
| Thanks! (Another reason to check out Pathfinder too.) |
I had read the Alpha Test pdf (but not in an extreme depth) and liked what I saw...
Then I skimmed the Beta Test pdf and still liked what I saw...
And I have now purchased the Beta Playtest in dead tree version and love it. Still reading and digesting but loving it none the less.
My ONLY gripes so far...
1)This book was done in part because the 3.5 Core Books are now out of print and anyone wishing to continue in 3.5 Pathfinder would be unable to get core rule books to play... so if that is true... why didn't they convert the OGL monsters? I see no where that they intend to do a monster book. They do have a section telling how you can convert the monsters yourself (or not.. the game is backwards compatible). But a DM would need either a)a published adventure with the monsters in it b)access to the SRD c)a 3.5 MM or d)create their own monsters.
So... I love Pathfinder but think they should have (or should in the very near future) create a Pathfinder MM.
2)My second gripe has nothing to do with the rules... Please, for the sanity of the users, PLEASE put an Index into the back of the final version coming out next August! |
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| kunger00 |
Posted: Tue Aug 19, 2008 6:43 pm Post subject: Re: Even more Clockworks!! |
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Joined: 17 Jan 2008 Posts: 149 Location: central Texas
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| Halo_ov_fire wrote: |
I'm currently in the process of converting a few of my 3.5 Clockworks over to the Pathfinder System (because it rocks) and asked Wolfgang if he minded if I shared them. He gave me a green light! So, without further adú...
Clockwork Fireguard CR 2
Clockwork Felguard CR 5
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Thanks!!! I'm going to swipe these for my next game that is about to start: Ptolus with Pathfinder RPG rules with a heavier emphasis on clockwork/gear tech than in the Ptolus as published (i.e. Zobeck stuff thrown into Ptolus... going to toss those lovely crab diviners in for sure!!! And the religious situation in Ptolus means I can import all the Zobeck religious stuff without modification... so there will be TWO gear divinities in my Ptolus )
Anyway, feel free to keep posting Pathfinder RPG conversions to your heart's content (assuming Wolfgang agrees)!
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| Jaye |
Posted: Sun Aug 24, 2008 3:22 am Post subject: Re: Even more Clockworks!! |
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Joined: 18 Apr 2008 Posts: 89 Location: Just south of Siwal; State of Kuwait
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| kunger00 wrote: |
Thanks!!! I'm going to swipe these for my next game that is about to start: Ptolus with Pathfinder RPG rules with a heavier emphasis on clockwork/gear tech than in the Ptolus as published (i.e. Zobeck stuff thrown into Ptolus... going to toss those lovely crab diviners in for sure!!! And the religious situation in Ptolus means I can import all the Zobeck religious stuff without modification... so there will be TWO gear divinities in my Ptolus )
Anyway, feel free to keep posting Pathfinder RPG conversions to your heart's content (assuming Wolfgang agrees)!
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Hey, glad you liked them. Hope they play-tested well in your game!! I'm always open to feedback.
As to your questions above; I can only speculate.
I'm assuming that access to the SRD and hordes of 3.5 monsters hasn't made a Pathfinder MM a huge push on their end. I'm also assuming that the monsters they do release will continue to be part of their published adventures.
So, I think it would be safe to assume you'll see most of the monsters they introduce in the index of current and future adventures long before you see a Pathfinder MM.
Until then, you'll have to make do with fan-based stuff.
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| undeafeted |
Posted: Thu Mar 11, 2010 1:40 am Post subject: |
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Joined: 11 Mar 2010 Posts: 1
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| Quote: |
During Combat: Clockwork Fireguards attempt to injure and drive off opponents at range with their imbedded repeating clockwork crossbows. When forced into melee, they fight with their batons. Clockwork Fireguards focus on a single target at a time and fight until disabled.
Moral: Clockwork Fireguards until disabled or commanded to stand down by a controller. |
well, thank you guys for posting. what is the equivalent of a ASP expandable baton here? |
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| Jaye |
Posted: Thu Mar 11, 2010 5:19 am Post subject: |
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Joined: 18 Apr 2008 Posts: 89 Location: Just south of Siwal; State of Kuwait
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| undeafeted wrote: |
well, thank you guys for posting. what is the equivalent of a ASP expandable baton here? |
Use a basic club. |
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| Doomedpaladin |
Posted: Wed May 19, 2010 12:53 pm Post subject: |
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Joined: 05 Mar 2009 Posts: 1076
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| Is there a Clockwork Template? If so where would I find it? |
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| Jaye |
Posted: Wed May 19, 2010 5:33 pm Post subject: |
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Joined: 18 Apr 2008 Posts: 89 Location: Just south of Siwal; State of Kuwait
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| Not to my knowledge. I just build constructs and modify them. |
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| terraleon |
Posted: Wed May 19, 2010 7:19 pm Post subject: |
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Joined: 16 Jan 2008 Posts: 2013 Location: upstate NY
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There's a Clockwork Creature template in the Advanced Bestiary
and you might find this thread over on paizo useful.
-Ben. _________________ progressio sine timore aut praejudica - Spectemur agendo |
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| Jaye |
Posted: Wed May 19, 2010 8:34 pm Post subject: |
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Joined: 18 Apr 2008 Posts: 89 Location: Just south of Siwal; State of Kuwait
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Ben,
Good info! Thanks for the link. For what it's worth, I've been toying around with a clockwork template, but it won't appear until late July! |
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| Doomedpaladin |
Posted: Thu May 20, 2010 11:30 am Post subject: |
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Joined: 05 Mar 2009 Posts: 1076
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Thanks for the help!
Jaye, when you say "appear" what do you mean? Will you be submitting it as a Zobeck-related article here? I've got a "Modular Enhancements for Clockwork Specimen" article bouncing around in my head that I'd like to submit, but I would like for it to mesh with any existing crunch&fluff before I do so. |
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| Jaye |
Posted: Thu May 20, 2010 9:43 pm Post subject: |
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Joined: 18 Apr 2008 Posts: 89 Location: Just south of Siwal; State of Kuwait
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Doompaladin,
My material won't appear untl late July because it's a seperate setting being released in then. It certainly will NOT conflict with any Zobeck related crunch!! If anything, Pathfinder players will hopefully find it enhances their games! |
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