Tuesday, December 22, 2015

Cyberxmas - the Cybergiver


This plastic white spider-like automaton gives gifts to good cyber cultists and punishes those that are naughty.

Large Construct (Quadruped)

CR

6 (2,400 Xp)

Alignment

Neutral

Initiative

+6

Senses

All Around Vision, Darkvision (120 feet), Perception -1

Languages

Leet

Defenses

AC

12 (Natural Armor 9, Flat-footed 11

HP

74 hp

Saves

+2 Fort, +1 Will, +4 Ref

Defensive Abilities

Fast Healing: 3, Hardness 5

Combat

Space/Reach

5 feet/10 feet

Speed

40 foot, 20 foot climbing

BAB

+8

CMB/CMD

+15/27

Attack

+13 Pincer (1d12+6)

Full Attack

+13/+8  Pincer (1d12+6)

Special Attacks

Present Launcher (+9 attack; 100 foot range increment; 1d8+6 damage)

Abilities and Other

Abilities

Str

Dex

Con

Int

Wis

Cha

22
14
---
---
8
8
+6
+2


-1
-1

Carrying Capacity (light/med/hv)

440/880/1760 lbs

Special Qualities

Construct Traits

Feats

Combat Maneuver-Improved (Grappling, Trip),  Cover behind Opponent, Grapple-Greater, Initiative-Improved 

Skills

Athletics +15

Environment

Any, especially in Cybercult territory

Groups

Solitary, or with mooks dressed as cyber-elves














Cybergiver





 


Combat Options


·          The Cybergiver has a +17/+29 against grappling.  If it successful Grapples, it will increase the Armor Class to +16, and reflex save to +6.  It can perform two grapple sub options on that turn.



Feature Details




Present Launcher:  The Cybergiver is armed with an air compressed cannon where it fires gifts to good little cultists.  However, this weapon can fire a lethal shot of pretty much anything  that will fill in its cannon.  It is essentially a improved weapon launcher.



Tactics:  If forced to defend itself, it will grapple its target and take it away.  It will use its target for cover while it returns fire with its Present Launcher.



Knowledge


Appearance: This is a large white “spider-bot” with 6 leg, large pincers, and a present launcher on its abdomen.  It usually wears a Christmas hat.

Common:  The cybergiver gives presents and is a cherished event for the cybercult.

Unusual: They are usually repurposed for any holidays which the cybercult then repurposes.  For example, a settlement that loves Halloween might end up with an orange cybergiver that may look like a giant pumpkin with spiderlegs that gives out sweets.



Secret:  They are connected to the database of the cybercult which is transmitted via radio signal primarily to determine whose naughty or nice.  However, it is also used to identify enemies of the cult and to request assistance.



Reveal with Knowledge check: Knowledge (technology): or

Tinkering at +5 DC.  DC 11: Common knowledge, air gun.

DC 16: Unusual knowledge, increased speed feature and feat/.

DC 21: Secret knowledge.



Treasure


It carries up to 2,300 GB of presents.



A predecessor?

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