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Zelekhut (inevitable)

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Zelekhut (inevitable)

Postby oslecamo » Mon Jan 31, 2011 3:45 pm

Zelekhut

Image
HD:d10
LevelBabFortRefWillFeature
1+ 0+ 0+0+ 0Body of Law, Judgement Chains
2+ 1+ 0+ 0+0Inevitable, +1 Str
3+ 2+ 1+ 1+1Mechanus blessing, lesser, Restrain, +1 Str, +1 Cha
4+ 3+ 1+ 1+ 1Wings, +1 Str
5+ 3+ 1+ 1+1Mechanus blessing, +1 Cha, +1 Str
6+ 4+ 2+ 2+ 2Growth, +1 Str
7+ 5+ 2+ 2+ 2Mechanus blessing, advanced, +1 Str +1 Cha
8+ 6+ 2+2+ 2Enforcer armor, +1 Str
9+ 6+ 3+3+3Mechanus blessing, greater,+1 Str, +1 Cha

Skills:2+int modifier per level, quadruple at first level. Class skills are Listen, Search, Sense Motive, Spot, Survival.

Proefeciencies: Spiked chains
Features:

Body of Law: a Zelekhut loses all other racial bonuses and becomes a construct, with all of it's penalties and disadvantages, except for the extra HP:

# No Constitution score.
# Low-light vision.
# Darkvision out to 60 feet.
# Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
# Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects.
# Cannot heal damage on their own, but often can be repaired by certain spells. The DM may also allow the construct to be repaired with the use of the right skills with the right tools. A construct with the fast healing special quality still benefits from this quality.
# Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
# Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
# Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
# Since it was never alive, a construct cannot be raised or resurrected except for limited wish, wish and miracle. The 1st makes the construct lose a level, the other two don't.
#However, it can be "repaired" if destroyed by spending 24 hours of work and 500 GP of materials, wich make it lose a level.

Zelekhut is a medium sized construct with base speed 30. It has a centaur-like body, wich allows him to qualify to feats as if it had the mounted combat feat, and to count as riding a mount whenever it would be benefical, like the spirited charge feat.

It also gains a bonus to it's Nat armor equal to his Cha modifier. Finally it gains +1 HP per HD at 5 HD. This bonus increases to +2 at 10 HD, +3 at 15 HD, and +4 at 20 HD.

Judgement chains:A Zelekhut can spring forth two spiked chains from his arms as a fullround action, and put them back inside his arms also as a fullround action. He takes no penalty attacking with both chains at the same time. Those chains can be enchanted as normal weapons. The Zelekhut also can "upgrade" his chains to special materials like adamantine by paying the right amount of gold.

When it reaches 3 HD it can spring forth/retrieve the chains as a standard action and the chains count as masterwork.

When it reaches 6 HD it can spring forth/retrieve the chains as a move action and they gain a +1 enanchment bonus to attack and damage rolls.

When it reaches 9 HD it can spring forth/retrieve the chains as a swift action and they gain the shocking property.

Inevitable: the Zelekhut gains fast healing equal to half it's HD, wich is bypassed by chaotic attacks. The Zelekhut also gains the lawfull subtype and any weapons it wields count as lawfull aligned for purposes of bypassing DR.

The Zelekhut also adds half it's HD to all search and sense motive checks it makes.

Mechanus blessing, lesser:The Zelekhut can use clairaudience/clairvoyance and dimensional anchor as SLAs once per day for each HD it possesses. The saves are 10+1/2 HD+Cha modifier.

Restrain: If the Zelekht hits an oponent with one of his chains, it may make it warp around the target and entangle it, inflicting a -4 penalty on Dex, -2 penalty on attack rolls and making it unable to move. The restrained creature can break free by either beating the inevitable in a constest of Strenght as a standard action, or with an escape artist check with DC 10+1/2HD+Str mod. The Zelekhut cannot attack with a chain wich is restraining an oponent, but can move at half speed dragging the restrained target, and also use his own SLAs as normal, and the target can still attack. If both chains are used to restraing a single oponent, it cannot take any actions but trying to break free, with both DCs increasing by +4.

Ability increase:At 3rd, 5th, 7th and 9th level the Zelekhut gains a permanent +1 to Cha, and he gains +1 to Str at all levels except first.

Wings:The Zelekhut can now spring forth/retrieve wings from his back wich allow him to fly at speed 40 feet (average maneuverability).

Mechanus Blessing:The Zelekhut can use fear and dispel magic as SLAs once per day for each HD it possesses. The saves are 10+1/2 HD+Cha modifier. When the Zelekhut reaches 10 HD, it's dispel magic SLA is replaced by greater dispel magic an equal number of times per day.

Growth:The Zelekhunt grows one size category. His base speed also increases to 50 feets and his fly speed increases to 60 feets.

Mechanus blessing, advanced: the Zelekhunt can now use hold person and locate creature as SLAs once per day for each HD it possesess. The saves are 10+1/2HD+Cha modifier.

Enforcer armor:The Zelekhunt gains DR/chaotic equal to half his HD and SR equal to 11+his HD.

Mechanus blessing, greater:The Zelekhunt can now use Hold monster, mark of justice and True seeing as SLAs once per day for each 2 HD it possesses. In adition, it can now use Lesser Geas once per week for each 5HD it has. The saves are 10+1/2HD+Cha modifier.

In adition, the Zelekhunt's SLAs can now affect oponents with immunity to mind-affecting and/or divination effects, altough those gain a +5 bonus on their saves.


Comments:
Well, this one was tricky. It has a lot of abilities, but they aren't really synergetic. What is he trying to do? Tracker? Save or dies? Spiked chain tank? Mounted charger?

I ended up puting a little of everything. It can rain SLAs from afar while flying and then descend to bludgeon his enemies with his chains.

It's horrible saves are more than made up for the powerfull construct traits. It doesn't have a Con score, but fast healing and eventualy the DR and SR make up for that. His skills suck to try to balance all the SLAs and extra movement.
oslecamo
 
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