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Hero:
Giant Octopus Effigy   
Type:ConstructSize:LargeHD:8d10+30HP:74Initiative:+1Speed:20 ft, swim 30 ftAC:19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18BAB/Grapple:+6/+17Attack:Tentacle +12 melee (1d4+7)Full Attack:8 tentacles +12 melee (1d4+7) and bite +7 melee (1d8+3)Space/Reach:10 ft/10 ft (20 ft with tentacle)SAs:Improved grab, constrictSQs:DR 5/adamantine, low-light vision, darkvision 60 ft, construct traitsSaves:Fort +2, Ref +3, Will +2Abilities:Str 24, Dex 13, Con -, Int -, Wis 11, Cha 1Skills:NoneFeats:None
Maintains the following Giant Octopus abilities from the SRD (loses the ability to regenerate limbs, "jet", and "ink cloud"):
An opponent can attack a giant octopus’s tentacles with a sunder attempt as if they were weapons. A giant octopus’s tentacles have 10 hit points each. If a giant octopus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant octopus’s tentacles deals 5 points of damage to the creature. A giant octopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days.

Constrict (Ex)
A giant octopus deals 2d8+6 points of damage with a successful grapple check.

Improved Grab (Ex)
To use this ability, a giant octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Traits
A construct possesses the following traits (unless otherwise noted in a creature’s entry).

* 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 exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that 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.
* Constructs do not eat, sleep, or breathe.

Hero:
That thing is rad. 8 attacks with a 20 ft reach+improved grab. Yikes.

I think it needs a name. Natsu suggests calling it the "Dreadnoct".

Couple things to note:

* Gahnsuk gets 5,000 gc to make the body. 1/3 of that is for raw materials, so Gahnsuk's profit = 5,000*2/3=3,333.33 gc
* The construct is destroyed at 0 hp (it doesn't go into negative hp), so be mindful of it's hp status during use.
* It can't be healed by traditional "cure" spells.
* There are spells that can heal constructs that could be made into an item; Natsu doesn't know them, but he does know a guy that could assist. ;D
* Should be fun walking this thing down the street to get back to the boat.

Hero:
Tsu's Collar is a combination Collar of Healing (MIC p89) and Shrink Collar (AEG p80).

Shrink Collar: Rather than resizing to fit its wearer, as most wearable magic items do, this half-inch-wide metal collar studded with tiny jewels resizes its wearer. When worn, the collar grows to 2 inches wide, and the jewels enlarge to cover most of its surface. Regardless of his or her original size, the wearer shrinks to Small size, becoming around 3 feet in height and weighing no more than 60 pounds. None of the creature’s other attributes change. Unwilling tar- gets get a Fortitude save (DC 11) to resist. If the save is successful, the collar snaps and is ruined. A creature with Intelligence 2 or lower must succeed on a Will save (DC 11) or become panicked by the transfor- mation. Animal companions do not have to make this save, nor do creatures that have the effect of the collar explained to them beforehand some- how, such as through telepathy or speak with animals.

Collar of Healing: This collar allows you to heal your trusted animal friend at a moment’s notice. A collar of healing functions only when worn by your animal companion, familiar, or special mount. While that creature wears the collar, you always know its exact hit point total. This is a continuous effect and requires no activation. 90 In addition, you can activate the collar from any distance (as long as you are on the same plane) to cure the animal wear- ing it. This instantly heals the creature wearing the collar of 50 points of damage and removes the fatigued or exhausted condition (if the creature currently suf- fers from such). This ability functions once per day.

Hero:
Tsu's Collector's Eye occupies the face slot and grants continuous detect magic and continuous treasure scent, per the spells.

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