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A head made of iron and brass, with glassy beads for eyes walking around on eight wiry legs.
CR 1/2; XP 200
N Tiny Construct
Init +0; Senses darkvision 60 ft., low-light; Perception +2
Defense
AC 12, touch 12, flat-footed 12 (+2 size)
hp 11 (2d10)
Fort +0, Ref +0, Will +0
DR 2/adamantine; Immune construct traits
Offense
Speed 20 ft., climb 20 ft.
Melee spring tongue +4 (1d4)
Speed 20 ft., climb 20 ft.
Melee spring tongue +4 (1d4)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with spring tongue)
Statistics
Str 10, Dex 10, Con —, Int 11, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 12 (24 vs. trip)
Feats Skill Focus (one Knowledge skill)
Skills Climb +8, Knowledge (any one) +7, Perception +2
Str 10, Dex 10, Con —, Int 11, Wis 11, Cha 11
Base Atk +2; CMB +2; CMD 12 (24 vs. trip)
Feats Skill Focus (one Knowledge skill)
Skills Climb +8, Knowledge (any one) +7, Perception +2
Languages Common and one another
SQ embedded knowledge
Ecology
Environment urban and ruins
Organization solitary, council (2-10, each representing a different Knowledge skill)
Treasure standard
Environment urban and ruins
Organization solitary, council (2-10, each representing a different Knowledge skill)
Treasure standard
Embedded Knowledge (Ex and Su) A knowing head has enhanced knowledge within a single field of expertise gaining permanent competence bonus to single Knowledge skill (for which it has Skill Focus) equal to its HD or its master's HD, whichever is higher. It can take 10 on that specific Knowledge skill checks.
Knowing heads are mechanical devices animated with embedded shards of understanding of single field of knowledge. They are created emotionless and uniform, but as they continue their existence, they slowly grow personalized idiosyncrasies by developing quirks, interests, and obsessions, usually connected somewhat to their field of expertise, though often only in a very tangential way.
A knowing head can be bound as an Improved Familiar familiar (requires caster level 3).
New Feat: Council Of Knowing Heads
You keep multiple knowing heads as familiars and advisors.
Prerequisites: Improved Familiar feat, knowing head familiar
Benefit: You can keep one knowing head familiar per two caster levels, each with a different Knowledge skill.
Construction: Knowing Head
CL 5th; Price 2,500 gp.
Requirements Craft Construct, mending, summon monster III; Skill Craft (clockwork) or Craft (sculptures) DC 12; Cost 1,250 gp
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