Shadowbranch1
14th February 2006, 04:30 PM
Disciple of Kane:
Type: Medium “Alchemical/Magical” Construct
Hit Die: 6d10 +36 (71hp +12 temporary hp when Alchemically enhanced)
Initiative: +1 (+4)
Speed: 20 feet (40 feet)
AC: 17 (20) (10 +1 (+4) dex, +6 Natural)
Base Attack/Grapple: +4/+12
Attacks: Hook +4 melee (1d4+5)
Full Attack: Hook/Slam +4 melee (1d4+5, 1d6+5)
Face/Reach: 5 feet / 5 feet
Special Attacks: Alchemical Enhancement, Alchemical Spray, Improved Grab, Death Shrapnel
Special Qualities: Blindsight 60 feet, Construct traits, Immunity to lightning, DR5/Adamantine
Saves: Fort+3, Reflex+3, Will+3
Abilities: Str19 (23) Dex14 (18) Con-- Int-- Wis1 Cha1
Skills: N/A
Feats: N/A
Environment: Variable
Organization: Solitary or gang (2-4)
Challenge: 8
Treasure: None
Alignment: Always Neutral
Advancement: 7-9hd large, 10-13hd huge
Level Adjustment: --
Appearance: Before you stands a creature made of flesh that resembles a human. The creature has metal plates riveted to its body in certain areas, and one of its hands has been replaced with a hook. Blood vessels are burst throughout its skin leaving a sick spiderwebbed pattern to its flesh.
General Information: The Disciples of Kane are a construct made of flesh and metal. They are generally human sized. They are constructs generally crafted to provide defense to their creators. They have no sentience and can only follow short commands.
Alchemical Enhancement: Implanted within the Disciple is a small bladder that contains an alchemical mixture. Upon command from its creator the mixture can infuse the Disciple with alchemical enhancements. When the mixture is released it grants the Disciple a +4 bonus to Strength and dexterity, as well as gaining 2 temporary hit points per hit dice. It also doubles the movement rate of the Disciple. This enhancement lasts for 10 rounds, and can be used 3 times before needing to be refilled. (A lengthy process)
Alchemical Spray: Implanted within the Disciple are several small resevoirs of Alchemical substances. Upon command by its master the Disciple can spray these substances at an opponent through a port on their wrist. The range for these sprays is a cloud 10’ x 10’ x 10’. Common substances are as follows:
Acid: 3d4 damage for 3 rounds. Reflex save applicable for ½ damage. (DC14)
Alchemical Fire: 3d6 damage for 2 rounds. Reflex save applicable for ½ damage. (DC14)
Contact Poison: 1d6 strength damage, secondary 1d4 dexterity damage. (DC14)
Sleep Gas: As “Deep Slumber” spell. (DC14)
Hallucinogen Gas: As “Confusion” spell. (DC14)
Each of the sprays can be used once before the resevoirs must be refilled. (A lengthy process).
Hook/Improved Grab: If the Disciple hits with its hook attack it automatically gains a second slam attack with its other hand. A hooked creature is considered grappled.
Death Shrapnel: When a Disciple is killed all the alchemical components within its body mix at once. This causes the body to detonate doing 3d6 damage to all creatures within 15’ radius. The detonation occurs 1d4 rounds after death.
Immunity/Vulnerabilities: The Disciple is immune to all forms of electrical damage. In fact electrical damage will actually heal a disciple for 1hp per damage dice. It is also immune to charm, sleep, and other mind affecting spells, as well as spells that affect living creatures. The disciples are also immune to critical hits
History of the Disciples of Kane:
The Disciples of Kane were thought up by a vicious warlord of the North by the name of Kildar Kane. This warlord began to tire of his soldiers whining and their ineptitude in following orders. He tired of the way that their “Survival Instincts” got in the way of them following orders. He wanted to create an army that would do exactly as he said. He wanted an unstoppable army. He began to formulate the perfect soldier in his mind.
He commissioned a sorcerer friend of his to begin work on his secret project. It took many years and much money to begin. During this time Kildar had to contend with the ineptitude of his human followers. Finally after several campaigns and many years the first disciple was created.
The first disciple which Kildar named “Gnash” was everything that Kildar had wanted in a soldier. He took the disciple on campaign with him, and the creature performed extraordinarily. When he returned he gave his friend a rather large sum of gold to craft more of the creatures.
After several months the sorcerer had managed to craft over one hundred of the Disciples of Kane. Kildar immediately took them in to combat.
The disciples performed as Kildar had anticipated. They outperformed his human followers by far. This led to dissention within the ranks. The humans were not happy with the creatures taking their place and their glory.
The humans mutinied against Kildar. Unfortunately they did not take in to consideration the tenacity of the disciples in defending their master. Over five thousand men lost their lives that day to less than one hundred of the constructs. Unfortunately one of the men mortally wounded was Kildar himself.
Kildar ordered “Gnash” to carry him from the battle site. The Disciples also followed the two. The ventured deep in to the wilderness. Kildar found a large cave in which he could recupperate. He ordered the constructs, with the exception of “Gnash” to hibernate until he himself could once again lead them in to battle.
Kildar died that night of a deep infection from the wounds of battle. Where the disciples of Kane are today is unknown. The cavern has never been found, nor is it known if the Disciples are still in stasis or if they have since decayed in to nothingness…
A note on Grash:
“Grash” was the first prototype of the Disciples of Kane. He is a paragon of the creature. He was given a measure of intelligence by his creator, and so has an intelligence score of 5. He has maximum hit points and all his statistics are 1 point higher than the stats listed. He has a Lawful/Neutral Alignment. He can use all the alchemical processes twice as many times per day as a normal specimen, and can replace his own alchemical components if the materials are available. (He cannot make the substances, he can only refill the resevoirs without assistance).
Type: Medium “Alchemical/Magical” Construct
Hit Die: 6d10 +36 (71hp +12 temporary hp when Alchemically enhanced)
Initiative: +1 (+4)
Speed: 20 feet (40 feet)
AC: 17 (20) (10 +1 (+4) dex, +6 Natural)
Base Attack/Grapple: +4/+12
Attacks: Hook +4 melee (1d4+5)
Full Attack: Hook/Slam +4 melee (1d4+5, 1d6+5)
Face/Reach: 5 feet / 5 feet
Special Attacks: Alchemical Enhancement, Alchemical Spray, Improved Grab, Death Shrapnel
Special Qualities: Blindsight 60 feet, Construct traits, Immunity to lightning, DR5/Adamantine
Saves: Fort+3, Reflex+3, Will+3
Abilities: Str19 (23) Dex14 (18) Con-- Int-- Wis1 Cha1
Skills: N/A
Feats: N/A
Environment: Variable
Organization: Solitary or gang (2-4)
Challenge: 8
Treasure: None
Alignment: Always Neutral
Advancement: 7-9hd large, 10-13hd huge
Level Adjustment: --
Appearance: Before you stands a creature made of flesh that resembles a human. The creature has metal plates riveted to its body in certain areas, and one of its hands has been replaced with a hook. Blood vessels are burst throughout its skin leaving a sick spiderwebbed pattern to its flesh.
General Information: The Disciples of Kane are a construct made of flesh and metal. They are generally human sized. They are constructs generally crafted to provide defense to their creators. They have no sentience and can only follow short commands.
Alchemical Enhancement: Implanted within the Disciple is a small bladder that contains an alchemical mixture. Upon command from its creator the mixture can infuse the Disciple with alchemical enhancements. When the mixture is released it grants the Disciple a +4 bonus to Strength and dexterity, as well as gaining 2 temporary hit points per hit dice. It also doubles the movement rate of the Disciple. This enhancement lasts for 10 rounds, and can be used 3 times before needing to be refilled. (A lengthy process)
Alchemical Spray: Implanted within the Disciple are several small resevoirs of Alchemical substances. Upon command by its master the Disciple can spray these substances at an opponent through a port on their wrist. The range for these sprays is a cloud 10’ x 10’ x 10’. Common substances are as follows:
Acid: 3d4 damage for 3 rounds. Reflex save applicable for ½ damage. (DC14)
Alchemical Fire: 3d6 damage for 2 rounds. Reflex save applicable for ½ damage. (DC14)
Contact Poison: 1d6 strength damage, secondary 1d4 dexterity damage. (DC14)
Sleep Gas: As “Deep Slumber” spell. (DC14)
Hallucinogen Gas: As “Confusion” spell. (DC14)
Each of the sprays can be used once before the resevoirs must be refilled. (A lengthy process).
Hook/Improved Grab: If the Disciple hits with its hook attack it automatically gains a second slam attack with its other hand. A hooked creature is considered grappled.
Death Shrapnel: When a Disciple is killed all the alchemical components within its body mix at once. This causes the body to detonate doing 3d6 damage to all creatures within 15’ radius. The detonation occurs 1d4 rounds after death.
Immunity/Vulnerabilities: The Disciple is immune to all forms of electrical damage. In fact electrical damage will actually heal a disciple for 1hp per damage dice. It is also immune to charm, sleep, and other mind affecting spells, as well as spells that affect living creatures. The disciples are also immune to critical hits
History of the Disciples of Kane:
The Disciples of Kane were thought up by a vicious warlord of the North by the name of Kildar Kane. This warlord began to tire of his soldiers whining and their ineptitude in following orders. He tired of the way that their “Survival Instincts” got in the way of them following orders. He wanted to create an army that would do exactly as he said. He wanted an unstoppable army. He began to formulate the perfect soldier in his mind.
He commissioned a sorcerer friend of his to begin work on his secret project. It took many years and much money to begin. During this time Kildar had to contend with the ineptitude of his human followers. Finally after several campaigns and many years the first disciple was created.
The first disciple which Kildar named “Gnash” was everything that Kildar had wanted in a soldier. He took the disciple on campaign with him, and the creature performed extraordinarily. When he returned he gave his friend a rather large sum of gold to craft more of the creatures.
After several months the sorcerer had managed to craft over one hundred of the Disciples of Kane. Kildar immediately took them in to combat.
The disciples performed as Kildar had anticipated. They outperformed his human followers by far. This led to dissention within the ranks. The humans were not happy with the creatures taking their place and their glory.
The humans mutinied against Kildar. Unfortunately they did not take in to consideration the tenacity of the disciples in defending their master. Over five thousand men lost their lives that day to less than one hundred of the constructs. Unfortunately one of the men mortally wounded was Kildar himself.
Kildar ordered “Gnash” to carry him from the battle site. The Disciples also followed the two. The ventured deep in to the wilderness. Kildar found a large cave in which he could recupperate. He ordered the constructs, with the exception of “Gnash” to hibernate until he himself could once again lead them in to battle.
Kildar died that night of a deep infection from the wounds of battle. Where the disciples of Kane are today is unknown. The cavern has never been found, nor is it known if the Disciples are still in stasis or if they have since decayed in to nothingness…
A note on Grash:
“Grash” was the first prototype of the Disciples of Kane. He is a paragon of the creature. He was given a measure of intelligence by his creator, and so has an intelligence score of 5. He has maximum hit points and all his statistics are 1 point higher than the stats listed. He has a Lawful/Neutral Alignment. He can use all the alchemical processes twice as many times per day as a normal specimen, and can replace his own alchemical components if the materials are available. (He cannot make the substances, he can only refill the resevoirs without assistance).