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Tenemos que aceptar que nos gusta nuestro hobby y que son los role playing games lo que nos motiva a escribir e imaginar. Así que no pierdas el tiempo, crea una cuenta y comienza a leer, escribir e inventar.


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 Post subject: [CRIT] Sphere
PostPosted: Wed Apr 23, 2014 8:16 pm 
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Joined: Tue Jun 01, 2010 4:13 pm
Posts: 4371
Location: Cayey, Puerto RIco
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Metal Sphere
An evil magical construct that was created by Mr. Tallman at Chapel Hills using part of the soul and memories of a dead person.

Metal Sphere: CR 3; Small construct; HD 2d10+5; hp 20; Mas —; Init +1; Spd 30 ft.; Defense 15, touch 13, flatfooted 13 (+1 size, +2 Dex, +2 natural); BAB +0; Grap –4; Atk +2 melee (1d8, slashing); Full Atk +1 melee (1d4, slam) or +2 ranged; FS 5 ft. by 5 ft.; Reach 5 ft.; SQ construct, semi-awareness, speed mastery, darkvision 60 ft.; AL none; SV Fort +0, Ref +2, Will –5; AP 0; Rep +0; Str 12, Dex 14, Con —, Int —, Wis 10, Cha 1.
Skills: Listen: +3, Spot: +3.
Feats: Weapon Finesse (Spike), Fly-By Attack.
Advancement: None.

Semi-Awareness – The Metal Sphere is aware of its surroundings and will search for a way to do the much damage possible to his target. It will use flanking, charge and fly-by attack combat techniques. If the Metal Sphere was ordered to watch and report it will go back to his master and playback the last images and sounds it could remember.

Speed Mastery – The Metal Sphere can use his speed and to his advantage gaining a +2 speed bonus to attack damage when charging (in addition to the charge attack bonus) and a dodge bonus to Defense of +2.

To control a Metal Sphere the caster must first find the true name of the sphere (usually the name of the person killed to make the sphere) and use it with a Use Magical Device DC: 17.

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Everyone thinks I'm half crazy, but they know only half of the truth.
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Mario A. A. R. Keeping the dice rolling since 1986.
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