zombie-powered
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zombie-powered
For all you necromancers who don't want to wait until 13th lvl to build a necromech you have a couple of options. The 1st is to buy or build a man-powered design, then fill the labor slots with zombies or skeletons! This should allow you to ignore the typical limitation on running time for man-powered mechs, and avoids the possibility of a mutiny. The other method is to find the skeleton of a huge or larger creature, get a suit of half or full plate made for it, build a chair secured inside its rib cage and then cast animate dead. This allows you to take other actions while the skeleton gets on with the fighting. This type of skeleton should be vulnerable to crits like the smoking undead types, except instead of a boiler, the attack would hit the rider. The weakness of both of these options is their vulnerability to turning. But they are a easier to produce at early lvls.
Last edited by Raptor on Mon Sep 22, 2008 12:57 pm, edited 1 time in total.
Skeletal dinosaur mech
Here is an example of the second type of mech I mentioned in my first example.
Armored Skeletal Megaraptor
Huge Undead
Hit Dice: 8d12 (52 hp)
Initiative: +7
Speed: 50ft (10 squares)
Armor class: 20 (-2 size, +1 dex, +3 natural, +8 MW full plate), touch 9, flat-footed 19
Base Attack/Grapple: +4/17
Attack: Talons +2 melee (2d8+5)
Full Attack: talon +2 melee (2d8+5) and 2 foreclaws -3 melee (1d8+2) and bite -3 melee (2d6+2)
Space/Reach: 15ft/10ft
Special Attacks: -
Special Qualities: DR 5/Bludgeoning, darkvision 60ft, immunity to cold, undead traits
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 21, Dex 17, Con -, Int -, Wis 10, Cha 1
Feats: Improved Intiative
Environment: Any
Organization: solitary + lvl 4 or higher necromancer or cleric
Challenge Rating: 4
Treasure: none
Alignment: always neutral evil
Advancement:-
Level Adjustment:-
This is one of the earliest huge creatures you could animate and control, due to the relatively low HD for a huge creature. The low attack roll modifiers are due to armor non-proficiency penalties.
Armored Skeletal Megaraptor
Huge Undead
Hit Dice: 8d12 (52 hp)
Initiative: +7
Speed: 50ft (10 squares)
Armor class: 20 (-2 size, +1 dex, +3 natural, +8 MW full plate), touch 9, flat-footed 19
Base Attack/Grapple: +4/17
Attack: Talons +2 melee (2d8+5)
Full Attack: talon +2 melee (2d8+5) and 2 foreclaws -3 melee (1d8+2) and bite -3 melee (2d6+2)
Space/Reach: 15ft/10ft
Special Attacks: -
Special Qualities: DR 5/Bludgeoning, darkvision 60ft, immunity to cold, undead traits
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 21, Dex 17, Con -, Int -, Wis 10, Cha 1
Feats: Improved Intiative
Environment: Any
Organization: solitary + lvl 4 or higher necromancer or cleric
Challenge Rating: 4
Treasure: none
Alignment: always neutral evil
Advancement:-
Level Adjustment:-
This is one of the earliest huge creatures you could animate and control, due to the relatively low HD for a huge creature. The low attack roll modifiers are due to armor non-proficiency penalties.
Last edited by Raptor on Mon Sep 22, 2008 1:03 pm, edited 1 time in total.
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- Wild-Eyed Zealot
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No, because animate dead has an instaneous duration, and dispel magic does not effect those spells (second paragraph in spell description). Actually the biggest danger is Turning & Rebuking.
Last edited by Raptor on Mon Sep 22, 2008 1:05 pm, edited 1 time in total.
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- Wild-Eyed Zealot
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much nastier
Actually, the example above is not the nastiest possible by a large margin. Add more HD, magical armor or items, or a necromancer with any of several feats from the Liber Mortis sourcebook for real carnage.
Last edited by Raptor on Mon Sep 22, 2008 1:07 pm, edited 1 time in total.
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- Wild-Eyed Zealot
- Posts: 100
- Joined: Fri Jan 21, 2005 9:36 am
- Location: Oklahoma
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