Tumgik
terrors-and-tables · 2 months
Text
As a way to give this blog some purpose, and give myself something to do, I’ve decided to start writing out my RPG musings in my spare time. I’ve been slowly working on a campaign setting for several years now, and it’s become a little creative space for me to hammer out a hypothetical kitchen sink to throw my fantasy ideas in. I’ll probably end up using it for a Pathfinder game (where I’ll finally get to use Spheres of Power/Might, and maybe even Guile), but I’ve thought about running it with an OSR game as well. Who knows, maybe I’ll run it over several different systems. Without further ado, here’s the first installment!
Post #1: The Ottoguard
This idea was created using Ultimate Engineering, the most recent (and final) Pathfinder product for Spheres of Might from Drop Dead Studios. I contributed a bit to the playtesting and had a great time, and its author spent two years fine tuning it, so if you're interested, go support them and take a look. At the time of writing, it should also be on the SoP wiki any day now.
In the core of the setting, the city of Scalmoor treats scientific advancement like its own fom of magic. They build marvelous contraptions of steel and glass, whether powered by tightly wound clockworks or by burning coal and spewing black smoke. In this city, the law is kept by those with the most money to build the biggest toys, and one such toy is the Ottoguard.
Standing at eight feet tall, an Ottoguard is a hollow sort of mechanical construct, but bears no magic or animating consciousness like a golem. Instead, a trained fighter pilots it, wearing it as a sort of incredibly heavy armor that carries itself. Ottoguards don’t do all of the policing, usually accompanied by a few regular guards who can do things like fit into buildings, move obstacles aside, bully civilians up close and personal, and so on and so forth.
Ottoguard CR 1 XP 400 Human Warrior 3 LN Medium Humanoid (Human) Init +2; Perception +5
Defense
AC 17; Touch 12; Flat-Footed 15; (+2 Dex, +5 Chainmail) 21 HP (3d10+6) Fort +5 Ref +3; Will +3
Offense
Speed 20ft. Space 5ft; Reach 5ft Melee Sap +4 (1d6+1 nonlethal) Ranged Light Crossbow +5 (1d8/19-20) Special Attacks Snag (Swift action, render target battered as melee touch attack)
Statistics
Str 13, Dex 15, Con 14, Int 10, Wis 14, Cha 8 Base Atk ; CMB ; CMD ( vs. trip) Feats Extra Combat Feat Skills Craft (Technology) +6, Intimidate +5, Perception +5, Sense Motive +5; Racial Modifiers Languages Common SQ Gear: Mwk Chainmail, Light Crossbow, Longsword, Large Crossbow, MwK Large Sap, Potion of CLW, 8 gold pieces, 13 silver pieces. Martial Tradition: Mechaguard* Martial Talents (2 talents from progression, 1 talent from feat)
Equipment Sphere: Bounty Hunter’s Tools Armor Training Tinker Sphere: Transportation Package Mechanical Arsenal Transportation Mastery Wrestling Sphere: (Constrictor Drawback) Hammerlock Clinch Strike
Those stats above are for if our unlucky Ottoguard pilot is caught… off-guard. They’re there to represent what’s inside the fantastic mech and what he’s trained to do in a fight, particularly specializing in nonlethal capture- even when fully kitted out he’s here to apprehend criminals, not brain them. The crossbows are just for emergencies. So let’s break down what he’s capable of as a third level warrior, namely his talents:
His Equipment Sphere talents are there solely for proficiencies, for the Sap and for medium/heavy armor. The Athletics Sphere lets him run pretty quick (five times his speed in medium armor, at a hundred feet per round)- he won’t be able to outrun most people, but he won’t fall too far behind either. Tinker is much more complex, opening up an entire subsystem, but the bulk of why it’s there is to build and maintain his precious Ottoguard, with Mechanical Arsenal allowing him to outfit it with custom-crafted plate-mail for free, and Transportation Mastery allowing him to make an immersive cockpit that responds to his movements with a complicated array of levers and pulleys. Wrestling is there so that he can tackle a criminal and, if needed, beat them unconscious. It’s alright though, because even if it’s scaled up to be sized for an ogre, a lead rod wrapped in leather will still deal nonlethal damage.
Mechanoid Statistics: 4th level Mechanoid N Large Construct Init +2; Perception +5
Defense AC 24; Touch ; Flat-Footed ; (+9 Full Plate, +1 Dex, -1 size, +5 NA) 27 HP (3d10+12) Fort +5; Ref +3; Will +3 Defensive Abilities ; Immune Construct Traits
Offense
Speed 20ft. Space 10ft; Reach 10ft Melee MwK Large Sap +8 (1d8+5, Nonlethal) Ranged MwK Large Light Crossbow +5 (2d6/19-2) Special Attacks Snag (Swift action, render target battered as melee touch attack)
Statistics
Str 20, Dex 14, Con --, Int 10, Wis 14, Cha 8 Base Atk +3; CMB +9; CMD 21 Feats -- Skills Perception +5, Sense Motive +5, Intimidate +5; Racial Modifiers SQ 6 Upgrades (Arms, Legs, Cover*, Focused Design (+2 Str), Immersive Cockpit, Armor Slot, Alternate Size) *Free upgrade Gear MwK Large Sap, MwK Light Crossbow,
The Ottoguard, while piloted, can benefit from its pilot’s skills, feats, saving throw bonuses, base attack bonuses, et cetera, while keeping its own physical ability scores, armor class, and better weaponry, while also having its own pool of hit points. The pilot isn’t totally sequestered, however, and some parts of him are still visible, even if they’re behind hatches or a visor, and he may be attacked separately from the Ottoguard- though he benefits from Cover, gaining a +4 bonus to Armor Class.
An Ottoguard isn’t cheap, of course, but by the rules of Ultimate Engineering, Project Materials (for things such as mechanoids) may be acquired freely with time and successful crafting checks (DC 15 for 50 gold worth of material, +50 for each increase of 5, gathered over the course of 4 hours per check), meaning that by carefully sourcing and repurposing parts, the Ottoguard may be constructed from scratch by its pilot for free. This process of assembly and subsequent maintenance are drilled into pilots’ heads from day one. At a cost of 500gp for the average Ottoguard (100 per level, +200 for being large size), and about 100gp of Project Materials being acquired per day, this means an Ottoguard can be fully constructed in a week’s time (not counting the weekend of course). If in a proper settlement and in a real emergency, 500 gold pieces can be paid outright to acquire exactly what is needed almost immediately, after which construction of the Ottoguard takes 1 hour. All of this means that while Ottoguards are probably extremely similar on the outside (serving as somewhere between uniforms and police vehicles, they probably should), a pilot knows their machine inside and out, and there may be differences in the internal construction.
Ottoguard Adventure Hooks
1. A pilot’s Ottoguard has been stolen, likely to be reverse engineered by some enterprising criminals.
2. A pilot has been found guilty of illegally modifying his Ottoguard with blades, flame projectors, and stronger leg actuators. After causing several fires and deaths, he’s gone on the run with his new death machine.
3. A chaotic druid has caused trees and vines to grow over all of the city’s Ottoguards overnight, and has ruined the Ottoworks. With the city’s strongest defenders disabled, and Scalmoor’s stingy oligarchy unwilling to fund that many replacements immediately, the city is in shambles!
4. A mad tinker wizard has stolen the blueprints for the Ottoguards, creating one with an integrated Artificial Intelligence. It’s been going on its own patrols, blending in perfectly and disappearing before it can be apprehended. What is its purpose?
*New Martial Tradition
Mechaguard Equipment Sphere: Bounty Hunter’s Tools Armor Training Tinker Sphere: Transportation Package Wrestling Sphere: (Constrictor Drawback) Hammerlock
Inspirations:
FantasyNameGenerators is a wonderful site, and I used it to come up with the name Scalmoor
Appleseed (the 1988 OVA) is what really inspired this idea, bringing that movie's Landmates into a technologically advanced fantasy setting
3 notes · View notes
terrors-and-tables · 6 years
Text
The Long Knife
Even though it’s called a knife, this long, slender blade actually functions as a +1 rapier. Seemingly made of something resembling marble, the entire blade is etched in elvish script that glows in moonlight. By reading this writing, the wielder can grant themselves a +4 enhancement bonus to dexterity for 6 minutes. In addition, those with the weapon finesse feat may add their dexterity bonus to damage rolls with the Long Knife
Cost: 12,640 GP
Creation: 6,320 GP, Magic Weapon, Cat’s Grace, CL 6
1 note · View note