Dextersphere (3.5e Monster)

''*Take vehicle's base saves, or pilot's, whichever is better. **Only when active. When unpiloted it's Strength and Dexterity are 0. It's Dexterity is as listed, or as the pilot's, whichever is better. ''

''Beep... beep.... beep... beep...''

This man-sized round object has a sealed door on the back, and a glassy gold-tinted clear window on the front, revealing a cramped but effective cockpit filled with various levers and screens. Looking much like a giant mechanical eyeball, it possesses four "legs", little more than pylons to support itself on land and where its four engines are build in, and four thin and spider-like arms which fold up underneeth the craft when not in use. Six large lamps are also strung just above and below the cockpit, allowing visual sight in pitch darkness.

Dexterspheres are mechanical creations which actually define two similar machines in very different environments. They are created for both manipulating things in space, as well as deep sea exploration, with the only difference being if they possess space jets or water props. Space dexterspheres are more commonly used for repairs, and to replace space suits in environments which may be hazardous without a little armor or shielding. Aquatic dexterspheres are used more for exploration, and for recovering sunken treasures.

A dextersphere is medium, but larger and smaller dexterspheres exist (for larger and smaller races). For every size increase or decrease, adjust the strength and dexterity as per enlarge person or reduce person, gaining just enough strength or dexterity to cancel out the penalty on attack rolls.

Dexterspheres are 7 feet in diameter, and usually in plain unpainted white. They are composed of high grade steel, ceramics, and composite materials. Space dexterspheres only possess their fly speed in zero or low gravity environments. Normal earth gravity is too much for the dextersphere's tiny engines. They come equipped with small communication grids the size of a notebook and embedded in the vehicle since the airtight seal prevents communication vocally.

Combat
Dexterspheres are not designed for combat. That said, they do possess four powerful grappling arms used to manipulate objects with pincer-like claws, and often come with at least one hardpoint attachment which can be swapped out for a ranged weapon. These are usual circumstances, and the pilot is likely to just try and escape.

Durable Bubble : In spite of lacking any real serious armor, the round design of the dextersphere renders them extraordinarily tough. They always recieve maximum hp per HD, and they are immune to all but the most extreme of pressure damage. They can even explore the bottom parts of the deepest ocean without fear.

The dextersphere is airtight, and has a life support system able to keep fresh air and comfortable temperatures for 24 hours. Pilots inside effectively benefit from endure elements.

Floodlights : The dextersphere has six powerful floodlights capable of illuminating a cone of blinding light out to 60 ft, bright light out to 120 ft, and shadowy illumination out to 240 ft. Turning the lights on is a standard action, with a duration of Concentration. Creatures caught in the blinding 60 ft cone of light must make a DC 15 Will save or be blind for as long as they are in the cone and 1 round after they leave, then are dazzled for 1 minute. A successful save renders them dazzled for as long as they are in the cone, and no penalty once out of it. A successful save renders them immune for 1 minute. The cone is so bright that the 60 foot blinding area counts as natural sunlight, and it is able to peirce [Darkness] effects of 3rd level or lower. The saving throw is Constitution based with a +2 racial bonus to the DC.

The floodlights may be turned on low powered mode, which simply illuminates as a torch in a 60 ft cone. This low powered form does not require concentration, and may be toggled on and off as a swift action.

Hardpoint Attachment : The dextersphere has a hardpoint on its "chin" which small tools can be added. Any tool or item which can be used in one hand can be placed on the hardpoint. Typically they are functional tools such as a drill, but sometimes they equip hand crossbows or light crossbows. If a ranged weapon is applied, it can reload the weapon without needing another hand. The following are the default hardpoint attachments for the Aquatic and Space versions of the dextersphere.


 * Aquatic (Sample Tube): A sample tube is an array of 8 vials and a vaccuum pump. It is capable of sucking up and holding anything able to be placed inside a normal glass jar.  For the purpose of sucking creatures into a sample tube, make a grapple check to pin any creature three sizes smaller.  Instead of pinning, they are placed in the sample tube and the tube is sealed.  A sample tube can hold 8 samples before needing to empty a tube.


 * Space (Targetting Laser): A rangefinder laser, it duplicates the effects of a targetting raySpC spell as a spell-like ability, at will. Caster level equals the dextersphere's HD.

Locking Irons : The support pylons can embed locking irons into any surface with a hardness 8 or less as a move action. With locking irons in place, the dextersphere is immobile but recieves a +20 bonus on stability checks (as per a dwarf's racial ability).

Transition Glass : The dextersphere's cockpit is transparent, but can quickly darken in response to bright light. The pilot is immune to dazzling and blindness from bright light while in the sphere, and they are immune to radiation effects and [Light] spells.

Vehicle Traits : As a vehicle, the dextersphere is technically not a creature at all. It has no mental ability scores, no Con score, and it only possesses Str and Dex scores when being operated by a pilot. When piloted, users can use the Profession (pilot) skill to operate. Pilots have total cover from the outside as long as they are in the vehicle, though line of sight exists through the front window. It is very compact, with only has cramped room for 1 pilot.

Skills: The pilot of the dextersphere gains a +6 competence bonus to Listen, Search, and Spot checks.