God-Machine Arm (3.5e Monster)
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|God-Machine Arm (Sphinx)||God-Machine Arm (Unicorn)|
|Size/Type:||Huge Construct (Vehicle)||Huge Construct (Vehicle)|
|Hit Dice:||20d10+40 (240 (shield 100) hp)||20d10+40 (240 (shield 100) hp)|
|Speed:||40 ft, fly 60 ft (poor)||60 ft|
|Armor Class:||27 (+8 deflection, +3 dex, +8 natural, -2 size), touch 19, flat-footed 24||27 (+8 deflection, +3 dex, +8 natural, -2 size), touch 19, flat-footed 24|
|Attack:||Claw +18 melee (3d6+5, 20/x2)||Horn +18 melee (4d6+7, 20/x4) or Hoof +18 melee (1d8+5, 20/x2)|
|Full Attack:||Two Claws +18 melee (3d6+5, 20/x2)||Horn +18 melee (4d6+7, 20/x4) and Two Hooves +13 melee (1d8+2, 20/x2)|
|Space/Reach:||15 ft/10 ft||15 ft/10 ft|
|Special Attacks:||Judgement Gaze, Pounce, Rake 3d6+5, SLAs||Drill Horn, Rocket Charge, SLAs|
|Special Qualities:||Artifact Body, Construct Traits, Darkvision 60 ft, DR 10/adamantine, Energy Shield, Extraordinary Health, Fast Healing 1, Low-Light Vision, Pilot Bind, Transform||Artifact Body, Construct Traits, Darkvision 60 ft, DR 10/adamantine, Drill Deflector, Energy Shield, Extraordinary Health, Fast Healing 1, Low-Light Vision, Magic Circle against Evil, Pilot Bind, Transform|
|Saves:||Fort +6*, Ref +9*, Will +6*||Fort +6*, Ref +9*, Will +6*|
|Abilities:||Str 21**, Dex 17**, Con -, Int -*, Wis -*, Cha -*||Str 21**, Dex 17**, Con -, Int -*, Wis -*, Cha -*|
|Skills:||As pilot.||As pilot.|
|Feats:||As pilot.||As pilot.|
|Alignment:||As pilot.||As pilot.|
|Advancement:||21+ HD (Huge)||21+ HD (Huge)|
- As pilot.
- As above, or as pilot (if better).
Before you is a pair of giant mechanical beasts, bodies of ivory and golden trim, sparkling jewels, and metal plating. One of these beasts is clearly designed after a gynosphinx, pulsing with gold bands of light along its joints. The other is a majestic unicorn which pulses with a shining cyan light. They cry with a chorus of voices!
Legends tell of an ancient world ruled by beasts. In these times humanity was pushed to the brink of extinction, cowering in their rocky caves as the titans dominated the planet, ravaged the landscape, and devoured their children. Many fell into despair, others transforming the terrible monsters into dark bloodthirsty gods to be feared and worshiped, with bloody sacrifices to ensure their safety. Still others fled deep and was lost to the nightmares below. But one day the prayers of dying man were heard and the gods listened. From the heavens fell a great ball of fire, and within the molten crater lay the savior of the world, a giant mechanical deity known as the Final Arbiter. Matched with chosen warriors of justice, these few heroes set forth to conquer the World of Monsters and return the surface world back to humanity.
The Final Arbiter split its power up among Seven Holy Warriors, who were granted the legs, arms, wings, sword, and heart of justice. Among the arms were two god-machines known as Citrine Sphinx and Sapphire Unicorn. They took the form of some of the terrible monsters which roamed that day and were able to fight toe to toe with these terrors. When transformed into the Final Arbiter, they become its arms of destruction, powerful weapons to fight evil.
The god-machines do not speak, but sometimes animate on their own and are known to vocalize as the creatures they mimic. When in times of duress, they often rumble and emit glowing energy and steam. When piloted, the pilots can communicate with other god-machines as if they had telepathy out to 1 mile, and may speak via speaker verbally to creatures in earshot.
Utility combatants equipped with spell-like abilities matched with powerful natural attacks, both arm units of the god machine function as gishes able to adapt to any situation. Citrine Sphinx is a debuffer and can tear things apart with its pounce. Sapphire Unicorn has a powerful drill horn and acts as a healer. Together they can weaken up an opponent before grinding them into the dust with melee. They are less armored than the legs, and make up with it with a deflective field which is present even when their energy shields are down.
During transformation they both form a pair of powerful arms, with the sphinx's wings becoming armored bracers and the unicorn's horn a spiked gauntlet to crush their foes.
Artifact Body (Ex): Technically all god-machines are pilotable major artifacts, and are effectively indestructible. Though they can be rendered inert by bringing it down to 0 hp, it is never fully destroyed. The god-machine can be brought back to life as if it were a living being, with no loss in levels. If there is a way to forever destroy a god-machine, it is a well kept secret that none know. As a side effect, all weapons used by the god-machine bypass DR/magic and DR/epic.
Drill Deflector (Su): Sapphire Unicorn can deflect things with its spinning drill horn, which seems to enlarge violently when spun with this function. This giga-sized drill deflects incoming projectiles, even magical rays and siege weapons. It may use Deflect Arrows but it applies against all projectiles with attack rolls. It gains Infinite Deflection instead if taking a total defense action.
Drill Horn (Ex): Sapphire Unicorn's horn is a powerful drill bit that can pierce the heavens. Besides having a 20/x4 critical, it ignores hardness and damage reduction (except DR/-). It has a +4 bonus on sunder checks made with the horn.
Energy Shield (Ex): All god-machine come with their own personal energy shields which protect them from harm. They have a reserve of 5 temporary hp per HD in their shield, and recover 10 hp every round. If depleted to 0 hp, the shield is disabled for 1d4+1 rounds, after which it returns at 50% strength. While the shield is up, the god-machine is protected against critical hits.
Extraordinary Health (Ex): God-machines always have maximum hp per HD.
Judgement Gaze (Su): Citrine Sphinx can fire divine energy from its eyes in a dreamful gaze attack as a standard action. Those who can see citrine sphinx when it uses this ability must save against any one of the following spells: a symbol of death, a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, or a symbol of stunning. The citrine sphinx chooses which symbol it is emitting, and the save DC for all effects is DC 22. It may use each symbol 1/week, and it cannot use Judgement Gaze if it is out of symbols for the week. The saving throw is Charisma based with a +2 bonus.
Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. Sapphire Unicorn cannot suppress this ability.
Pilot Bind (Ex): A god-machine on its own it little more than a motionless tool. It must bind to a pilot, who enters and attempts synchronization. The pilot must make a DC 15 Charisma check, failure means they cannot try again for 24 hours. Failing by 5 or more means they take psychic backlash, taking 1d6 points of ability damage to Int, Wis, and Cha. Upon a successful synchronization, the pilot and god-machine are bound in a way not unlike a spellcaster and their familiar. The pilot is aware of their god-machine's location and general status as long as it is within 1 mile, and the pilot can call the god-machine as a standard action. The god-machine will appear within 1 round next to the pilot in the closest available space, ready to be boarded.
Entering and activating a god-machine is a full round action. Once inside, the pilot has total cover from the outside and is in a self-containing life supporting environment. They are neurally hooked up to the god-machine and can feel its pain, use its senses, and move around as easily as if it were their own body. The god-machine adapts the mental ability scores, skills, and feats of the user as well as the user's saving throws (if better) and initiative (if better). The pilot can use their class features, but they do not have line of effect to the outside (making most spellcasting impossible). Effects like maneuvers may be done using the god-machine as their weapon, as well as class features such as sneak attack.
While the god-machines are not sentient, they are capable of self-animation usually following the commands of its external pilot. It is said that long term use of them imprints the pilot's mind to the god-machine, resulting in strange quirks and behaviors when unpiloted and self-animating. It also makes accepting new pilots difficult; a god machine with an assigned pilot who encounters another pilot trying to take control must have the new pilot succeed on the charisma check as well as an opposed charisma check with the previous pilot. If they fail either, they are rejected. If they fail the opposed Charisma check the god-machine self-activates as if piloted by its former owner, often to the threat and danger of its occupant who is unable to wrest control back. Transferring between pilots may be performed willingly. If so, the second opposed Charisma check is not needed.
Rake (Ex): Citrine Sphinx can rake with its claws; attack bonus +18, 3d6+5 damage.
Rocket Charge (Ex): Sapphire Unicorn can lunge ahead with great energy. It can make a charge in any direction (even straight up, in spite of not having a fly speed) up to four times its movement and make a charge attack with a +4 bonus and a -4 penalty to AC. If it hits it deals triple damage and it makes an opposed strength check. If successful the sapphire unicorn can continue its charge dragging along its previous victim and striking additional targets in its way until it fails an opposed strength check, or it reaches the end of its movement. Treat the forced movement as a bull rush. Once it uses a rocket charge, it cannot do so again for 5 rounds. If its charge ends it up in the air, it falls on the next round.
Spell-Like Abilities (Sp): Both god-machines possess spell-like abilities which are Charisma based. For the purposes of spell-like abilities, both machines have an effective Charisma score equal to 10 + 1/2 HD, or Charisma 20. If its pilot has a higher charisma, it uses the pilot's score instead.
Citrine Sphinx has the following spell-like abilities: At will-detect magic, lesser confusion (DC 16), see invisibility, read magic; 3/day—'bestow curse (DC 19), clairaudience/clairvoyance, dispel magic, haboobSand (DC 18); 1/day-baleful polymorph (DC 20), crushing despair (DC 19), enervation, wall of stone.
Sapphire Unicorn has the following spell-like abilities: At will-bless, faerie fire, detect evil, entropic shield; 3/day—cure critical wounds (also functions on constructs, DC 19), greater teleport (self only), remove curse (DC 19), searing light; 1/day-calm emotions (DC 17), heal (also functions on constructs, DC 21), mass cure light wounds (also functions on constructs, DC 20), neutralize poison (DC 19).
Transform (Ex): All god-machines have the ability to transform into a part of a greater being known as Final Arbiter. All god-machines must be present within a 1 mile area, and a single god-machine activating transformation (a standard action) alerts other god-machines to do the same on their turns. Once all god-machines have accepted to transform, the process begins. Over the course of 1 round all god-machines are absorbed into a vortex focused on the first which chose to activate the transformation, rendering them invulnerable to harm during the process. At the end of the transformation, the god-machine is effectively gone and replaced by the Final Arbiter.