The Seeker
Medium Advanced Commando Bio-construct
Hit Dice: 14d12+70 (167 hp)
Initiative: +7
Speed: 30 ft. (6 squares); fly 60 ft (average)
AC: 35 (+5 Dex, +12 natural, +8 Mwk Plate), touch 15, flat-footed 30
Base Attack/Grapple: +14/+22
Attack (imbued +3 Keen VS Thinblade): Split Arm +25 (1d8+11/15-20 x2) or Fused Arm +25 (1d8+15/15-20 x2) or Tentacle +22 (paralysis)
Attack (VS Claws): Split Arm +24 (1d6+10/20 x2) or Fused Arm +25 (1d8+14/20 x2) or Tentacle +22 (paralysis)
Full Attack (imbued +3 Keen VS Thinblade): Split Arms +25/+25/+25/+25 (1d8+11/15-20 x2) or Fused Arms +25/+25 (1d8+15/15-20 x2) or Tentacle +22/+17/+12
Full Attack (VS Claws): Split Arms +24/+24/+24/+24 (1d8+10/20 x2) or Fused Arms +24/+24 (1d8+14/20 x2) or Tentacle +22/+17/+12
Space/Reach: 5 ft./10 ft. (15 ft. with tentacle)
Special Attacks: Brutal Attack, Retaliatory Strike, magic disruption, paralysis, Sneak Attack 8d6,
Special Qualities: Bio-construct traits, DR 10/chaotic or good, arcane sight, arcane consumption, SR 26, vulnerability to chaos, Quad-weapon Arm Upgrade, Energized Alacrity, Tactical Awareness, Penetrating Strike
Saves: Fort +14, Ref +14, Will +14
Abilities: Str 26, Dex 20, Con 20, Int 14, Wis 12, Cha 10
Skills: Hide +22, Listen +18, Move Silently +22, Spot +18, Tumble +22, Spellcraft +5, Knowledge (Arcana, Planes, Religion, Dungeoneering, Nature) +5
Skill Trick: Clarity of Vision (Benefit: As a swift action, you can attempt a DC 20 Spot check. If successful, you focus your vision so clearly that you can pinpoint the location of invisible creatures within 30 feet. This clarity lasts until the end of your turn.)
Feats: Power Attack, Practiced Spellcaster, Mage Slayer, Darkstalker,
Staggering Strike, Combat Reflexes,
Telling Blow,
Double-Hit,
Law Devotion
CR:
Alignment: Lawfully Neutral
Bio Construct Traits: Bio-constructs possesses the following traits (unless otherwise noted in a creature's entry):
Darkvision out to 60 feet.
Immune to mind-affecting effects with the charm and compulsion descriptor.
+6 save bonus vs. morale effects.
Immunity to magical sleep and possession.
Immediately destroyed when reduced to 0 hit points or less.
Since it does not have a soul, a bio-construct cannot be raised or resurrected.
Quad-Weapon Arm Upgrade: This upgrade grafts an additional pair of arms onto the Seeker. Instead of the bone sword and shield, each of his arms ends in a fully functional hand that possesses retractable Valyrian Steel Claws (1d6 + STR damage). Each of the four arms arm can hold a single, surgically grafted one-handed weapon of no larger than Medium size. As a Swift Action, the Seeker may extrude one or more of these weapons simultaneously. Claws and grafted weapons are all treated as Primary Natural Attacks, though an arm using an extruded weapon cannot also make a Claw attack.
As a Standard Action, the Seeker may fuse each pair of arms, or a single pair on a chosen side, in order to increase the power of its blows. Attacks made by a pair of fused arms deal increased damage (1.5 x STR).
Alternatively, the Seeker can use two arms or a fused pair in order to wield a shield more deftly. As part of a Full Attack Action, it can make a Shield Slam at its highest attack bonus with a -5 penalty without losing the shield bonus to AC.
Brutal Attacks (Ex)
When a commando construct makes two successful melee attacks against the same target in 1 round, its attacks either rend flesh or crush bones. This deals an additional amount of damage equal to the damage dealt by its highest-damage successful melee attack plus twice the commando construct's
Strength modifier.
Retaliatory Strike (Ex)
Whenever an enemy makes a successful melee attack against a commando construct or an adjacent ally, the enemy provokes an
attack of opportunity from the commando construct.
Energized Alacrity (Su)
Once per minute as a
swift action, a commando construct can draw power from special energizing transmitters attached to its body. When doing so, the commando construct gains a +30-foot bonus to all of its speeds for 1 round. Additionally, when making a full attack during this round, the commando construct can move up to its speed either before or after it attacks. This movement provokes
attacks of opportunityas normal.
Tactical Awareness (Ex)
A commando construct gains a +4 bonus on
initiative checks. Additionally, a commando construct is never considered an unaware combatant and is always able to act in the
surprise round. A commando construct is still
flat-footed in the
surprise round until it acts.
Penetrating Strike (Ex): When flanking a creature normally immune to sneak attack, you still deal half your sneak attack dice in damage.
Magic Disruption (Su): Seekers feed upon magic. Merely touching or being touched by a seeker requires a spellcaster to make a concentration check (DC 15 + highest level prepared or spell slot available) or loose one memorized spell or daily allotment starting from highest level available.
Arcane Consumption (Su): Seekers automatically consume a portion of any continuous arcane effects of levels 0 to 2 that take place within 20 feet of them. Duration is reduced as follows:
Level 0: 25%
Level 1: 50%
Level 2: 75%
Spells of third level and above are exempt to this ability
Paralysis (Ex): An Seeker's tentacle has a paralytic slime that paralyses for 1d4+1 rounds (DC 21 Fort save).
Arcane Sight (Su): Seekers are always aware of magical auras within at 60 foot radius. Treat this as a continuously active detect magic spell.
Vulnerability to Chaos: Seekers are held together by the purely logical minds that drive them. As such they take half again as much (+50%) damage as normal from spells with the chaotic descriptor or weapons with the anarchic special ability, regardless whether a saving throw is allowed, or if the save is a success or failure. Spells with the chaotic descriptor ignore a seeker's spell resistance and the Magic Disruption special ability. Magic weapons with the Anarchic special ability are immune to its Magic Disruption special ability, as are intelligent weapons with a Chaotic alignment
Saves: Seekers receive a +4 racial bonus to Will saves. Spell Resistance: A seeker's spell resistance is equal to its Hit Dice + 12.
Spell-Like Abilities (CL 14): Dimension Door (at will);
Greater Blink,
Orb of Force 3/Day;
Antimagic Field 1/Day
I think that's most of it.
@Goldfish needs gear. I'm assuming +3 Keen VS thinblades as starter imbued weapons, and didn't add anything extra as I don't know what can be immediatelly fitted.
@DragonParadox Some notes/questions:
- The idea here is that the Seeker gets (1+DEX mod) AoOs a turn, due Combat Reflexes, and every time he makes an attack of opportunity, he gets to hit twice due Double Hit. Every time someone successfully hits him, or someone adjacent, they trigger an AoO from him due Retaliatory Strike. That's the basic 'trick'.
- Brutal Attacks means that whenever he hits the same guy twice or more in the same round, he deals a bonus damage equal to the hardest hitting attack, plus STRx2. He is going to trigger it often, I suspect. Reminder that this would include crits and SA.
- Critical hits automatically add Sneak Attack damage, due Telling Blow (it's effectively another trigger for it, besides flanking/flatfooted/invisible)
- Rememeber that Greater Blink makes his attacks count as invisible for sneak attacks.
- Another SA trigger for him is that everyone is flatfooted until they act, and he not only always acts on the Surprise Round, but he can move his full speed + 30 ft and still full attack by triggering energized attack as a swift action, which he'd have even on the surprise round. So that's a great strategy for him, effectively giving him a 1/minute pseudo-pounce that he can conveniently trigger on a surprise round.
- Staggering Strike is something that will almost always trigger, as only enemies immune to precision damage can't suffer from it, it otherwise has no cost or limits to its activation. So keep it in mind.
- I assumed the Paralysis' DC was based on his CON mod + flat DC, as is usual to these things, to give its new DC.
- He has Darkstalker, maxed Hide/MS and high DEX. He is a fantastic Sneak.
- Can he get more uses out of Law Devotion? Normally clerics get to trade 3 uses of Turn Undead for an extra use of Law Devotion. If we give him a +6 CHA item, it'd give him just enough Charisma that, if he had TU, he could trigger it one additional time. Can we do it? I'm assuming he gets the full +7 from it from his CR/ECL.