Turret, Crossbow: Difference between revisions

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{{Spoiler|[[Northwatch Chronicles]]}}

{{DMOnly}}
{{DMOnly}}


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|Speed=0 ft. (immobile)
|Speed=0 ft. (immobile)
|AC=13 (+1 size, +2 natural armour),<br/>touch 11, flatfooted 13
|AC=13 (+1 size, +2 natural armour),<br/>touch 11, flatfooted 13
|BAB=+0/+1
|BAB=+0/-3
|Attack=Bolt +0 ranged (1d8)
|Attack=Bolt +1 ranged (1d8)
|FullAttack=2 bolts +0 ranged (1d8)
|FullAttack=2 bolts +1 ranged (1d8)
|Space=5 ft./5 ft.
|Space=5 ft./0 ft.
|SpecialAttacks=
|SpecialAttacks=
|SpecialQualities=Damage reduction 5/bludgeoning, motion sense 120 ft.
|SpecialQualities=Damage reduction 5/bludgeoning, motion sense 120 ft.
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}}
}}


The crossbow turrent is a sophisticated mechanical construct that tracks moving targets, and fires crossbow bolts at intruders. The turrents are usually deployed in pairs (to cover each other) and in places that are not easily accessible.
The crossbow turret is a sophisticated mechanical construct that tracks moving targets, and fires crossbow bolts at intruders. The turrets are usually deployed in pairs (to cover each other) and in places that are not easily accessible.


'''Aiming'''
'''Aiming'''


The turrent takes a move action to aim at a target square and cannot aim at adjacent squares. Grappling the turrent prevents it from aiming (and firing).
The turret takes a move action to aim at a target square and cannot aim at adjacent squares. Grappling the turret prevents it from aiming (and firing).


'''Motion sense'''
'''Motion sense'''


The turrent can track motion at up to 120 ft away. Targets which remain motionless for a full round are no longer detectable. Note that spell casting and attacking are considered motion.
The turret can track motion at up to 120 ft away. Targets which remain motionless for a full round are no longer detectable. Note that spell casting and attacking are considered motion.


'''Disabling'''
'''Disabling'''


The turrent can be disabled by a successful Disable Device check (DC 15).
The turret can be disabled by a successful Disable Device check (DC 15).


<div class="ogcfooter">[[Open Game Content]]</div>
<div class="ogcfooter">[[Open Game Content]]</div>

Latest revision as of 21:43, 16 June 2006

Information in this section is for DMs.

Size/Type Small Construct
Hit Dice 1d10+10 (15 hp)
Initiative +0
Speed 0 ft. (immobile)
Armour class 13 (+1 size, +2 natural armour),
touch 11, flatfooted 13
Base Attack/Grapple +0/-3
Attack Bolt +1 ranged (1d8)
Full Attack 2 bolts +1 ranged (1d8)
Space/Reach 5 ft./0 ft.
Special Attacks
Special Qualities Damage reduction 5/bludgeoning, motion sense 120 ft.
Saves Fort +0, Ref +0, Will -5
Abilities Str 12, Dex –, Con –, Int –, Wis 1, Cha 1
Skills
Feats
Environment Any
Organization Pair
Challenge Rating 1
Treasure None
Alignment Always neutral
Advancement
Level Adjustment
{{{Footnotes}}}

The crossbow turret is a sophisticated mechanical construct that tracks moving targets, and fires crossbow bolts at intruders. The turrets are usually deployed in pairs (to cover each other) and in places that are not easily accessible.

Aiming

The turret takes a move action to aim at a target square and cannot aim at adjacent squares. Grappling the turret prevents it from aiming (and firing).

Motion sense

The turret can track motion at up to 120 ft away. Targets which remain motionless for a full round are no longer detectable. Note that spell casting and attacking are considered motion.

Disabling

The turret can be disabled by a successful Disable Device check (DC 15).