Weird Tales of Cold Blooded Sword and Sorcery
Habiliment of Sino Dux
Gargantuan vehicle (fire, lightning)
Inferno Shield (fire) aura 3; Each creature that enters or starts its turn in the aura takes 10 fire damage. The damage increases to 15 when all the habiliment’s recharge powers are all expended. The shield also renders the vehicle immune to ranged weapon attacks with a die type of d8 or less.
Hit Points: 850 Space 26 squares by 10 squares Cost 89,000 gp
AC 4; Fortitude 26, Reflex 17
Immune to poison, psychic, and attacks that target will.
Resist 10 cold, resist 15 fire, resist 15 lightning, and the vehicle gains a save against attacks that would knock it prone with a +5 power bonus as long as its legs are undamaged.
Vulnerable 10 thunder, also attacks that knock the vehicle prone deal 2d10 + 8 damage to its crew, pilot, and passengers.
Speed 8, burrow 1, swim 14
Requirement: The habiliment must have no more than two creatures grabbed.
Attack: Melee 4 (one creature); Dexterity + Intelligence +3 vs. AC
Hit: 2d6 + 13 damage, and the target is grabbed (escape DC 20). A target grabbed by the habiliment takes 10 fire damage at the end of each of the target’s turns.
Critical Hit: +3d6 extra damage
Special: A DC 20 arcana check can switch the damage to lightning until the end of the encounter.
Eye Beam Recharge 6
Area burst 2 within 20; Dexterity + Intelligence +5 vs. Reflex
Hit: The target takes ongoing 15 fire and lightning damage, and the target is dazed (save ends both).
Effect: Medium and smaller targets are also pushed 2d6 squares and knocked prone.
Critical Hit: +5d6 extra damage.
Special: Each turn a minor action can be spent charging the Eye Beam adds +2 to hit and + 1d6 extra fire damage to a maximum of +10 and +5d6 extra fire damage to its next attack.
Effect: The habiliment shifts its speed and can enter enemies’ spaces during the shift. Each time the habiliment enters an enemy’s space for the first time during the shift, it makes the following attack against that enemy.
Requirement: the habiliment must be on land.
Attack: Melee 0 (one creature); +13 vs. Reflex
Hit: 3d8 + 14 damage, and the enemy falls prone.
Essence Explosion Recharge 5-6
Triggered when a target is hit with an eye beams attack
Effect: Target and all adjacent creatures take 4d6 + 9 fire damage. Unattended objects catch fire.
Tail Slap Recharge 6
Triggered when a creature moves adjacent to the habiliment’s tail
Attack: Dexterity + Wisdom +2 vs. AC
Hit: 3d6 + 10 damage and the target is knocked prone.
Critical Hit: +2d6 extra damage
The pilot must sit at the pedalboard in the habiliment’s bridge and operate the vehicle by arranging the pedals and stop knobs in sequence. The pilot also makes all Perception checks to see outside the habiliment.
In addition to the pilot, the habiliment requires a crew of four, all of whom use a standard action each round to control the vehicle. Reduce the habiliment’s Speed by 2 squares for each missing crew member. At speed 0, an habiliment careens out of control. Furthermore in battle each of the claws requires a crewman to operate as does the tail, using the operator’s attribute modifiers to hit, a character that spends a feat to become proficient in one of the habiliment’s weapons can add their level to the attack roll. The pilot controls when and where the vehicle tramples and can only fire the habiliment’s eye beam after each of the crew has made a DC 15 arcana check as a minor action to power up the lightning resonator. Each successful check adds +2 to hit, and +1d6 extra fire damage (to a maximum of +10 to hit, and +5d6 extra fire damage).
The habiliment contains a small ritually consecrated chamber with ritual tablets fitted into the walls around a small reflecting pool and below a ruby eye set into a mosaic representing the great god Io. They eye emits a dim red glow in the chamber, and the altar to Io has been consecrated to provide a +2 power bonus to all defenses to all amphibians, dragons, and reptiles in the room. The tablets can be used to perform the wizard’s sight ritual once a day without expending any components as long as the habiliment has been recently fueled and the reflecting pool is filled with five vials of holy water.
Scrying rituals cast in the chapel can be performed for a tenth the normal cost.
The habiliment requires the sacrifice of one living medium or larger creature that speaks a language. The sacrifice must be conducted using the eldritch machine located in the steamy bowls of the habiliment. The first week that it goes without fuel, its weapons suffer a -2 penalty to hit and damage, -4 the next week and its aura is reduced by 1, -8 the third week, its aura is reduced by 2, and it deals half damage, and by the fourth week its weapons and inferno shield cannot be activated at all. Every day it goes without fuel reduce its speed by 1, when its speed is reduced to 0, it can’t move.
When fully fueled the habiliment can carry 100 medium creatures or 150 tons of cargo. Reduce this number by 25 for each week it has operated without refueling. The habiliment has an effective Strength score of 29 for the purposes of lifting or breaking objects.
Out of Control
An out-of-control habiliment moves forward at half speed, trampling over any creatures in front of it, and the pilot must make a save at the end of each round to avoid knocking the vehicle prone, as long as all the legs are intact the pilot gains a +5 power bonus to the save.
For every 100 damage the habiliment takes, its speed is reduced by 1. At speed 0, the vehicle falls prone and all creatures aboard suffer 2d10 + 8 falling damage.