
seen from United States

seen from Paraguay

seen from Costa Rica
seen from United States

seen from China
seen from China
seen from United States
seen from United States
seen from United States

seen from United States
seen from United States
seen from China
seen from Germany

seen from United States
seen from United States

seen from United States
seen from United States

seen from Singapore

seen from United States
seen from Netherlands
Kaiju-Class Walker: Advanced Auto-Mobile Logistics & Intelligence Submersible HQ
Kaiju-Class Walker: Advanced Auto-Mobile Logistics & Intelligence Submersible HQ; AKA “the KWAALISH″ Ultra-Heavy Urban Fantasy Diesel Pulp Command Center – CR 19; Neutral Colossal Construct (aquatic); Alacritous Advanced War Machine Ship-Wrecker Crab
Brought to you absolutely free to play, to test & to share, as always, by the fine folks of my Patreon; hugest of thanks to Owen Stephens and to Jacob Blackmon for inspiration
Initiative +12; Senses Perception +16; darkvision 60 ft.; low-light vision
original image from here
AC 40, touch 11, flat-footed 31 (+8 Dex, +1 dodge, +29 natural, -8 size; +4 vs. attacks of opportunity due to Mobility)
hp 286 (14d10+80; see Inanimate, below)
Fort +4, Ref +12 (Improved Evasion), Will +10
Defensive Abilities duck aside, improved uncanny dodge; DR 10/—; Immune to electricity, construct traits (immunity to ability damage, ability drain, bleed, death effects, disease, energy drain, exhaustion, fatigue, mind-affecting effects, nonlethal damage, paralysis, physical ability damage, poison, sleep, stunning); Resist acid 10, cold 10, fire 10
Weaknesses metal body (see below)
Speed 120 ft., Swim 80 ft.; sprint (see below); 600 ft. per round (60 mph) as a full-round action
Melee: 2 claws +25/+25 (4d8+28 plus grab); constrict 4d8+28
Space 30 ft.; Reach 20 ft.
Spell-Like Abilities: (CL 14th; concentration +11) Constant — freedom of movement
Str 48, Dex 26, Con —, Int —, Wis 22, Cha 5
Base Atk +14; CMB +41 (+45 to grapple); CMD 60 (68 vs. trip)
Feats Dodge, Improved Initiative, Mobility, Run, Spring Attack
Skills Acrobatics +18 (+22 to jump with a running start, +54 to jump), Climb +29, Perception +16, Swim +27; Racial Modifiers +10 Acrobatics, +10 Climb, +10 Perception
Body Blades (1d8) (Ex): Creatures attacking the KWAALISH with non-reach melee or natural weapon take 1d8 slashing and piercing damage.
Duck Aside (Ex): In any round the KWAALISH does not use its Split Second ability (see below), it has a 20% chance to totally evade any attack that would otherwise hit it. This miss chance stacks with concealment.
Inanimate (Ex): Without a rider directly instructing it to act, the KWAALISH is automatically helpless and is treated as an unattended object. It always acts on its rider’s initiative and only acts as its rider specifically directs; in this way, it is more similar to a motorcycle or to a fighter-jet than it is to a golem. It receives double the maximum normal hit-points for its HD.
Metal Body (Ex): The KWAALISH counts as a ferrous creature for spells that effect metal.
Mindless: As a mindless creature, the KWAALISH has no intelligence score and is immune to mind-affecting effects, has no feats except bonus feats, or skill ranks. Although it possesses both senses and something approaching mental processing ability, it merely relays information – as programmed – to its rider.
Pounce (Ex): The KWAALISH can make a full attack as part of a charge.
Powerful Claws (EX): The claw attacks of the KWAALISH deal damage equal to 1-1/2 times its Strength modifier. In addition, it ignores up to 5 points of hardness when damaging objects.
Split Second (Su): The KWAALISH can move with such speed that it appears to be in two places at once. As a full-round action, the KWAALISH can can move up to double its movement, then take two standard actions: one at its original location and one at its new location. It may use the action at its new location to pounce or to make an attack using Spring Attack. The KWAALISH is treated as being in both locations for purposes of attacks of opportunity. The KWAALISH cannot use this ability two rounds in a row.
Sprint (Ex): Once per hour, the KWAALISH can move up to 10 times its normal speed (120 mph) when it charges.
War Mount (Ex): The KWAALISH may carry a single rider of up to Gargantuan size, two Huge riders or up to eight riders of Large size, sixteen riders of Medium size, 32 riders of Small size, 64 Tiny riders or an arbitrary number of smaller riders. These numbers may be mixed and matched; for example, the KWAALISH could easily hold four Large-size vehicles -- such as four Blackmon Class Walkers -- and eight Medium-size creatures, including the four Blackmon drivers and a four-man command unit; these riders and their gear are not subject to the construct’s body blades. The KWAALISH may also carry up to 102,400 lbs in additional weight.
The controller of this construct may use the Ride skill to fight normally while the KWAALISH is in use, as well as to perform other techniques; the KWAALISH is considered to be combat-trained but may not be spurred to higher speed.
While the KWAALISH is sealed -- which is required for diving -- the driver and other riders do not have line of sight or line of effect to those outside the KWAALISH.
———–
Campaign Use
The Advanced Auto-Mobile Logistics & Intelligence Submersible HQ is a brutal & thundering sight to behold, perhaps the single finest modern exemplar of a true Kaiju-Class Walker: terrifyingly swift and on land and on sea alike, with a modest price-tag of only 91,700 in gold ($9,170,000 in today’s money) to produce and field.
It’s faster than it looks; when the KWAALISH comes roaring out of the surf with a spray of ocean cascading off of it, it does so at highway speeds.
The KWAALISH excels at city-fighting & beaching maneuvers, capable of taking down larger ships, subs and heavy stone fortifications with ease. As the current next-generation go-to for amphibious invasions, no modern military doubts the strength of the KWAALISH.
Blackmon Class Walker
Blackmon Class Walker; “Half-Limb” Alternative Operations Urban Fantasy Diesel Pulp High Speed Light Half-Track -- CR 9; Neutral Large Construct; Alacritous Advanced War Machine giant black widow spider
Brought to you absolutely free to play, to test & to share, as always, by the fine folks of my Patreon; hugest of thanks to Owen Stephens and to Jacob Blackmon for inspiration
Initiative +11; Senses Perception +18; darkvision 60 ft., tremorsense 60 ft.; low-light vision
original image from here
AC 28, touch 17, flat-footed 20 (+7 Dex, +1 dodge, +11 natural, -1 size; +4 vs. attacks of opportunity due to Mobility)
hp 104 (5d10+30; see Inanimate, below)
Fort +1, Ref +8 (Improved Evasion), Will +5
Defensive Abilities duck aside, improved uncanny dodge; DR 10/—; Immune to electricity, construct traits (immunity to ability damage, ability drain, bleed, death effects, disease, energy drain, exhaustion, fatigue, mind-affecting effects, nonlethal damage, paralysis, physical ability damage, poison, sleep, stunning); Resist acid 10, cold 10, fire 10
Weaknesses metal body (see below)
Speed 120 ft., climb 60 ft.; sprint (see below); 600 ft. per round (60 mph) as a full-round action
Melee: bite +13 (3d6+13)
Space 10 ft.; Reach 5 ft.
Spell-Like Abilities: (CL 5th; concentration +1) Constant — freedom of movement
Str 29, Dex 25, Con —, Int —, Wis 18, Cha 2
Base Atk +5; CMB +15; CMD 33 (41 vs. trip)
Feats Dodge, Improved Initiative, Mobility, Run, Spring Attack
Skills Acrobatics +17 (+21 to jump with a running start, +53 to jump), Climb +35, Perception +18, Stealth +7 (+15 in Webs); Racial Modifiers: +10 Acrobatics, +18 Climb, +14 Perception, +4 Stealth, +8 Stealth in Webs
Body Blades (1d8) (Ex): Creatures attacking the Blackmon Class Walker with non-reach melee or natural weapon take 1d8 slashing and piercing damage.
Duck Aside (Ex): In any round the Blackmon Class Walker does not use its Split Second ability (see below), it has a 20% chance to totally evade any attack that would otherwise hit it. This miss chance stacks with concealment.
Inanimate (Ex): Without a rider directly instructing it to act, the Blackmon Class Walker is automatically helpless and is treated as an unattended object. It always acts on its rider’s initiative and only acts as its rider specifically directs; in this way, it is more similar to a motorcycle or to a fighter-jet than it is to a golem. It receives double the maximum normal hit-points for its HD.
Metal Body (Ex): The Blackmon Class Walker counts as a ferrous creature for spells that effect metal.
Mindless: As a mindless creature, the Blackmon Class Walker has no intelligence score and is immune to mind-affecting effects, has no feats except bonus feats, or skill ranks. Although it possesses both senses and something approaching mental processing ability, it merely relays information -- as programmed -- to its rider.
Poison Bite (Su):) Bite - injury; save Fort DC 17; frequency 1/ round for 6 rounds; effect 1d3 Con and staggered; cure 2 saves. Save DC is Con-based with a +2 racial bonus.
Pounce (Ex): The Blackmon Class Walker can make a full attack as part of a charge.
Split Second (Su): The Blackmon Class Walker can move with such speed that it appears to be in two places at once. As a full-round action, the Blackmon Class Walker can can move up to double its movement, then take two standard actions: one at its original location and one at its new location. It may use the action at its new location to pounce or to make an attack using Spring Attack. The Blackmon Class Walker is treated as being in both locations for purposes of attacks of opportunity. The Blackmon Class Walker cannot use this ability two rounds in a row.
Sprint (Ex): Once per hour, the Blackmon Class Walker can move up to 10 times its normal speed (120 mph) when it charges.
War Mount (Ex): The Blackmon Class Walker may carry a single rider of up to Medium size and up to 935 lbs in additional weight; this rider and his gear are not subject to the construct’s body blades. The controller of this construct may use the Ride skill to fight normally while the Blackmon Class Walker is in use, as well as to perform other techniques; the Blackmon Class Walker is considered to be combat-trained but may not be spurred to higher speed.
Web (+11 ranged, 5 hp, 8/day, DC 16) (Ex); as per the Web universal rules.
-----------
Campaign Use
The Blackmon Class Walker is rugged, fast and dependable, costing 43,700 in gold ($4,370,000 in today’s money) to hammer-together.
On the field, the Blackmon excels at mountainous & forest exploration maneuvers and within night- or stealth-operations; it is equipped with heavy-duty “spinneret forges” capable of producing artificial webbing with the press of a button. The Blackmon also possesses a rotating set of knife-like “teeth” -- similar to a garbage-disposal; not shown above due to their placement, tucked beneath the middle forelimb -- which are coated in a self-replenishing toxin.