Homebrew
A steam-powered suit made from reinforced steel plating with a tempered glass dome so the rider can see out. Standing 10 ft. (3,2 meters) tall and wide it clunks around with surprising speed and dexterity. It has weapons mounted on it's arms.
It's piloted by a small or medium creature. It uses the Intelligence, Wisdom and Charisma of the rider.
MOD | SAVE | ||
---|---|---|---|
STR | 20 | +5 | +9 |
DEX | 12 | +1 | +1 |
CON | 20 | +5 | +9 |
MOD | SAVE | ||
INT | 10 | +0 | +0 |
WIS | 10 | +0 | +0 |
CHA | 10 | +0 | +0 |
Sensor. The suits instruments increase the passive perception of the rider with +7 and grants 60 ft. blind sight and 200 ft. dark vision.
Search light. It has a flashlight mounted on it's shoulder that shines a 20 ft. cone of bright light.
Radio (short range). It can communicate with other radios within a 1 mile radius.
Heavy armor plating. The Warsuits heavy armor grants a Damage Threshold 5.
Reactive armor. set it as a free action on the start of the creatures turn:
Multi attack. It makes 2 attacks from below:
Electro stunner.Range 60ft, 1d20+9 , on hit 1d12+8 Electrical damage, Constitution Saving Throw DC16, on failure the creature is Stunned for 3 rounds. It can re-roll the saving throw at the start of it's turn.
Net gun. Range 120/300 ft, 1d20+9 , on hit the target creature is Restrained and cannot move until it succeeds an Athletics or Acrobatics Check DC16 or cuts through the net with a sharp instrument doing at least 10 points of damage.
Slam. 1d20+8 , on hit 1d12+8 bludgeoning damage, STR Save DC17 or get pushed 10 ft. away.
Kick. 1d20+8 , on hit 1d8+8 bludgeoning damage, STR Save DC17 or get knocked prone and pushed 10 ft. away.
Anti-Magic burst. (1 charge) Dispels all magical effects in a 15 ft. sphere and disables Spellcasting for 1 round. Uses a charge.
Mount/Dismount. Enter or exit the Warsuit.
Emergency eject. Violently eject the pilot who exits 10 ft. to the back of the Warsuit and gets knocked Prone. The pilot takes 1d6 Bludgeoning damage.