Device Operation (Ex): At will as an
attack action, an etoile can turn on any machine powered by
electricity with a touch, even if the device usually requires a key, a passcode, or other security bypass to activate. If the object lacks a power source, it operates for only 1 round after activation. If desired, an etoile can supply continuous power to operate an unpowered device. To do so, it must keep all three pincers in contact with the device, and it can do nothing else except move (assuming it can lift the device). A single etoile generates enough power to continuously operate a desktop computer. Multiple etoile supplying power to the same device increase the available power in direct proportion to their number; that is, doubling the number of etoile doubles the available power, tripling it triples the power, and so on.
Electric Shock (Ex): When an etoile hits with a melee or melee
touch attack, it can choose to shock its foe for an additional 1d6 points of
electricity damage as a free action.
Electricity Immunity (Ex): Etoile are immune to
electricity.
Elemental: An etoile has the traits and immunities common to elementals.
Mechanical Healing (Ex): An etoile cannot heal normally. To regain
hit points lost to
damage, it must either be repaired like a mechanical device or devour the corpse of one of its own kind.
All the normal rules for
healing via the Treat Injury
skill can be applied to an etoile, but a Repair check rather than a Treat Injury check is required. Any
creature (including an etoile) without a mechanical repair kit takes a penalty on Repair checks, just as a character lacking a first aid kit would when making Treat Injury checks.
Alternatively, an etoile can consume the body of a dead etoile to heal itself. This process requires an available etoile corpse and three
full-round actions. As soon as consumption is complete, the etoile regains all lost
hit points and heals all
ability damage.
Nannite Infection (Ex): Through a process as yet unknown, an etoile naturally produces microscopic machines known as nannites within its body. Once per day as a free action, it can inject these nannites into a foe it has damaged with a pincer. The nannites function as a
disease, attacking the host
creature's DNA and transforming its structure and psychology over time.
A
creature injected with nannites must immediately make a Fortitude save (DC 10 + 1/2 the etoile's Hit Dice + its Intelligence modifier). On a successful save, the
creature's body fights off the infection, destroying the nannites in the process.
Nannite infection has no visible symptoms, and many confuse its debilitating effects with drunkenness or drug use. However, microscopic study of an infected
creature's blood or high-resolution x-rays can reveal the nannites and the alterations they have created in its body structure (see the "
Sand Slave" entry for more information).
A
creature other than an etoile using the Treat Injury
skill to treat the
disease takes a -10 penalty on Treat Injury checks unless it also has at least 5 ranks in both Knowledge (technology) and Knowledge (physical sciences), or 5 ranks in Disable Device.
Telepathy (Ex): Though it cannot produce sounds, an etoile can communicate its thoughts and desires to any
creature within 200 feet that it can see, regardless of intervening matter such as glass. The target
creature "hears" the etoile's thoughts in whatever language it can most easily understand. However, it cannot communicate thoughts back to the etoile unless it also has
telepathy. Etoile do not normally know any languages other than their own thought-speech, so they often rely on their human agents to act as interpreters.
Etoile: CR 2; Tiny
elemental (air, earth); HD 3d8+3; hp 16; Mas -; Init +3; Spd fly 40 ft. (perfect);
Defense 23, touch 15, flat-footed 20 (+2
size, +3 Dex, +8 natural); BAB +2; Grap -8; Atk +7 melee (1d3-2 plus 1d6
electricity, pincer); Full Atk +7 melee (1d3-2 plus 1d6
electricity, 3 pincers); FS 2 1/2 ft. by 2 1/2 ft.;
Reach 5 ft; SQ darkvision 60 ft.,
device operation,
electric shock,
electricity immunity,
elemental,
mechanical healing,
nannite infection (DC 16),
telepathy; AL etoile, evil; SV Fort +4, Ref +6, Will +2; AP 0; Rep +0; Str 7, Dex 16, Con 12, Int 20, Wis 13, Cha 11.
Skills: Computer Use +13, Craft (electrical) +13, Craft (mechanical) +13, Demolitions +9, Disable Device +13, Knowledge (technology) +11; Repair +13, Treat Injury +7.
Advancement: By character class.
Etoile Techie 5: CR 7; Tiny
elemental (air, earth); HD 3d8+3 plus 5d6+5; hp 38; Mas -; Init +3; Spd fly 40 ft. (perfect);
Defense 26, touch 18, flat-footed 23 (+2
size, +3 Dex, +8 natural, +3 class); BAB +4; Grap -5; Atk +9 melee (1d3-1 plus 1d6
electricity, pincer); Full Atk +9 melee (1d3-1 plus 1d6
electricity, 3 pincers); FS 2 1/2 ft. by 2 1/2 ft.;
Reach 5 ft; SQ darkvision 60 ft.,
device operation,
electric shock,
electricity immunity,
elemental,
mechanical healing,
nannite infection (DC 19),
telepathy; AL etoile, evil; SV Fort +7, Ref +7, Will +3; AP 2; Rep +2; Str 8, Dex 16, Con 12, Int 20, Wis 13, Cha 11.
Skills: Computer Use +18, Craft (electrical) +18, Craft (mechanical) +18, Demolitions +14, Disable Device +18, Knowledge (earth and life sciences) +10, Knowledge (physical sciences) +10, Knowledge (technology) +16, Read/Write English, Read/Write Japanese, Research +13; Repair +18, Treat Injury +7.
Class Features (Techie): Build
robot, extreme machine, jury-rig +2, mastercraft.
Possessions: Tiny
robot (wheeled, 10 ranks in Disable Device), Diminutive
robot (wheeled, 10 ranks in Demolitions).
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