NPCs/Barrel Launcher: Difference between revisions
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''Elite clockwork assassin'' | ''Elite clockwork assassin'' | ||
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<b>Defense & Saves</b> | |||
<div class="mw-collapsible-content"> | |||
* '''HP:''' 250 | |||
* '''AC:''' 34 | |||
* '''Perception:''' +0 | |||
* '''Speed:''' 30 ft., 20 ft. Climb | |||
* '''Fortitude:''' +23 | |||
* '''Reflex:''' +29 | |||
* '''Will:''' +19 | |||
</div> | |||
</div> | |||
<div class="toccolours mw-collapsible mw-collapsed"> | |||
<b>Ability Scores</b> | |||
<div class="mw-collapsible-content"> | |||
{| class="wikitable" style="text-align:center; width:100%;" | |||
|- | |||
! STR !! DEX !! CON !! INT !! WIS !! CHA | |||
|- | |||
| +6 || +8 || +4 || -5 || +0 || -5 | |||
|} | |||
</div> | |||
</div> | |||
<div class="toccolours mw-collapsible mw-collapsed"> | |||
<b>Skills</b> | |||
<div class="mw-collapsible-content"> | |||
{| class="wikitable sortable" style="width:100%;" | |||
! Skill !! Modifier | |||
|- | |||
| Acrobatics || +0 | |||
|- | |||
| Athletics || +0 | |||
|- | |||
| Stealth || +0 | |||
|} | |||
</div> | |||
</div> | |||
<div class="toccolours mw-collapsible mw-collapsed"> | |||
<b>Actions & Abilities</b> | |||
<div class="mw-collapsible-content"> | |||
=====Attacks===== | |||
; '''Spinning Blade''' <small>(agile, deadly-d10, magical)</small> +29 — 2d10+9+2 slashing | |||
; '''Rapier Hand''' <small>(deadly-d8, disarm, finesse, magical)</small> +29 — 3d6+12+2 piercing | |||
; '''Barrel''' +29 — 2d12+10 bludgeoning | |||
=====Abilities===== | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Reaction.webp" width="20" height="20" alt="Attack of Opportunity" style="vertical-align:middle;" /></html> '''Attack of Opportunity''' | |||
: @Localize[PF2E.NPC.Abilities.Glossary.AttackOfOpportunity] | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/OneAction.webp" width="20" height="20" alt="Smoke Bomb Launcher" style="vertical-align:middle;" /></html> '''Smoke Bomb Launcher''' <small>(manipulate)</small> | |||
: The clockwork assassin launches a smoke bomb. A screen of thick, opaque smoke fills a @Template[burst|distance:10] within 60 feet of the clockwork assassin. Creatures within the area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind. | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp" width="20" height="20" alt="Unbalancing Blow" style="vertical-align:middle;" /></html> '''Unbalancing Blow''' <small>(rogue)</small> | |||
: Creatures hit by the clockwork assassin's rapier hand Strike are Off-Guard until the start of the clockwork assassin's next turn. | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp" width="20" height="20" alt="Poison Ink" style="vertical-align:middle;" /></html> '''Poison Ink''' <small>(poison)</small> | |||
: '''Saving Throw''' @Check[fortitude|dc:38] | |||
'''Maximum Duration''' 10 rounds | |||
'''Stage 1''' @Damage[3d6[poison]] damage and Sickened 1 (1 round) | |||
'''Stage 2''' @Damage[4d6[poison]] damage and Sickened 2 (1 round). | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp" width="20" height="20" alt="Integrated Launcher" style="vertical-align:middle;" /></html> '''Integrated Launcher''' | |||
: A projectile launcher is integrated into a clockwork assassin's systems, containing 10 spinning blades and five smoke bombs. When the assassin is destroyed, the launcher and its ammunition are also destroyed. | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp" width="20" height="20" alt="Sneak Attack" style="vertical-align:middle;" /></html> '''Sneak Attack''' <small>(rogue)</small> | |||
: The clockwork assassin's Strikes deal an additional 3d6+4 precision damage to Off-Guard creatures. | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp" width="20" height="20" alt="Rapid Repair" style="vertical-align:middle;" /></html> '''Rapid Repair''' <small>(manipulate)</small> | |||
: The clockwork assassin spends 1 hour of its operational time to repair itself, regaining 25 Hit Points and refilling its integrated projectile launcher with 4 spinning blades (to a maximum of 10) and 2 smoke bombs (to a maximum of 5). | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp" width="20" height="20" alt="Wind-Up" style="vertical-align:middle;" /></html> '''Wind-Up''' | |||
: For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again.The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a {DC 31 Thievery} check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode. | |||
; <html><img src="https://foundry.atkennedy.com/systems/pf2e/icons/actions/Passive.webp" width="20" height="20" alt="Smoke Vision" style="vertical-align:middle;" /></html> '''Smoke Vision''' | |||
: The clockwork assassin ignores the concealed condition from smoke. | |||
</div> | |||
</div> | |||
''Last synced: 2026-06-20 19:52'' | |||
[[Category:NPCs]] | |||
Revision as of 00:52, 21 June 2026
Barrel Launcher
| Barrel Launcher | |
|---|---|
![]() |
|
| Level | 14 |
| Size | Medium |
Elite clockwork assassin
Defense & Saves
- HP: 250
- AC: 34
- Perception: +0
- Speed: 30 ft., 20 ft. Climb
- Fortitude: +23
- Reflex: +29
- Will: +19
Ability Scores
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +6 | +8 | +4 | -5 | +0 | -5 |
Skills
| Skill | Modifier |
|---|---|
| Acrobatics | +0 |
| Athletics | +0 |
| Stealth | +0 |
Actions & Abilities
Attacks
- Spinning Blade (agile, deadly-d10, magical) +29 — 2d10+9+2 slashing
- Rapier Hand (deadly-d8, disarm, finesse, magical) +29 — 3d6+12+2 piercing
- Barrel +29 — 2d12+10 bludgeoning
Abilities
Attack of Opportunity- @Localize[PF2E.NPC.Abilities.Glossary.AttackOfOpportunity]
Smoke Bomb Launcher (manipulate)- The clockwork assassin launches a smoke bomb. A screen of thick, opaque smoke fills a @Template[burst|distance:10] within 60 feet of the clockwork assassin. Creatures within the area are concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Unbalancing Blow (rogue)- Creatures hit by the clockwork assassin's rapier hand Strike are Off-Guard until the start of the clockwork assassin's next turn.
Poison Ink (poison)- Saving Throw @Check[fortitude|dc:38]
Maximum Duration 10 rounds
Stage 1 @Damage[3d6[poison]] damage and Sickened 1 (1 round)
Stage 2 @Damage[4d6[poison]] damage and Sickened 2 (1 round).
Integrated Launcher- A projectile launcher is integrated into a clockwork assassin's systems, containing 10 spinning blades and five smoke bombs. When the assassin is destroyed, the launcher and its ammunition are also destroyed.
Sneak Attack (rogue)- The clockwork assassin's Strikes deal an additional 3d6+4 precision damage to Off-Guard creatures.
Rapid Repair (manipulate)- The clockwork assassin spends 1 hour of its operational time to repair itself, regaining 25 Hit Points and refilling its integrated projectile launcher with 4 spinning blades (to a maximum of 10) and 2 smoke bombs (to a maximum of 5).
Wind-Up- For the clockwork assassin to act, it must be wound with a unique key by another creature. This takes 1 minute. Once wound, it remains operational for 24 hours, after which time it becomes unaware of its surroundings and can't act until it's wound again.The assassin can enter standby mode as a 3-action activity. Its operational time doesn't decrease in standby, but it can sense its surroundings (with a -2 penalty to Perception). It can't act, with one exception: when it perceives a creature, it can exit standby as a reaction (rolling initiative if appropriate).A creature can attempt a {DC 31 Thievery} check to Disable a Device to wind the assassin down. For each success, the assassin loses 1 hour of operational time. This can be done even if the assassin is in standby mode.
Smoke Vision- The clockwork assassin ignores the concealed condition from smoke.
Last synced: 2026-06-20 19:52
