Followers

The inventor has the unique ability to create his own followers. Therefore he must have the three knowledges: physics, alchemy and anatomy.

Suitcase

At 3rd level he finds a living suitcase that guards the inventor’s belongings stored in it. The suitcase uses its flaps as a mouth. He will not attack other creatures unless they try to do something with the suitcase. Note that an inventor has no control over the suitcase, when he treats it right it will open at command. Further the suitcase must be carried, it cannot move by itself. The inventor can store as many inventions as he likes in the Suitcase, as long as they weigh no more than 100 lbs, cumulated. No living creatures can be stored.

When some one is near it, or tries to open it the suitcase can attack, and will if the opponent seems hostile. He only trusts the inventor and is very loyal.

The inventor must take good care of the suitcase (giving it food and cleaning its outside) or it will no longer help him.

Ornithopter, Clockwork Avian

Climate/Terrain:

Any

Frequency:

Unique

Organization:

Solitary

Activity Cycle:

Any

Diet:

Nil

Intelligence:

Semi- (4)

Treasure:

Nil

Alignment:

Neutral

No.Appearing:

1

Armor Class:

7

Movement:

Fl 36 (B)

Hit Dice:

2

Thac0:

17

No.of Attacks:

1

Damage/Attack:

1-2

Special Attacks:

Drop small bombs

Special Defenses:

-3 AC when furiating

Magic Resistance:

Nil

Size:

T

Morale:

Fearless (19-20)

XP Value:

225

The Clockwork Avian, or Ornithopter, is small flying machine made by an exquisitive inventor. It is normally quite easy to destroy, but it’s strength lies in its speed and in its durability. When it is destroyed there is a 90% chance that it can be repaired. This takes one week. Supplies that it carries when its destroyed are lost.

Combat: In combat it can infuriate larger enemies by flying around them. This takes 2 rounds in which Clockwork Avian can’t attack. But it is very hard to hit if it isnt attacking; especially for larger opponents. It gets a +4AC bonus for every size difference.

At the end of the second round the creature must make a saving throw vs. spells. If he fails the creature becomes enraged for 2-12 rounds. During this rage it suffers a +4 penalty to all attacks.

Later versions can carry small bombs with gasses or explosives and drop them on their enemies. To hit the Avian makes an attack roll against AC10.

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