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= Gear Subtype =
 
= Gear Subtype =
   
This subtype pertains to the 'Gear' family of [[SRD:Construct Type|constructs]], beings of gears and clockwork that give them certain strengths and weaknesses..
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[[Summary::This subtype pertains to the 'Gear' family of [[SRD:Construct Type|constructs]], beings of gears and clockwork that give them certain strengths and weaknesses.]]
   
 
===Traits===
 
===Traits===
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The traits listed here override the base [[SRD:Construct Type|Construct]] traits wherever applicable.
 
The traits listed here override the base [[SRD:Construct Type|Construct]] traits wherever applicable.
   
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* '''{{Anchor|Gear Body}}:''' The Gear Body type is so similar in structure to living creatures that they can drop below 0 hit points, entering maintenance mode. This functions exactly like dropping below 0 hit points for a living creature, but requires a [[SRD:Craft|craft]] check for stabilization instead of a [[SRD:Heal|heal]] check. The amount of negative hit points the unit can survive can be calculated based on it's [[Reinforced Plating (3.5e Creature Ability)|Reinforced Plating]] bonus as a substitute for a [[SRD:Constitution|constitution]] modifier. The Gear cannot exit maintenance mode during this time, although it can stabilize itself. Maintenance mode functions as though the unit is unconscious and dying.
 
* 50 % [[SRD:Fortification|fortification]] against [[SRD:Critical Hit|critical hits]].
 
* 50 % [[SRD:Fortification|fortification]] against [[SRD:Critical Hit|critical hits]].
* '''''{{Anchor|Customizable}}:''''' [[SRD:Construct Type|Constructs]] of the gear subtype are highly customizable. A gear's body can be upgraded or outfitted with different armor packages, utilities and grafts to suit the particular gear's needs, and is considered a suit of [[SRD:Masterwork Armor|masterwork]] armor for the purpose of magical enhancement. A gear gets a [[Reinforced Plating (3.5e Creature Ability)|reinforced plating]] bonus equal to half its body's magical [[SRD:Enhancement Bonus|enhancement]] bonus to [[SRD:Armor Class|AC]], rounded up. See [[Gear (3.5e Creature Subtype)/Gear Customization#Armor|Gear Customization: Armor]] for a complete list of armor types.
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* '''''{{Anchor|Customizable}}:''''' [[SRD:Construct Type|Constructs]] of the gear subtype are highly customizable. A gear's body can be upgraded or outfitted with different armor packages, utilities and grafts to suit the particular gear's needs, and is considered a suit of [[SRD:Masterwork Armor|masterwork]] armor for the purpose of magical enhancement. A gear gets a [[Reinforced Plating (3.5e Creature Ability)|reinforced plating]] bonus equal to half its body's magical [[SRD:Enhancement Bonus|enhancement]] bonus to [[SRD:Armor Class|AC]], rounded up. See [[Gear (3.5e Creature Subtype)/Gear Customization#Armor|Gear Customization]] for a complete list of upgrades available to Gears.
 
** ''[[Gear (3.5e Creature Subtype)/Gear Customization#Modules|Modules]]:'' Modules are additions to a gear's functionality, giving it more options in battle or aiding it in fulfilling its duties. Any gear, regardless of size or shape, has four module spaces or slots; one body slot, two utility slots and one head slot. Modules are generally unintrusive, although heavier modules may create minor drawbacks, such as an increased [[SRD:Armor Check Penalty|armor check penalty]] or a slightly reduced movement speed.
 
** ''[[Gear (3.5e Creature Subtype)/Gear Customization#Modules|Modules]]:'' Modules are additions to a gear's functionality, giving it more options in battle or aiding it in fulfilling its duties. Any gear, regardless of size or shape, has four module spaces or slots; one body slot, two utility slots and one head slot. Modules are generally unintrusive, although heavier modules may create minor drawbacks, such as an increased [[SRD:Armor Check Penalty|armor check penalty]] or a slightly reduced movement speed.
** ''[[Gear (3.5e Creature Subtype)/Gear Customization#Grafts|GGrafts]]:'' Grafts represent a higher degree of customization than modules, but also carry a much greater drawback. In order to mount a graft, a gear sacrifices one of its utility module slots, and incurs penalties according to the type of graft. A gear with a graft may lose the use of an arm, or may be rendered enable to run or jump.
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** ''[[Gear (3.5e Creature Subtype)/Gear Customization#Grafts|Grafts]]:'' Grafts represent a higher degree of customization than modules, but also carry a much greater drawback. In order to mount a graft, a gear sacrifices one of its utility module slots, and incurs penalties according to the type of graft. A gear with a graft may lose the use of an arm, or may be rendered enable to run or jump.
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== Creatures with the Gear Subtype ==
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The following creatures have the gear subtype:
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{| class="sortable d20" style="text-align: left;"
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|-
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! Creature Entry !! CR !! Type and Subtypes !! Size
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{{#ask: [[Subtype::Gear]]
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|?Challenge Rating
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|?Type
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|?Subtype
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|?Size
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|format=template
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|template=3.5e Monster Table Row
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|link=none
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}}
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|}
   
   
 
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[[Category:Gear Subtype]]
 

Latest revision as of 19:35, 28 May 2010

Created By
Sulacu (talk)
Date Created: March 10, 2008
Status: Completed
Editing: Please feel free to edit constructively!

Gear Subtype[]

[[Summary::This subtype pertains to the 'Gear' family of constructs, beings of gears and clockwork that give them certain strengths and weaknesses.]]

Traits[]

The traits listed here override the base Construct traits wherever applicable.

  • Gear Body: The Gear Body type is so similar in structure to living creatures that they can drop below 0 hit points, entering maintenance mode. This functions exactly like dropping below 0 hit points for a living creature, but requires a craft check for stabilization instead of a heal check. The amount of negative hit points the unit can survive can be calculated based on it's Reinforced Plating bonus as a substitute for a constitution modifier. The Gear cannot exit maintenance mode during this time, although it can stabilize itself. Maintenance mode functions as though the unit is unconscious and dying.
  • 50 % fortification against critical hits.
  • Customizable: Constructs of the gear subtype are highly customizable. A gear's body can be upgraded or outfitted with different armor packages, utilities and grafts to suit the particular gear's needs, and is considered a suit of masterwork armor for the purpose of magical enhancement. A gear gets a reinforced plating bonus equal to half its body's magical enhancement bonus to AC, rounded up. See Gear Customization for a complete list of upgrades available to Gears.
    • Modules: Modules are additions to a gear's functionality, giving it more options in battle or aiding it in fulfilling its duties. Any gear, regardless of size or shape, has four module spaces or slots; one body slot, two utility slots and one head slot. Modules are generally unintrusive, although heavier modules may create minor drawbacks, such as an increased armor check penalty or a slightly reduced movement speed.
    • Grafts: Grafts represent a higher degree of customization than modules, but also carry a much greater drawback. In order to mount a graft, a gear sacrifices one of its utility module slots, and incurs penalties according to the type of graft. A gear with a graft may lose the use of an arm, or may be rendered enable to run or jump.

Creatures with the Gear Subtype[]

The following creatures have the gear subtype:

Creature Entry CR Type and Subtypes Size

{{#ask: Subtype::Gear

?Challenge Rating ?Type ?Subtype ?Size format=template template=3.5e Monster Table Row link=none

}}



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