Plushie Gunner (3.5e Creature)
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|Plushie Gunner, 9th level Tinker
|Small Construct (Living Construct, Fire)
|9d6 (53 hp)
|21, touch 16, flat-footed 16
|Repeater Pistol +13 ranged (2d6)
|Repeater Pistol +13/+7 ranged (2d6)
|See below because im too lazy
|Fort +3, Ref +6, Will +6
|Str 10, Dex 19, Con 13, Int 15, Wis 11, Cha 16
|Climb +4, Jump +4, Swim +4
|Improved initiative, Lightning Reflexes
|Solitary or Group (2-6)
|Usually Chaotic Neutral
This plush-like doll has a huge backpack, and carries a repeater pistol and has a rifle, both larger than ones designed for his size.
Light Load 50
Med Load 51-100
Plushie Gunners are sharpshooters that make all of their most of it while adventuring.(One tragic yet funny story was about a Plushie Gunner almost meeting his death creating goblin jumper cables for his friends while driving a steam train while carving a small wooden statue of lord Eiji while reading a book on how to tame dire rabbits. Eventually, the train exploded from pressure, causing the wooden carving to shatter, the book engulfed in flames, and the pieces of the train bludgeoned the Plushie to death. Due to sheer luck, the jumper cables activated upon his death, and he was brought back to life.)
Scavenge (Ex): A tinker who succeeds at a Search check with a DC equal to 15 + the intended device’s overall Technology Score can gather random materials sufficient to substitute for raw materials equal to half the tinker’s level x 50 gp increment.
Cobble (Ex): A tinker of 3rd level or higher can make Craft (technological device) checks for progress on a device’s construction once per hour, rather than the normal once per week. However, after the device is complete, the device’s Malfunction Rating is increased by +5. Further, it will continue to increase by +1 each time the device is operated,and no repair or upgrade can decrease it. At 3rd level, the tinker may use the cobble ability once per week. Each five levels thereafter (8th, 13th and 18th), the tinker may use the ability one additional time, to a maximum of four times at 18th level.
Bomb Bouncing (Ex): When throwing a grenade-like weapon, a tinker with the bomb bouncing ability imparts a spin to the object that doubles the thrown object’s range increment.
Evasion (Ex): Beginning at 4th level, a tinker gains the evasion ability and can avoid even magical and unusual attacks with great agility. If a tinker with the evasion ability makes a successful Refl ex saving throw against an attack that normally deals half damage on a successful save (such as burning hands spell or an exploding phlogiston boiler), he instead takes no damage. Evasion can be used only if the tinker is wearing light armor or no armor. A helpless tinker (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.
Coolness Under Fire (Ex): Once per day, the tinker can take 10 on any roll that involves the construction, operation or repair of a technological device, even when circumstances would otherwise prevent it. This ability cannot be used for attack rolls, so the tinker cannot take 10 when operating a weapon such as a blunderbuss or a steam saw. For each two tinker levels achieved beyond 5th level, a tinker can use the coolness under fire ability one additional time per day, to a maximum of light times per day at 19th level.
Energy Resistance (Ex): Plushie Gunners have 5 cold resistance. This stacks with spells like resist energy.
Fire Subtype: Fire is a part of their being. As such Plushies are immune to fire damage, but take double damage from cold. They are also effected by spells and abilities that affect Fire creatures, such as certain turning abilities.
Slight Build: The physical stature of plushies lets them function in many ways as if they were one size category smaller. Whenever a plushie is subject to a size modifier or special size modifier for an opposed check (such as Hide), the plushie is treated as one size smaller if doing so is advantageous to the character. A plushie is also considered to be one size smaller when "squeezing" through a restrictive space. A plushie can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a plushie remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Plushie base land speed is 20 ft.
Light Fortification: Lacking actual organs is a boon. A plushie has a 25% chance to negate a critical hit.
Bouncy: A plushie takes half damage from falls.
Magical Lifeforce: Dispel magic and antimagic fields have a negative effect on plushies. When hit with any dispel magic, make a Will saving throw vs being knocked stunned for 1d4 rounds. An antimagic field incurs a save vs unconsciousness every round until they leave the area, and mage's disjunction becomes a save vs death. Plushies know the power magic cancellation has on them and fear it.
Soggy When Wet: Whenever a plushie is immersed in water or otherwise soaked through, their speed is cut in half as long as they are in that environment and 1d4 hours afterward as they dry off. If there is some effect which dries them faster they may reduce this time.
Spell-Like Ability: Go Boom. The plushie self-immolates itself, dealing no damage to its body but 1d6 points of fire damage to everyone in a 5 ft. radius. Feats can improve this ability. It allows a Reflex save for half, DC (10 + 1/2 HD + Cha). They may do this once every 1d4 rounds.
Favored Class: Bard or Sorcerer