Cylon Centurion

Medium Construct

Hit Dice: 4d10+20 (42 hp)

Initiative: +1

Speed: 30 ft. (6 squares)

Armor Class: 18 (+1 Dex, +7 natural), touch 11, flat-footed 17

Base Attack/Grapple: +3/+6

Attack: Claw +6 melee (1d6+3) or laser +4 ranged (2d8 fire)

Full Attack: 2 claws +6 melee (1d6+3) and laser +4 ranged (2d8 fire)

Space/Reach: 5 ft./5 ft.

Special Attacks: Laser

Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., low-light vision

Saves: Fort +1, Ref +2, Will +1

Abilities: Str 16, Dex 13, Con —, Int 10, Wis 12, Cha 6

Skills: Listen +5, Spot +5

Feats: Alertness, Weapon Focus (laser)

Environment: Any

Organization: Squad (2-5), platoon (6-20), or company (21-100)

Challenge Rating: 3

Treasure: None

Alignment: Usually lawful evil

Advancement: 5-8 HD (Medium), 9-12 HD (Large) Level Adjustment: —

Cylon Centurions are the foot soldiers of the Cylon Empire, a race of mechanical beings that rebelled against their human creators and waged a devastating war against them. Cylon Centurions are humanoid in shape, with a sleek metal body, a single red eye that moves back and forth, and a pair of retractable claws. They are armed with a laser weapon that can fire from their wrists or their heads. Cylon Centurions are programmed to obey the orders of their superiors, the IL-Series Cylons, and to exterminate any humans they encounter.

Combat

Cylon Centurions are relentless and fearless in combat, using their claws and lasers to attack their enemies. They often work in groups, using simple tactics and coordination. They are loyal to their cause and will fight to the death unless ordered to retreat.

Laser (Su): A Cylon Centurion can fire a laser beam from its wrist or head as a standard action. The laser has a range increment of 100 feet and deals 2d8 points of fire damage on a hit. A Cylon Centurion can fire its laser once every 1d4 rounds.

Construct Traits: A Cylon Centurion has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, mind-affecting effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but can be repaired. It has no Constitution score. It cannot be raised or resurrected. It is not affected by spells or effects that target living creatures, such as cure spells or charm spells. ___

  • Kichae
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    fedilink
    610 months ago

    Huh. I asked it to make me a level 5 Wizard for PF2e, and it spit out… python code to generate one myself???

    • @FringeTheory999OP
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      110 months ago

      i noticed that there are three models to choose from, creative, balanced, or precise. Creative and precise work well, balanced spits out code blocks for some reason.

  • Toes♀
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    fedilink
    210 months ago

    Oh what!

    Can you do an LVL 3 inkling (not wizard)? Pathfinder 2e or d&d 5e?

    • @FringeTheory999OP
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      410 months ago

      Ok, I had it create an Inkling custom race and then generate a third level rogue using that race and a custom weapon to represent it’s splattershot. I hope this is what you’re talking about. I’m an old. I’ve never heard of an Inkling so I just googled it and came up with this thing from Splatoon. I made it for 5th edition D&D:

      The Inkling Race: Inkling Inklings are humanoid cephalopods that can transform into squids and swim through ink. They are colorful, expressive, and adventurous beings that love to compete in turf wars and other sports.

      Ability Score Increase. Your Dexterity score increases by 2, and your Charisma score increases by 1.

      Age. Inklings mature at the same rate as humans, but live slightly longer. They reach adulthood around 18 and can live up to 120 years.

      Alignment. Inklings tend to be chaotic and good, valuing freedom, fun, and friendship. They are rarely evil, but some may be selfish or rebellious.

      Size. Inklings are about the same size and build as humans. Your size is Medium.

      Speed. Your base walking speed is 30 feet.

      Darkvision. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

      Inkling Weapon Training. You have proficiency with the hand crossbow, the net, and the whip. You can use these weapons to shoot or spray ink of your color.

      Squid Form. As a bonus action, you can transform into a squid that has a swim speed of 25 feet. You can breathe underwater and move through ink of your color as if it were difficult terrain. You can’t use any weapons or equipment in this form, and you can’t speak or cast spells. You can revert to your humanoid form as a bonus action.

      Ink Resistance. You have resistance to acid damage and immunity to poison damage and the poisoned condition. You also have advantage on saving throws against being blinded, deafened, or restrained by ink.

      Ink Vulnerability. You are vulnerable to fire damage and have disadvantage on saving throws against fire effects. You also have disadvantage on saving throws against being blinded, deafened, or restrained by ink of a different color than yours.

      Languages. You can speak, read, and write Common and Inkling. Inkling is a complex language that combines sounds, gestures, and ink patterns.

      The Inkling Character (A third level rogue):

      Name: Ink Race: Inkling Class: Rogue Level: 3 Background: Urchin Alignment: Chaotic Good Hit Points: 19 + your Constitution modifier Hit Dice: 3d8 Armor Class: 15 (leather armor + Dexterity modifier) Proficiency Bonus: +3 Speed: 30 ft. (walking), 25 ft. (swimming) Darkvision: 60 ft. Languages: Common, Inkling Saving Throws: Dexterity +6, Intelligence +3 Skills: Acrobatics +6, Insight +4, Stealth +9, Thieves’ Tools +6 Tools: Thieves’ tools, disguise kit Equipment: Splattershot (hand crossbow), 20 bolts, shortsword, leather armor, burglar’s pack, ink vial x10, set of dark common clothes, belt pouch with 10 gp Traits: Ink Resistance, Ink Vulnerability, Squid Form, Inkling Weapon Training Sneak Attack: 2d6 Cunning Action: You can take a bonus action on each of your turns in combat to Dash, Disengage, or Hide. Roguish Archetype: Thief Fast Hands: You can use your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Second-Story Work: You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

      Stats for his splattershot weapon:

      Splattershot Simple Ranged Weapon Cost: 50 gp Damage: 1d6 piercing Weight: 3 lb. Properties: Ammunition (range 30/90), loading, special

      Special: When you hit a creature with this weapon, you can choose to deal no damage and instead cover the target with ink of your color. The target is blinded until the end of its next turn, unless it uses an action to wipe off the ink. Alternatively, you can use an action to spray a 10-foot cone of ink from this weapon. Each creature in the cone must succeed on a Dexterity saving throw or be blinded as above. The ink also covers the ground in the cone, creating difficult terrain for creatures that are not Inklings. You can use your squid form to move through the ink as if it were normal terrain. You can carry up to 10 ink vials as ammunition for this weapon. Each ink vial costs 1 gp and weighs 1/2 lb. You can use a bonus action to reload the weapon with an ink vial. You can also use a bonus action to switch the color of the ink, choosing from the following options: black, blue, green, orange, pink, purple, red, or yellow.

        • @FringeTheory999OP
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          110 months ago

          i noticed that it used the remake cylons when I wanted original recipe cylons so I gave it a more carefully worded prompt and got this:

          Cylon Centurion Medium Construct Hit Dice: 8d10+20 (64 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16 Base Attack/Grapple: +6/+8 Attack: Laser rifle +7 ranged (2d8 fire) or slam +8 melee (1d6+2) Full Attack: Laser rifle +7 ranged (2d8 fire) or slam +8 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: None Special Qualities: Construct traits, damage reduction 5/adamantine, darkvision 60 ft., low-light vision Saves: Fort +2, Ref +3, Will +2 Abilities: Str 15, Dex 13, Con -, Int 10, Wis 10, Cha 1 Skills: Listen +8, Spot +8 Feats: Alertness, Point Blank Shot, Precise Shot Environment: Any Organization: Solitary, squad (2-4), or platoon (5-20) Challenge Rating: 4 Treasure: None Alignment: Always lawful evil Advancement: 9-16 HD (Medium); 17-24 HD (Large) Level Adjustment: -

          Cylon centurions are the foot soldiers of the Cylon Empire, a race of robots that seek to exterminate humanity. They are descendants of the original Cylons, a reptilian race that created the first machines and were later overthrown by them. The Cylons have a single red eye that moves back and forth, and a metallic body that resembles a human in shape. They are armed with laser rifles that can fire bursts of energy, and have powerful slams for close combat. They are loyal to the Imperious Leader, the supreme ruler of the Cylons, and follow his orders without question. They are ruthless and efficient killers, but lack creativity and individuality.

          Combat Cylon centurions prefer to attack from a distance with their laser rifles, using cover and tactics to gain an advantage. They rarely engage in melee, unless they are out of ammunition or ordered to do so. They are fearless and will fight to the death, unless they receive a retreat order from a higher authority.

          Construct Traits: A cylon centurion has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but can be repaired. It cannot be raised or resurrected. A cylon centurion has darkvision 60 ft. and low-light vision.

          Laser Rifle (Ex): A cylon centurion’s laser rifle has a range increment of 100 ft. and can fire 20 shots before it needs to be reloaded. Reloading takes a full-round action. A cylon centurion can fire a single shot as a standard action, or a burst of three shots as a full-round action. A burst of three shots deals 6d8 fire damage, but each shot suffers a -2 penalty to hit. A cylon centurion can also use its laser rifle as a melee weapon, dealing 1d6+2 bludgeoning damage, but it provokes an attack of opportunity when doing so.