Lupus-AW2

The Lupus-AW2, also known as the Arctic Wolf, is known for its extremely high speed. It is somewhat fragile and small compared to most Fabrico Syndicate Gears, but its great speed more than makes up for it.

Lupus-AW2
N Large Gear

Init +31; Senses darkvision 60 ft., low-light vision; Perception +0

Aura gear art: lord's mane

Defense

AC 33, touch 17, flat-footed 30 (+2 deflection, +3 Dex, +3 enhancement, +16 natural, -1 size)

hp 170 (14d10+30)

Fort +9, Ref +15, Will +9

Defensive Abilities evasion, first strike, freedom of movement; DR 10/adamantine; Immune construct traits Vulnerable tight fit

Offense

Speed 120 ft.; sprint

Melee head butt +22 (2d12+12 plus trip)

Ranged (M) maxim m1910 machine gun +12/+7/+2 (2d8+2/×4)

Space 10 ft.; Reach 5 ft.

Special Attacks gear art: pummel, gear art: victory rocket, pounce

Statistics

Str 24, Dex 16, Con —, Int —, Wis —, Cha —

Base Atk +14; CMB +22; CMD 37 (41 vs. trip)

Skills Acrobatics +3 (+39 to jump)

SQ attunement level, gear

Other Gear maxim m1910 machine gun

Special Abilities

Attunement Level (Ex) Gear Pilots and their Gears slowly get used to one another as a gear is used and called. There is a maximum of level 5 attunement. Increasing the attunement level with a specific gear increases the effectiveness of its abilities as well as sometimes allowing it to use new abilities. 1 point of attunement XP is gained whenever a gear is activated and actively used for longer than four hours, and 1 additional point of xp for every enemy killed who is within five hit dice of the gear in question, and 2 xp for enemies whose hit dice exceeds the gear's hit dice by six or more. Any use after the gear is activated beyond four hours does not increase the experience any further unless it is first dismissed and re-activated. The Attunement XP required per level is as follows: 1st: 8; 2nd: 22; 3rd: 50; 4th; 106; and 5th 218.

Construct Traits (+30 HP) Constructs have many immunities.

Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.

Darkvision (60 feet) You can see in the dark (black and white only).

Evasion (Ex) If succeed on Reflex save for half dam, take none instead.

First Strike (Ex) The Lupus-AW2 has a +28 Misc. bonus to its Initiative.

Freedom of Movement (Ex) Constant effect and cannot be dispelled.

Gear (Ex) Attempting to attack the pilot of a gear is difficult but it can be done. Electrical-AOE attacks hit both the gear and the pilot, and ranged attacks can hit the pilot if they are made against full cover. Some gears however fully protect their pilot (excluding this one). Gears can be dismounted without being dismissed if the pilot chooses, but reactivating a gear after being dismounted requires an additional pilot check at 1/2 the DC of the original activation.

Gear Art: Lord's Mane (3/day) (Ex) If the pilot has attunement level of at least three with the Lupus-AW2 he or she may attempt a DC 40 Pilot Check to activate a 30-foot aura around the Lupus-AW2. This aura lasts for 10 minutes and grants affected allies Freedom of Movement.

Gear Art: Pummel (3/day) (Ex) The great speed of the Lupus-AW2 can be harnessed to pummel an opponent if the pilot makes a successful DC 30 Pilot check. If successful the gear makes a four-way attack around a single opponent using its great speed to seeminly attack from all sides at once hitting a total of four times with its headbutt attack.

Gear Art: Victory Rocket (1/day, DC 44) (Ex) If the pilot has attunement level of five with the Lupus-AW2 he or shee may attempt a DC 51 pilot check to fire the Lupus' victory rocket at an opponent within 300 feet. This rocket then explodes at the designated target dealing 14d12 points of Bludgeoning damage and 14d8 points of fire damage in a 20-foot burst. A Reflex save can be made to halve the fire damage, but the bludgeoning damage is unavoidable.

Immunity to Ability Damage Immunity to ability damage

Immunity to Ability Drain Immunity to ability drain

Immunity to Bleed You are immune to bleed.

Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.

Immunity to Disease You are immune to diseases.

Immunity to Energy Drain Immune to energy drain

Immunity to Exhausted You are immune to the exhausted condition.

Immunity to Fatigue You are immune to the fatigued condition.

Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.

Immunity to Nonlethal Damage You are immune to Nonlethal Damage

Immunity to Paralysis You are immune to paralysis.

Immunity to Poison You are immune to poison.

Immunity to Sleep You are immune to sleep effects.

Immunity to Stunning You are immune to being stunned.

Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

Pounce (Ex) You can make a full attack as part of a charge.

Sprint (1/hour) (Ex) Can move ten times normal speed (1200 feet) when you make a charge.

Tight Fit force damage, force effects, and stuns that would be dealt to the gear is dealt to the pilot instead.

Trip (Head butt, Head butt) (Ex) You can make a trip attempt on a successful attack.