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| pita11-01-06, 07:09 AM | Witch Stado Egarb Khael Grievous Rumple_Cragstan Carpe_Diem Pita Titan W Core: Fighter Rogue Ranger (without spells -Complete Warrior variant?) Monk Barbarian Psionic: Psion Psychic Warrior Wilder Soulknife Other: Scout Allowed Races Protoss http://www.tcct.zaq.ne.jp/aips/protoss.jpg +2 Dex, +2 Wis, -2 Con, -2 Cha. Protoss are agile and disciplined, but more frail than other creatures and reluctant to give in to other ideas. Medium Size Speed: 35 Type: Humanoid (Protoss) Naturally Psionic Telepathy (Ex) 30 ft. +2 racial Bonus to Intimidate and Knowledge skill checks Protoss are automatically proficient with 1 slashing martial weapon of their choosing. Alignment: Mild incline to Law Favored Class: Fighter Automatic Languages: None. Protoss can communicate telepathically with any creature that has a language. http://www.battle.net/images/broodwar/pix/wall/xmasprev.jpg -2 Str, +4 Dex, -2 Con. Dark Protoss are even more agile than ordinary protoss. They are equally fragile, but lack their discipline and are weaker. Medium Size Speed: 35 Type: Humanoid (Protoss) Naturally Psionic Telepathy (Ex) 30 ft. +2 racial bonus to Hide, Move Silently and Knowledge (History) skill checks Dark Protoss are automatically proficient with 1 slashing martial weapon of their choosing. Alignment: Mild incline to Chaos Favored Class: Psychic Warrior Automatic Languages: None. Dark Protoss can communicate telepathically with any creature that has a language. Prerequisites: Race: Protoss HD: d8 Skills: as Psychic Warrior 1st - Psionic Weapon, Speed of Thought 4th - Invisibility 10th - Greater Invisibility Psionic Weapon: A 1st-level Protoss Psychic Warrior's racial talent with psionics grants them Psionic Weapon as a bonus feat. This substitution feature replaces the bonus feat that a psychic warrior usually gains. Speed of Thought: A 1st-level Protoss Psychic Warrior gains speed at the expense of protection and gains Speed of Thought as a bonus feat. This feature replaces the Medium and Heavy Armor Proficiency class features of a Psychic Warrior. Invisibility: A Psychic Warrior who takes the 4th-level racial substitution level gains the ability to manifest invisibility (as the spell of the same name) as a psionic power. The range is personal only, has an olfactory display, costs 3 power points to manifest but is otherwise identical to spell. This feature replaces the power that a psychic warrior gains at this level. Greater Invisibility: A Psychic Warrior who takes the 10th-level substitution level gains the ability to manifest greater invisibility (as the spell of the same name) as a psionic power. The range is personal only, has an olfactory display, costs 7 power points to manifest and is otherwise identical to the spell. This feature replaces the power that a psychic warrior gains at this level. http://www.sclegacy.com/features/ghost/unit-dragoon.jpg Template Dragoon" can be added to any Protoss or Dark Protoss that has been crippled or mortally wounded in combat, so that he may serve in battle once more. Dragoon Basic: Medium construct AC: +2 Max Dex: +4 Armor check: -3 Abilities: Str +2, Con -, as a medium construct, the character gains 20Hp. Speed: 20ft; the character gains stability and is unaffected by medium or heavy loads. Hardpoints: 1 Weight: +100lb The Dragoon cannot wear armor, with the exception of addition Dragoon suits, nor can they use weapons not adapted to their hardpoints. LA: +0 Template "Archon" can be added to any two (Dark) Protoss Psions with at least 5 HD that wish to merge into a single being. Hit Dice: Add up the Hit Dice of the two participants Ability Scores: Choose the higher of the 2 Psion's ability scores, then adjust with the following: Str -, Con drops to 1, Wis +4. Archons have little ways to impact the rest of the physical world. They are beings of pure psionics. Type: Elemental Size: Large Elemental Traits: Darkvision 60ft Immunity to poison, sleep effects, paralysis and stunning Not subject to critical hits and flanking Elementals do not eat, sleep or breathe Skills: For each individual skill, choose the higher score Feats: Archons possess every feat any of the original creatures possessed. Psionic Constitution (Su): An archon is permanently enhanced by his inherent psionics. This grants the Archon a permanent magical bonus of +20 on his Constitution. This bonus can be suppressed by a successful Dispel Magic check as a magic item would be otherwise. Psionics: An archon loses the ability to manifest psionic powers, although he still has power points. Add up the power points of both creatures to determine the Archon's power points. Psionic Flame (Su): An archon may use his Psionic Flame ability to deal 1d6 damage per Hit Die he possesses in a 10 foot radius before him. The Archon himself is unaffected by this. A successful Will Save allows for half damage. The DC is dependant on the Archon's HD, 10+1/2 HD+ Wis An Archon may not wield any weapons, nor does it possess any natural weapons. LA -- http://www.andrew.cmu.edu/user/cmccabe/images/dark_archon.jpg Template "Dark Archon" can be added to any two (Dark) Protoss Psychic Warriors with at least 5 HD that wish to merge into a single being. Hit Dice: Add up the Hit Dice of the two participants Ability Scores: Choose the higher of the 2 Psychic Warriors' ability scores, then adjust with the following: Str -, Con drops to 6, Int +4. Archons have little ways to impact the rest of the physical world. They are beings of pure psionics. Type: Elemental Size: Large Elemental Traits: Darkvision 60ft Immunity to poison, sleep effects, paralysis and stunning Not subject to critical hits and flanking Elementals do not eat, sleep or breathe Skills: For each individual skill, choose the higher score Feats: Archons possess every feat any of the original creatures possessed. Psionic Constitution (Su): A Dark Archon is permanently enhanced by his inherent psionics. This grants the Dark Archon a permanent magical bonus of +14 on his Constitution. This bonus can be suppressed by a successful Dispel Magic check as a magic item would be otherwise.. Psionics: A Dark Archon effectively becomes a Psion of a level equal to the total Hit Dice the 2 creatures possessed minus five. He only gains the ability to manifest powers, not any other ability or quality. He gains bonus power points according to intelligence. A Dark Archon may not wield any weapons, nor does it possess any natural weapons. LA: -- Terrans http://www.battle.net/images/broodwar/pix/wall/terrprev.jpg Medium Size Speed: 30 Type: Humanoid (Terran) 4 extra skill points at 1st level and 1 extra skill point at each additional level. 1 extra feat at 1st level. Favored Class: Any Automatic Languages: Terran. Bonus Languages: Any (Other than secret languages) Zerg - Monsters • Immune to poison and cold. • Acid and electricity resistance 15. • Zerg receive a +4 racial bonus to Listen and Hide checks while underground. • Zerg are always aware of what other Zerg within 50 ft. of them are doing. • Zerg natural weapons are considered adamantine in terms of overcoming damage reduction. • Zerg have fast healing equal to their Constitution modifier (minimum 1). • Zerg do not need to sleep or breathe. • Hive Mind (Ex): All zerg (excluding infested terrans) obey the nearest Overlord class zerg within range. If no Overlord is withing range (50 miles) the zerg continues to follow it's last instruction for 1d3 days. After that time roll on the following chart to see what action the zerg takes. d12 1-3 Zerg continues upon its course for another 1d3 days, reroll if it this has been rolled before. A Zerg who has rolled thise option before rolls a d3 next time. A result of one leads to options 4-5, a result of two or three leads to options 6-10. 4-5 Zerg immediately stops and seeks food, attacking all living creatures it can find for 1d3 days, forgets orders 6-10 The Zerg becomes confused for 1d4 days, does not attack unless provoked and forgets its orders 11-12 The Zerg remembers it's last orders, treat as if 1-3 was rolled, except that this may happen more than once. The Zerg can hence remember its orders for an indefinite amount of time, if enough 11-12 rolls are made. A burrowed zerg gets a +10 hide bonus and counts as having full concealment to enemies more than 20' away. A creature within 20' of the creature can make an attack with a 25% miss chance. The following Zerg can Burrow: Zergling Hydralisk Broodling Drone Defiler Lurker Burying is a full round action [may vary according to the terrain - DM's discretion] which provokes an attack of opportunity. Unburying is a move action. http://www.sclegacy.com/features/ghost/unit-zergling.jpg Medium Aberration (Zerg) Hit Dice: 3d8+6 (19 hp) Initiative: +2 (+2 Dex) Speed: 50 ft. (10 squares), burrow 10 ft. Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +2/+3 Attack: Claw +4 melee (1d6+1/18-20/x3) Full Attack: 2 claws +4 melee (1d6+1/18-20/x3) and bite -1 melee (1d8+1) Space/Reach: 5 ft./5 ft. Special Attacks: Rake (2d6+1). Special Qualities: Darkvision 60 ft., fast healing 2, immunity to poison and cold, resistance to acid and eletricity 15, Zerg traits. Saves: Fort +3, Ref +3, Will +4 Abilities: Str 13, Dex 15, Con 15, Int 1, Wis 13, Cha 7 Skills: Hide +5 (+9 underground), Listen +4 (+8 underground) Feats: Run, Weapon Focus (claw) Environment: Any Organization: Solitary, pair, pack (6-15), horde (20-50 and 5-7 Hydralisks), or brood (100-200, 24-37 Hydralisks and 3-7 Ultralisks) Challenge Rating: 3 Treasure: None Alignment: Neutral Advancement: 4-6 HD (Medium), 7-9 HD (Large) Level Adjustment: -- This creature is about the size of a large dog, with a short tail and tough carapace. Its back legs are long, while its front legs end in sickle-like claws. Beneath its head rest two equally sharp fangs, and it chatters and jumps about restlessly. Description The small, savage Zergling is one of the few breeds that a core species has been found for. It is so closely related to the dune-runners of Zz’gash that it is believed that the Zerg at some point encountered and "absorbed" the DNA structure of the dune-runners. Their DNA structure is so simple to replicate that two Zerglings can be created from a single Larva. Combat The Zerglings are little more than feral animals. Mutated by the Zerg to be more efficient killers, the voracious creatures are capable of ripping a larger creature to shreds with their razor-limb sickles and sharp fangs. Augmented Critical (Ex): Due to its sickle-bladed forelegs, a Zergling's claw attack threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit. Rake (Ex): If a Zergling begins its turn grappling with a foe, it may make two claw attacks at a +4 bonus. These attacks deals 2d6+1 points of damage. Skills: Zerglings have a +4 racial bonus to Hide and Listen checks while underground. http://homepage.mac.com/cheethorne/Starcraft/images/hydralisk.gif Large Aberration (Zerg) Hit Dice: 7d8+42 (73 hp) Initiative: +5 (+1 Dex, +4 Improved Initiative) Speed: 40 ft. (8 squares), burrow 10 ft. Armour Class: 18 (+1 Dex, -1 size, +8 natural), touch 10, flat-footed 17 Base Attack/Grapple: +5/+15 Attack: Claw +11 melee (2d6+6) or bite +5 melee (2d4+3) or spines +11 ranged (2d8+9 plus 1d4 acid) Full Attack: 2 claws +11 melee (2d6+6) and bite +5 melee (2d4+3) or spines +11 ranged (2d8+9 plus 1d4 acid) Space/Reach: 10 ft./10 ft. Special Attacks: Spines. Special Qualities: Darkvision 60 ft., fast healing 6, immunity to poison and cold, resistance to acid and eletricity 15, Zerg traits, Poison Saves: Fort +8, Ref +3, Will +8 Abilities: Str 23, Dex 13, Con 23, Int 1, Wis 16, Cha 8 Skills: Hide +5 (+9 underground), Intimidate +5, Listen +3 (+7 underground) Feats: Improved Initiative, Weapon Focus (claw), Weapon Focus (spines) Environment: Any Organization: Solitary, pair, pack (6-12), horde (16-32), or brood (24-48, 100-200 Zerglings, and 3-7 Ultralisks) Challenge Rating: 6 Treasure: None Alignment: True Neutral Advancement: 8-11 HD (Large), 12-14 HD (Huge) Level Adjustment: -- This creature slithers forward on a serpentine lower body. It is hunched forward, its two powerful arms curved like wicked scythes and its mandibles dripping with acidic drool. The back of its head is elongated into a plate, covering most of its back save for a long spine on the top of its carapace. Description The peacefully, herbivore hers of Slothien were assimilated into the Zerg Swarm in order to produce one of the most fierce and diabolical of the Zerg strains. The evolutionary matrix of the caterpillar-like Slothien was supercharged by the Overmind, twisting the hapless creatures into nightmarish killers known as Hydralisks. These once mild creatures now hunger for blood and violence, and they are infamous for acting in a particularly sadistic fashion. Combat The spindly, snake-like Hydralisks house hundreds of armor piercing spines within their upper carapace plates. These spines can be fired in volleys at enemies approaching from either the ground or the air, and massed groups of Hydralisks should be approached with extreme caution. The creatures are especially fond of lying in wait for their pray. Groups of them have been observed burrowing into the ground in the pathway of civilian workers, uncovering themselves when they sense an opponent is near. Spines (Ex): As a standard action, a Hydralisk can unleash a volley of spines from its carapace as a ranged attack (with a +4 racial bonus) with a 100 ft. range increment. This attack deals 2d8 points of piercing damage, plus 1.5 times the Hydralisk's Str modifier, and 1d4 points of acid damage. Poison Spines(Ex): A hydralisk may coat one of it's spines in poison three times per day. If hit, the victim must make a DC 13 Fort save, or take 1d6 Strength damage. The poison is temporary and wears off after three hours. Skills: Hydralisks have a +4 racial bonus to Hide and Listen checks while underground. Huge Aberration (Zerg) Hit Dice: 14d8+126 (189 hp) Initiative: +4 (+0 Dex, +4 Improved Initiative) Speed: 40 ft.(8 squares), burrow 10 ft. Armor Class: 21 (+1 Dex, -2 size, +12 natural), touch 9, flat-footed 20 Base Attack/Grapple: +10/+29 Attack: Claw +20 melee (3d6+11) or bite +15 melee (2d6+5) or spines +12 ranged (3d8+16 plus 1d4 acid) Full Attack: 2 claws +20 melee (3d6+11) and bite +15 melee (2d6+5) or spines +12 ranged (3d8+16 plus 1d4 acid) Space/Reach: 15 ft./10 ft. Special Attacks: Spines, Poison Spines. Special Qualities: Darkvision 60 ft., fast healing 9, immunity to poison and cold, resistance to acid and electricity 15, Zerg traits. Saves: Fort +13, Ref +4, Will +12 Abilities: Str 32, Dex 11, Con 28, Int 1, Wis 16, Cha 8 Skills: Hide +0 (+4 underground), Intimidate +5, Listen +3 (+7 underground), Survival +6 Feats: Improved Initiative, Improved Natural Armor, Track, Weapon Focus (claw), Weapon Focus (spines) Environment: Any Organization: Solitary, pair, or pack (6-12) Challenge Rating: 9 Treasure: None Alignment: Neutral Advancement: 8-11 HD (Large), 12-14 HD (Huge) Level Adjustment: -- This type of Zerg looks to be a Hydralisk, though it is larger than usual and tinted a dull red color. Description The highest evolution of the standard Hydralisk strain, the Hunter-Killers are often tasked with protecting and escort other important units. They seem to relish combat most, and are quite adept at tracking down and destroying enemies who try to flee before the Swarm. Combat Like lesser Hydralisks, the Hunter-Killers carapace holds hundreds of deadly spines, their preferred method of assault. Opponents who close to melee will find the creatures equally deadly there, however. Spines (Ex): As a standard action, a Hunter-Killer can unleash a volley of spines from its carapace as a ranged attack (with a +4 racial bonus) with a 100 ft. range increment. This attack deals 3d8 points of piercing damage, plus 1.5 times the Hunter-Killer's Str modifier, and 1d4 points of acid damage. Poison Spines(Ex): A hydralisk may coat one of it's spines in poison three times per day. If hit, the victim must make a DC 13 Fort save, or take 1d6 Strength damage. The poison is temporary and wears off after three hours. Skills: Hunter-Killers have a +4 racial bonus to Hide and Listen checks while underground. http://homepage.mac.com/cheethorne/Starcraft/images/lurker.jpg Lurker (Accuired Template) Prerequisite: Hydralisk Upon becoming a lurker the base creature loses its previous form of mobility and becomes a quadruped with a base land speed of 40'. In addition the base creature also gains a 10' burrow speed. The damage dice for the base creatures natural ranged attack is increased by two (d8 -> d12) and those of his bite attack increase by one (d4->d6). Tremorsense (Ex): A lurker can automatically sense the positions of creatures within 60' in contact with the ground. Death From Below! (Ex): Death from below can only be used when the lurker has burrowed 5' or less under the ground. Death from below causes spikes to shoot up from the ground in a 40' line dealing 2d6+1/2 HD damage to all creatures in the targeted area. All Damage can be avoided on a Reflex save with a DC of 10+1/2HD+Dex. Using Death From Below! is a full round action. The base creature’s ability scores increase by +2 Dex, -2 Str. LA: Same as base creature +1 CR: Same as base +1 http://homepage.mac.com/cheethorne/Starcraft/images/ultralisk.jpg Huge Magical Beast [Zerg] HD: 24D10+216 (348) AC: 21 (-2 size, +1 Dex, +12 natural) touch 9 flat-footed 20 Initiative: +1 Speed: 30ft Space/Reach: 15ft/10ft Base Attack/Grapple: +24/+42 Attack: Kaiser Blade+20 (3D6+10 17-20/x3) Full Attack: 2 Kaiser Blades +20 (3D6+10 17-20/x3) Special Attacks: Trample, Frightful presence, Augmented Critical Special Qualities: DR 10/-, Fast healing 8, Acid and electricity resistance 15, Immune to poison and cold, Zergsense, Hivemind, Zerg subtype Saves: Reflex: +12, Will +8, Fort +15 Abilities: Str30 Dex13 Con27 Int 3 Wis7 Cha14 Skills: Hide-8 (-4 underground), Listen+12 (+16 underground), Spot +12 Feats: Power Attack, Improved bull-rush, Improved Sunder, Weapon Focus (tusk), Improved Critical (tusk), Awesome Blow, Improved Natural Attack (tusk), Improved Toughness CR: 16 Alignment: Neutral. Treasure: None LA: -- Advancement: 25-32 (Huge) 33-45 (Gargantuan) The Ultralisk is 30 foot long, and weighs 16 tons. The thundering beast stands on four huge legs. Large mandibles swing back and forth before its head, but more fearsome are the massive, bone-like scythes that protrude from its back. Description Originally evolved from the massive but docile Brontolith, the dreaded Ultralisk is the most powerful of the Zerg ground forces, used like a battering ram to plow through all manner of enemy forces. More dangerous than any armored vehicle, these lumbering monsters creatures are best dealt with from the air. A handful of these creatures are believed to have been responsible for the death of an entire Confederate garrison on Timul IV. Unlike smaller Zerg strains, these creatures are unable to burrow into the ground. Combat The Kaiser blades the creature swings from its back are nearly indestructible, and have a monomolecular edge, allowing them to tear through most known substances with ease, vehicles and infantry alike. Trample (Ex): As a standard action, an Ultralisk can move up to 50 ft. and literally run over huge or smaller sized creatures. This attack deals 1d8+15 points of bludgeoning damage to anything in its path - a trampled opponent can attempt an attack of opportunity at a -4 penalty, or a Ref save (DC 30) for half damage. Frightful Presence: When an Ultralisk attacks or charges, all opponents within 30 feet, must succeed on a DC 22 will save or become shaken until they leave the range of effect. Creatures that pass their save are not affected by this ability for 24 hours. Augmented Critical: An Ultralisk’s tusk attacks threaten a critical hit on a natural attack roll of 19-20 and deal triple damage on a critical attack. Tactics for use against: The Ultralisk is not built to be engaged and beaten in a melee fight, owing to its large Hp total, DR, and the critical threats of its Kaiser blade attacks. It was built to fall prey to attacks such as the recall agony psionic power or the disintegrate spell... (A fact which showed in the two quick test-runs I gave this where it was disintegrated twice, the first time after causing large amounts of damage to one target, the second after wiping out a target and inflicting damage to two others.) http://korinth.com/3eKorinthIMG/rules/mm/queen.gif Large Aberration Hit Dice: 11d8+44 (93 hp) Initiative: +6 Speed: 10 ft, fly 40 ft. (good) Armor Class: 23 (-1 Size, +2 Dex, +12 Natural), touch 11, flatfooted 21 Base Attack/Grapple: +8/+12 Attack: Bite +8 melee (2d4) Full Attack: Bite +8 melee (2d4) Space/Reach: 10ft./5ft. Special Attacks: Spawn Broodling Special Qualities: Ensnare, Parasite, Immunity to poison and cold, Acid and electricity resistance 15, Fast Healing 4, Zerg Traits. Saves: Fort +9, Ref +5, Will +11 Abilities: Str 10, Dex 14, Con 18, Int 17, Wis 15, Cha 15 Skills: Hide +12, Knowledge (Psionics) +17, Listen +18, Search +21, Spot +22, Survival +2 (+4 following tracks) Feats: Alertness, Flyby Attack, Great Will, Improved Initiative, Iron Will Environment: Any Organization: Solitary (rare), Pack (1, 13-18 Hydralisks and 15-25 Zerglings), Brood (2-4, 24-37 Hydralisks, 100-200 Zerglings, 3-7 Ultralisks) and 24-37 Hydralisks Challenge Rating: 7 Treasure: None Alignment: Lawful Evil Advancement: 12-16 HD (large); 17-33 HD (Huge) Level Adjustment: -- Ensnare (Ex) Range: 20ft-radius An affected creature moves at a drastically slowed rate. An ensnared creature can move at only half speed, which affects the creature's jumping distance as normal for decreased speed. Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. Reflex save DC 10+1/2HD+Con for no effect. Spawn Broodling (Ex) To hit with this ability, a Queen has to hit with a ranged attack. One day after impact, the target makes a Fortitude save at 10+1/2 HD+Dex(representing accuracy of the pellets) of the queen. Another day later, another save at 10+1/2 HD+Dex+1 Another day later, another save at 10+1/2 HD+Dex+2 If not cured by then - by psionic or mundane means-, the target dies and two Broodlings emerge. Tiny Aberration Hit Dice: 1d8+1 (5hp) Initiative: +3 Speed: 20ft. Armor Class: 19 (+3 Dex, +2 size, +4 natural), touch 15, flat-footed 16 Base Attack/Grapple: +0/-9 Attack: Bite +1 melee Damage: Bite 1d4-1 Face/Reach: 1 ft./0 Saves: Fort +1, Ref +3, Will +3 Abilities: Str 8, Dex 16, Con 12, Int 1, Wis 12, Cha 1 Skills: Tumble +7 Feats: Dodge Organization: Pack (2-4 and 1 Queen), or Spawning (2, when infected dies) Challenge Rating: 1/2 Created by zerg Queens, the Broodling is the weakest among the Zerg forces. However, in their creation, they erupt from a creature's skin and bones, killing the creature. COMBAT Broodlings attack mindlessly, destroying everything in sight other than other zerg. Once no enemies are seen, they feed on the corpse of the one who held them, and any other available. Parasite (Ex) A successful Fortitude DC 10+1/2HD+Dex negates this effect. Someone infested with a parasite can be detected by Zerg within 50 feet. Invisibility, hiding, or cloaking devices do not avoid this. Any character infested by a parasite can be detected by a Zerg as if that Zerg had Blindsight. Huge Abberation, Zerg HD: 8d8+40 (76) AC: 21 (-2 size, +1 Dex, +12 natural) touch 9 flat-footed 20 Initiative: +1 Speed: 50ft flight (clumsy) Space/Reach: 15ft/10ft Base Attack/Grapple: +8/+16 Attack: Swarm Guard (1d6) Special Attacks: Swarm guard Special Qualities: Fast healing 5, Acid and electricity resistance 15, Immune to poison and cold, Zergsense, Hivemind, See invisibility, Transport, Zerg subtype Saves: Fort: +6 Reflex: +2 Will: +9 Abilities: Str14 Dex12 Con20 Int6 Wis20 Cha10 Skills: Hide-8 (-4 underground), Listen+9 (+14 underground), Spot +9 Feats: Flyby attack, Hover, Wingover CR: 4 Alignment: Lawful Evil Treasure: none LA:- Advancement: 9-20(Huge), 21-35 (Gargantuan) The Overlords prime function is that of a commander of sorts, relaying the orders of the cerebrates, and though them the Hive mind itself. In addition to this they serve as the transporters for the troop-beasts of the Zerg their flying feats making them perfect for hit-and-run drop-off attacks. They also serve as a anti-stealth guard, utilizing their ability to see thought concealing powers. Command Zerg (Ex): An Overlord provides a Cerebrate with increased control over its troops. Any Zerg units that have become uncontrolled or somehow distracted are automatically returned to the direct control of their own Cerebrate when within 100 feet of one of that Cerebrate's Overlords. See Invisibility (Ex): An Overlord can see any objects or beings that are invisible within its range of vision. Such creatures are visible to it as translucent shapes, allowing it to easily discern the difference between visible and invisible creatures. It may then relay this information to any other Zerg units within 100 ft. This ability does not reveal illusions or enable the Overlord to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see (though the overlord may still make Spot checks against such creatures). Transporter: An Overlord can carry up to 2 huge size creatures, or 4 large creatures or 8 medium creatures, or any combination of the above i.e. An Overlord can carry 1 huge creature, 1 large creature and 2 medium creatures. Swarmguard: The Overlord is home to tiny creatures, that live on it, cleaning its body. In combat the Overlord can incite it’s ‘cleaners’ to swarm around it dealing 1d6 damage to adjacent opponents at the start of each round they are adjacent to the overlord. The swarm Guard perishes with the host creature. http://www.battle.net/images/battle/scc/zerg/pix/units/Defiler2.gif Huge Aberration (Zerg) Hit Dice: 8d8+32 (68 hp) Initiative: -1 (-1 Dex) Speed: 40 ft. (8 squares), burrow 10 ft. Armor Class: 15 (-1 Dex, +6 natural -2 size), touch -1, flat-footed 14 Base Attack/Grapple: +6/+14 Attack: Full Attack: Space/Reach: 30 ft./- ft. Special Attacks: Consume, Dark Swarm, Plague. Special Qualities: Darkvision 60 ft., fast healing 3, immunity to poison and cold, resistance to acid and eletricity 15, Zerg traits. Saves: Fort +7, Ref +2, Will +9 Abilities: Str 10, Dex 8, Con 18, Int 1, Wis 16, Cha 14 Skills: Hide -2 (+2 underground), Listen +11 (+15 underground) Feats: Ability Focus: Plague, Improved Natural Armor, Improved Natural Armor Environment: Any Organization: Solitary, (Usually accompanied by a pack of zerglings or hydralisks) Challenge Rating: 7 Treasure: None Alignment: Neutral Advancement: - Level Adjustment: -- This creature is, like all zerg, mostly insectile, resembling a twisted cross between a centipede and a scorpion. It’s long appendages move as if feeling its way as it balances itself in a precise serpentine motion. Description This breed is very rarely encountered, and we can be thankful for that. Vaguely resembling a scorpion in appearance, Defilers are veritable cancer factories. They generate a number of virus-like biochemicals which are capable of overpowering even the most effective anti-toxins. Defilers also feed on other Zerg in order to produce these chemicals, and are often found with Zergling escorts. Combat The defiler will never approach combat directly, as it has weak defenses and no offensive attacks once its plague has been depleted. As a result they will usually travel with other zerg, which they will use as food to fuel their plague attack, and as a form of protection against most enemy melee attackers. Should the defiler come under attack they will burrow until they seace sensing enemies on the surface, and have recovered most of their health due to their fast healing at which point they will continue with their operations. Devour (Ex): The defiler can consume one zerg unit as a full round action (no zerg under the same ceribrate as the Defiler would refuse this) and regain uses of either Plague or Dark Swarm equal to that creature’s hit dice. Dark Swarm (Ex): The defiler has many thousands of miniscule insects living on its body, once per minute (5 times per day) as a standard action the defiler can release these insects to create a 60 foot area in which total concealment is granted to those in the area against attacks coming from outside the region, and partial cover to all those being attacked who are outside the region from those inside the region. This lasts 1 minute for every 4 hit dice the defiler has. Plague (Su): The defiler creates a lethal concotion of disease and corrosive pleghm within its body which acts as its primary form of attack. The plague attack can take two forms, the most common being a 40 foot splash effect, and the other a 30 foot cone. The defiler can use this attack once per minute (2 times per day). Any creature affected must pass a fortitude save (DC 10+ the defiler’s CON modifier and ½ the defiler’s hit dice)(18) or suffer 1 point of constitution damage per round until the enemy is reduced to 1 point of constitution, or until they have received 10 points of constitution damage (+1 per 2HD the defiler has) as the disease begins to liquify their flesh and devour their body. in addition to the consitution damage, and even if they succeed on the save they still receive 1D4+5 points of acid damage per round until they receive 3D4 points of damage from this ability. So long as a creature is affected by this ability all invisibility effects are dispelled, and they cannot use the hide or move silently skills while suffering from this effect (as the pain from the acid and the disease causes them to be incapable of such careful motions). Creatures with no CON score only receive the acid damage from this ability. Fast Healing 3 (Ex) Skills: Defilers have a +4 racial bonus to Hide and Listen checks while underground, and a +4 natural bonus on listen checks do to their specilized anatomy. NEEDED: Mutalisks Guardian Devourer Drone Sunken Colony Spore Colony Medium Monstrous Humanoid [Zerg] [Psionic] Paragon Infested Terran Hit Dice: 20d4+220 (300 hp) Initiative: +12 Speed: 90 ft. Armor Class: 42 (+8 Dex, +5 Natural, +12 Insight, +12 Luck), touch 37, flatfooted 34 Base Attack/Grapple: +10/+10 Attack: Claws +45 melee (1d6+30) Full Attack: Claws +45/+40 melee (1d6+30) Space/Reach: 5ft./5ft. Special Attacks: -- Special Qualities: Ensnare, Immunity to poison and cold, Acid and electricity resistance 15, Fire Resistance 10, Fast Healing 20, Zerg Traits, Psionics, Psi-like abilities Saves: Fort +29, Ref +26, Will +32 Abilities: Str 30, Dex 27, Con 33, Int 31, Wis 27, Cha 21 Skills: Concentration +44, Diplomacy +25, Intimidate +38, Knowledge (Psionics) +43, Knowledge (Geography) +21, Knowledge (History) +21, Knowledge (Nature) +21, Autohypnosis +41, Psicraft + 43. All others: untrained, 10+Ability modifier Feats: Iron Will, Improved Initiative, Great Fortitude, Power Attack, Combat Reflexes, Lightning Reflexes, Cleave, Great Cleave, Overchannel, Talented, Body Fuel, Psionic Meditation, Speed of Thought, Force of Will Challenge Rating: 37 Treasure: None Alignment: Neutral Evil Advancement: By character level Ensnare (Ex) Range: 20ft-radius An affected creature moves at a drastically slowed rate. An ensnared creature can move at only half speed, which affects the creature's jumping distance as normal for decreased speed. Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. Reflex save DC 10+1/2HD+Con for no effect. Psi-like abilities 3/day: Haste, See Invisibility, Greater Dispel Psionics [ML 35] Psionics Kerrigan manifests powers as a 20th level Psion (Kineticist). She has a power point reserve of 434 and, through Psychic Chirurgery ordered by the former Overmind, been given knowledge of every known Psionic power the Zerg could offer. http://www.battle.net/images/broodwar/pix/wall/kerrprev.jpg The original small, worm-like creatures known as Zerg were genetically manipulated by the Xel'Naga, and developed the ability to burrow into the flesh of other, more powerful species that dwelt upon their home planet of Zerus. Feeding off spinal fluids, the Zerg learned to parasitically merge with their hosts, becoming capable of controlling their bodies and manipulating their surroundings. The Zerg incorporated more and more host creatures into their fold, and began to assimilate their genetic strains and processes. All Zerg genetics began to adapt to the new material being processed, though the Zerg sought out only the most evolutionarily advanced species to assimilate. All races assimilated by the Zerg mutate, gaining carapaces, armor piercing spines, and razor-sharp limbs. No matter what the creature originally looked like, it is always easily identified as being part of the Zerg race now. Infested creatures speak any languages they knew before becoming infested. CREATING AN INFESTED CREATURE "Infested" is an acquired template that can be added to any non-undead, non-outsider creature (referred to hereafter as the base creature). An infested creature uses all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to aberration (Zerg). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Speed: Same as the base creature. If the base creature is land-based, the infested creature also gains a 10 ft. burrow speed. Armor Class: The base creature’s natural armor bonus improves by +2. Attack: An infested creature retains all the attacks of the base creature. A creature with natural weapons retains those natural weapons. An infested creature armed with a weapon uses its natural weapons or a weapon, as it desires. Some creatures may gain additional natural attacks, depending on their form (DM's discretion). Full Attack: An infested creature fighting without weapons uses its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a natural weapon as a natural secondary attack. Damage: If the base creature had natural weapons, they are now considered adamantine (in addition to any other properties they may have had) for the purposes of overcoming damage reduction. Special Attacks: An infested creature retains all the special attacks of the base creature. It may gain additional special attacks, at the DM's discretion. Save DC's are 10 + 1/2 the infested creature's HD + the infested creature's Constitution modifier. Special Qualities: An infested creature retains all the special qualities of the base creature and gains those described below. Adaptation (Ex): An infested creature no longer needs to sleep or breathe, and may exist in space with no ill effects. Fast Healing (Ex): An infested creature gains fast healing equal to its Constitution modifier. Hive Mind (Ex): An infested creature is always aware of what all other Zerg within 50 ft. of it are doing. Immunities (Ex): An infested creature is immune to poison and cold. Resistances (Ex): An infested creature has resistance to acid 15 and electricity 15. Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Wis +2, Cha -4. The creature's intelligence drops to 1; it is now almost mindless, blindly obeying all commands from its Cerebrate. Skills: Infested creatures recieve a +4 racial bonus on Listen and Hide checks while underground. Otherwise same as the base creature. Feats: Same as base creature. Environment: Any, usually same as base creature. Organization: Same as the base creature. Challenge Rating: Same as the base creature +2. Treasure: Same as the base creature Alignment: Always lawful evil Advancement: By character class. Level Adjustment: Same as the base creature +4. (Added at the DM's courtesy) "For the overmind!"(Ex): An infested creature can end it's own life and explode as a full round action. This ends the life of the infested creature and it creates an explosion in a 20 foot radius that deals 2d6 fire damage per hit die. A successful reflex save (DC 10+ 1/2 HD + Con modifier) halves this damage. The infested creature's body is gone, requiring a true resurrection or equivalent to return the subject to life. If the creature wishes to return to life it loses the Infested Template. Thanks to Witch for the original thread. I spellchecked this, old thread can be found here (http://boards1.wizards.com/showthread.php?t=619295). We have a few creatures, races, and templates. Help us make a campaign setting. |
| tryco11-01-06, 09:40 AM | i would put pictures with them. and a bit of background info. this way they know what they're looking at. i'm not a big starcraft fan, so i can't help you that much (and i s*ck at making monsters) good luck further. |
| Thought11-01-06, 09:50 AM | Interesting, but the various abilities aren't particularly in line with StarCraft the game itself. For example, the Protoss are high-cost units that are very durrable, while the Zerg were cheap in cost and relatively easy to destroy (thus, allowing for mass tactics), while the humans were the midpoint between the two. Thus, the Zerg should generally have lower CON, possibly higher dex (other than the Ultralisk, they were all fairly fast if I remember), and the Protoss should not have a CON penalty, at the very least, and probably a CON bonus. As for the Archons, how do you envission that those will function in-game? That is, can a player basically convince an NPC to merge with them, can two players merge, how will that actually be handled Roleplay wise, etc. Keep in mind that an ability score of 10 is average for a human. Most humans can run faster than an Ultralisk, if I recall correctly, thus you might need to bump down its DEX. |
| MagicMouth11-01-06, 10:04 AM | Umm... why doesn´t Kerrigan have any ranks in Hide or Move Silently? If memory serves, she was quite skilled in assassination and infiltration. And isn´t the Paragon template a bit overkill... Otherwise, nicely done. :) |
| razorboy11-01-06, 11:00 AM | The zerg do not need reduced Con I think. Yes, they were cheaper to build in the game, but that was so that there was a "swarming" race to get the balance right. In a roleplaying game however, zergs would probably be monsters, so the PCs would rarely have to fight a really huge number of them. Besides, unit for unit, some of the zerg units could take on units of other races, even multiples. I do agree with Thought on the Protoss though, they shouldn't have a Con penalty. On the other hand, I think Protoss should have reduced speed (in the game and in cutscenes Protoss walk rather slowly and do not look particularly graceful). Plus speed 35 is a really weird number, there's no other race or monster that has speed 35. It should either be 30 or 40 feet. I think it should be 20. In fact, there was an upgrade for Protoss suits that increased Zealot movement speed from slow to normal (compared to other races), and jacked up their attack speed (urgh, zealot rushes were brutal in early games because of that). |
| pita11-01-06, 11:06 AM | It was all said in the first thread. I don't remember what was said, but it was definitely said. I think the constitution penalty was because nothing else could be taken off. Fenix, a high level Psychic warrior, was killed by a zergling, which could be another reason. The upgrade made zealots from Normal move fast. I once compared between a zealot and a marine(I love dark archons), and the zealot after upgrade was almost as fast as the stimmed rine. I'm reverting to B.net slang. I should stop. |
| fatal error11-01-06, 02:33 PM | Wouldn't D20 Modern and Future be better suited to this? |
| furor11-01-06, 02:42 PM | The creatures are awesome, the only one i have a problem with is the zergling. It took two of them to kill a marine, ostensibly a 1st level "fighter", this would put them at Cr 1 or even 1/2. they could overcome that weakness with synergy bonuses for teamwork or swarm feats. still good though. |
| Titan W11-01-06, 02:58 PM | I'll work on the defiler for a bit. Also I think that the zergling should have a 10 STR and CON but a racial bonus of +2 to fortitude saves or the endurace feat for free. In addition to an increased DEX and weapon finesse. as opposed to the "weapon focus claw" feat. This would make the stats for a 1 HD zergling something like: STR 10 DEX 16 CON 10 INT 1 WIS 12 CHA: 7 HP: 1D8 (4) Claw: +3 (1D6) or 2 claws +3 (1D6+1D6) this would allow for a more "horde" feel to the zerglings as HP in DnD is worth a bit more on monsters than overall HP in SC. Just a suggestion. I could also work on templates for "Enhanced Terran" and "Ghost Enhanced Terran" as most terrans were cybernetically and genetically modified. Just some ideas. |
| Titan W11-01-06, 04:27 PM | DEFIELR http://www.battle.net/images/battle/scc/zerg/pix/units/Defiler2.gif Huge Aberration (Zerg) Hit Dice: 8d8+32 (68 hp) Initiative: -1 (-1 Dex) Speed: 40 ft. (8 squares), burrow 10 ft. Armor Class: 15 (-1 Dex, +6 natural -2 size), touch -1, flat-footed 14 Base Attack/Grapple: +6/+14 Attack: Full Attack: Space/Reach: 30 ft./- ft. Special Attacks: Consume, Dark Swarm, Plague. Special Qualities: Darkvision 60 ft., fast healing 3, immunity to poison and cold, resistance to acid and eletricity 15, Zerg traits. Saves: Fort +7, Ref +2, Will +9 Abilities: Str 10, Dex 8, Con 18, Int 1, Wis 16, Cha 14 Skills: Hide -2 (+2 underground), Listen +11 (+15 underground) Feats: Ability Focus: Plague, Improved Natural Armor, Improved Natural Armor Environment: Any Organization: Solitary, (Usually accompanied by a pack of zerglings or hydralisks) Challenge Rating: 7 Treasure: None Alignment: Neutral Advancement: - Level Adjustment: -- This creature is, like all zerg, mostly insectile, resembling a twisted cross between a centipede and a scorpion. It’s long appendages move as if feeling its way as it balances itself in a precise serpentine motion. Description This breed is very rarely encountered, and we can be thankful for that. Vaguely resembling a scorpion in appearance, Defilers are veritable cancer factories. They generate a number of virus-like biochemicals which are capable of overpowering even the most effective anti-toxins. Defilers also feed on other Zerg in order to produce these chemicals, and are often found with Zergling escorts. Combat The defiler will never approach combat directly, as it has weak defenses and no offensive attacks once its plague has been depleted. As a result they will usually travel with other zerg, which they will use as food to fuel their plague attack, and as a form of protection against most enemy melee attackers. Should the defiler come under attack they will burrow until they seace sensing enemies on the surface, and have recovered most of their health due to their fast healing at which point they will continue with their operations. Devour (Ex): The defiler can consume one zerg unit as a full round action (no zerg under the same ceribrate as the Defiler would refuse this) and regain uses of either Plague or Dark Swarm equal to that creature’s hit dice. Dark Swarm (Ex): The defiler has many thousands of miniscule insects living on its body, once per minute (5 times per day) as a standard action the defiler can release these insects to create a 60 foot area in which total concealment is granted to those in the area against attacks coming from outside the region, and partial cover to all those being attacked who are outside the region from those inside the region. This lasts 1 minute for every 4 hit dice the defiler has. Plague (Su): The defiler creates a lethal concotion of disease and corrosive pleghm within its body which acts as its primary form of attack. The plague attack can take two forms, the most common being a 40 foot splash effect, and the other a 30 foot cone. The defiler can use this attack once per minute (2 times per day). Any creature affected must pass a fortitude save (DC 10+ the defiler’s CON modifier and ½ the defiler’s hit dice)(18) or suffer 1 point of constitution damage per round until the enemy is reduced to 1 point of constitution, or until they have received 10 points of constitution damage (+1 per 2HD the defiler has) as the disease begins to liquify their flesh and devour their body. in addition to the consitution damage, and even if they succeed on the save they still receive 1D4+5 points of acid damage per round until they receive 3D4 points of damage from this ability. So long as a creature is affected by this ability all invisibility effects are dispelled, and they cannot use the hide or move silently skills while suffering from this effect (as the pain from the acid and the disease causes them to be incapable of such careful motions). Creatures with no CON score only receive the acid damage from this ability. Fast Healing 3 (Ex) Skills: Defilers have a +4 racial bonus to Hide and Listen checks while underground, and a +4 natural bonus on listen checks do to their specilized anatomy. |
| MaarakthePatient11-01-06, 04:32 PM | You might want to check out the Kytons from Book of Vile Darkness. They're suffciently zerglike in appearance and could be easily adapted. |
| pita11-02-06, 02:18 AM | They could be, but they were meant to have their special weaponry, and they are also much more powerful than a normal human. |
| pita11-02-06, 02:23 AM | Wouldn't D20 Modern and Future be better suited to this? They probably would, but most people (That is, me and another few) have never seen d20 Modern and are starcraft fans. We could use equipment and prices. The plasma blades Zealots use, protoss shields, rifles, things like that. |
| Sapp11-02-06, 02:34 AM | I'm fairly sure Protoss are around 10 ft in height. That would make them large creatures. They are actually quite strong, even dark templar. I forgot exactly where I'm getting this, but it was from core Starcraft material. They could easily qualify for a Level Adjustment if we were to make their racial stats fit their description in Starcraft. Good intelligence, good wisdom, strong, large sized, naturally psionic (perhaps they have racial bonus power points), etc. Translated to D&D, it would be rather flavorful and/or fitting for them to be extraplanar. I've always thought that they were similar to non-evil Gith. Just look at their background! I see many, many parallels. |
| furor11-02-06, 10:04 AM | Check out the MSRD, its the core rules for d20 modern and includes cybernetics, starship rules etc. perfect for ghost invisibilty Invisiware (PL 8) This technology enables its recipient to turn invisible for a short time. Invisiware uses crystalline refractors grafted to the skin and powered by rechargeable solar battery units protruding from various points on the recipient’s body (usually the spine). Benefit: By using invisiware to bend light around its body, a creature can turn invisible. An invisible creature gains a +40 bonus on Hide checks if immobile, or a +20 bonus if moving. Pinpointing the location of an invisible creature that isn’t attempting to hide requires a Spot check (DC 40 if the creature is immobile or DC 20 if it is moving). While invisible, the creature gains 50% concealment against attacks from other creatures that correctly pinpoint its fighting space. Activating or deactivating invisiware is a free action. However, the technology consumes a great deal of the battery power; after 10 rounds (1 minute) of use, the solar batteries must be recharged for 1 hour, during which time the invisiware cannot be activated. Type: External. Hardness/Hit Points: 4/20. Base Purchase DC: 35. Restriction: Military (+3). Transport LAUNCH (PL 6) A launch is a shuttle designed simply to move small amounts of people from one point to another. Launches are rarely armed or armored. Evacuation pods and lunar landers fit into this category. Type: Ultralight Size: Huge (–2 size) Subtype: Launch Tactical Speed: 3,500 ft. (7 sq.) Defense: 13 Length: 24 feet Flat-footed Defense: 11 Weight: 24,000 lb. Autopilot Defense: 9 Targeting System Bonus: +1 Hardness: 20 Crew: 1 (trained +4) Hit Dice: 4d20 (80 hp) Passenger Capacity: 4 Initiative Modifier: +2 Cargo Capacity: 2,400 lb. Pilot’s Class Bonus: +3 Grapple Modifier: +8 Pilot’s Dex Modifier: +2 Base Purchase DC: 40 Gunner’s Attack Bonus: +2 Restriction: Licensed (+1) straight from msrd |
| Titan W11-02-06, 03:04 PM | The terran are in their original state normal humans, however often undergo a degree of cybernetic or genetic alteration to become better combatants, or to integrate better into the technology which they use. These terran are usually given enhancements such as increased strength and endurance, and better survivability, as well as the ability to integrate into power armor, and thus use some of the more powerful terran weapons. Certain psionicly adept terran are taken to special facilities to be converted into ghosts. This process is kept very secret however the results are drastic changes in the abilities of the original terran. These range from having the ability to conceal themselves almost perfectly, and also a degree of telepathic ability which makes them especially deadly assassins. CREATING AN Enhanced Terran: Basic "Enhanced Terran" is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature). An enhanced terran creature uses all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type remains the same. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Speed: Same as the base creature. Armor Class: The base creature’s natural armor bonus improves by +2. Attack: An enhanced terran retains all the attacks of the base creature. A creature with natural weapons retains those natural weapons. Special Attacks: An Enhanced Terran retains all the special attacks of the base creature. Stim Packs (Ex): Many enhanced terrans are given special enhancements call “Stim Packs” which contain a specilized cocktail of metabolic enhancers and steroids, which while very damanging to the terran give them a greatly improved combat ability for a short time. An enhanced Terran is capable of inflicting upon themselves 25% of their remaining hit points in damage to gain a +30 ft move speed bonus and an additional attack action as if under the efects of the haste spell for 5 rounds. Skills: Same as the base creature. Feats: Enhanced Terrans gain the Diehard feat and the Endurance feat as bonus feats. Environment: Any. Organization: Same as the base creature. Challenge Rating: Same as the base creature +1. Treasure: Same as the base creature Alignment: Any Advancement: By character class. Level Adjustment: Same as the base creature +1. CREATING AN Enhanced Terran: Ghost "Ghost" is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature). A Ghost uses all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature gains the (Psionic) subtype as well as the Construct type, except as noted. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. The creature retains their intelegence score and constitution score. In addition the ghost does not gain immunity to the following: Mind-affecting effects, disease, death effects, or fortitude saves (unless another immunity would grant it) Ghosts can be raised or ressurected and they can be dropped to –10 HP before death, and can be healed, however is also vulnerable to negative energy effects. Speed: Same as the base creature. Armor Class: The base creature’s natural armor bonus improves by +1. Attack: A Ghost retains all the attacks of the base creature. A creature with natural weapons retains those natural weapons. Special Attacks: A Ghost retains all the special attacks of the base creature and gains the ghost special abilites as well. Invisibility (Sp): A Ghost may use Greater Invisibility (as the spell) with a caster level = ghost HD twice per day. Lockdown (Sp): A Ghost has the ability to chrge a weapon attack with the ability to tempraraly disable constructs (however not other ghosts) called Lockdown. The construct is intitled a will save to resist the effect (DC=10+1/2 ghost HD + INT mod) or become stunned for 1D6+2 rounds. Nukular Strike (Sp): A Ghost is granted the ability to paint targets and call in nuclear strikes. A nuclear strike deals 20D6 fire damage and 10D6 bludgenoning damage in a 300ft radius and deals 2D6 CON damage in a 500ft radius of the impact. The ability has a range of 200 ft and requires 10 rounds before the nuke will arrive and confirm the target, and then another 2 rounds will pass before the missle impacts. This means that it is most likely that the ghost will be destroyed, as will any allies nearby, when the missile attack hits. In addition the corpses of those within the blast are totally destroyed, and as such only a true resurection will bring the victims back. As an additional restriction it is very expensive for such a weapon to be produced and as such only the highest level ghosts are permitted these suicide weapons, and even then their presence cannot be garaneed it should be expected that a ghost will be llocated one nuclear strike for their entire career. Skills: Same as the base creature. Feats: Ghosts gain the Stealthy feat as a bonus feat Environment: Any. Organization: Same as the base creature. Challenge Rating: Same as the base creature +4. Treasure: Same as the base creature Alignment: Any Advancement: By character class. Level Adjustment: Same as the base creature +6. Just the ghost and "standard marine" templates I thought up. I can also work on a mutalisk soon, probably tomorrow. |
| pita11-03-06, 02:47 AM | The stim pack should be equipment, and lockdown and nuke should be items. Nuke should be pretty expensive. |
| Titan W11-03-06, 03:01 AM | The stim pack should be equipment, and lockdown and nuke should be items. Nuke should be pretty expensive. While I would agree with them being items for a normal DnD game it's basically an ability in SC and I've never had a ghost run out of lockdown ammo (energy sure but not ammo) and while this was probably to make gameplaly more reasonable it's kind of like a standard issue thing, and the nuke is really a 1-shot self sacrifice that might not get there in time that you need to be alone to use, and you can only use it at DM discression so really it's not all that overpowered if you have a sane DM IMO. and since a ghost doesn't usually pay for the nukes (the commander does as they are seperate units) it wouldn't really make sense to charge them for it IMHO. |
| MaarakthePatient11-03-06, 03:14 AM | This might be a stretch, but you could treat nukes as a special ability that worked once per [longish period of time, maybe a month?], but required that you have some kind of contact with the commander and some justification for using it. Alternatively you could have it replaced with a generic call reinforcements ability similar to the type that devils and demons have. So a Marine could call in for either 2d6 Marines, 1d6 Firebats, or 1d4 Vultures and a Ghost would have acess to a different set of reinforcements with Nukes being on the list. All of this being contingent on being in communication and having the resources avalible. |
| Gorteck11-03-06, 05:21 AM | Not to bust your bubble but isnt there a website of Starcraft D&D? With differnt rules then what you have hear? i havnt been there for a while so i guess they coulda changed/Got taken over by Wizards or allrdy are ... but the way they have it its much differnt rules then how you have it posted IE differnt game play like IE there is no such thing as a dye 10 in that game but the other dye excest and its point base and the stats are MUCH lower then what you have it shown there in fact im kinda thinking you just made up your own rules and put it D&D Type play without knowing it allrdy kinda Excist though its hard to find the books sesnse 1: The compiny stop printing them and the number 2 thing is must ppl are shareing infomation on that site and might take offince to what ur doing but this is D&D convertion so for fureture games you might want people to know what your doing with this coz i came in hear to expect to see something much differnt when i saw it was converted into a D&D form ... im probly going to look them up in case they did change or something but allright? |
| pita11-03-06, 09:33 AM | I've never heard of such a web site. I have also never played Alternity if that is what you're talking about, nor do they sell it in Israel. |
| pita11-05-06, 01:47 PM | Any more ideas? |
| ank11-05-06, 06:56 PM | Well, protoss aren't as strong as they appear, their main HP comes from their 100 point psionic shields as opposed to 80 health. This may be 2x that of a terran marine but this is a RPing game, not a completely accurate description, so they should be about equal. Now, right now I dont have time to work on the mutalisk, but I would recomend a large aberation whose attack will "bounce" like a chain lightning attack at up to 3 secondary targets doing half damage each time. For sunken colony, take a look at the roper, they are essentially the same thing and it should provide some inspiration. For your psionic blades problem, i would recomend treating them as brilliant energy weapons (+4 cost) but since protoss are so adept at creating weapons like this I would only use +3 cost modifier. For DT blades, consider adding a special weapon bonus that deals an extra 2D4 of damage (from a small distorting warp) that is usable only by Dark Protoss. Sorry about not having good answers but i dont have much time right now; ill be back on later to create something genuine for the campain. |
| MortalPlague11-10-06, 03:12 AM | I strongly agree with the people suggesting to give Protoss a CON bonus (since they were the toughest units in the game even without the shields) and to balance, maybe take DEX away instead. The Protoss were never portrayed as especially graceful or naturally fast, even though they tended to look sleek. |
| Omeganian11-10-06, 08:56 AM | http://homepage.mac.com/cheethorne/conversions.htm#starcraft |
| razorboy11-10-06, 10:58 AM | http://homepage.mac.com/cheethorne/conversions.htm#starcraft That's a RIFTS conversion, however since I lost my SC manual, it's a great page for fluff material. Thanks Omeganian :) |
| DesertStar11-21-06, 09:57 PM | Oh come on, why'd people stop working on this? Did everyone forget about it or did the site above provide everything? |
| MagicMouth11-22-06, 10:43 AM | Very well... this is how I interpret the various parts of StarCraft. Bear in mind, it has been a while since I played, so this will mostly be based upon the fluff which I´ve read. Regarding the Protoss The Xel´Naga did choose them for their purity of form, so high physical stats are probably ín order. They were 10 feet tall and displayed "amazing strength, speed and resilience" (http://en.wikipedia.org/wiki/Xel%27Naga). Their telepathic link also implies at least minor psionic proficiency. However, they also have arrogant attitudes and tend to rub other species the wrong way. +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma. Size: Large Speed: 40 ft. Type: Monstrous Humanoid Telepathy: Protoss can communicate telepathically with any creature within 100 feet that has a language. Naturally Psionic: Protoss gain 2 bonus power points at 1st level. Skills: Protoss recieve a +2 racial bonus to Craft and Knowledge checks; you must choose a specialty for each at 1st Level. Automatic Languages: Protoss. Bonus Languages: Any (other than secret languages). Author´s Note: Although telepathic, they probably have a written language. Or do they use some alternative system? Level Adjustment: +1? Regarding Infested Creatures While the Zerg are generally considered stupid and mindless, let´s not forget that most assimilated species were probably of animal intelligence before their transformation. And about blindly following the Overmind´s orders; in regular D&D various undead spawn (for example) can be of human intelligence or higher and still obey their masters without question. When it comes to alignment, I´d say that the low-intellect Zerg are True Neutral (no true sentinence of their own), while those of 3 or more switch to Lawful Evil (strict hierarchy, following the same pattern to achieve their goals, etc). So, based on the previous Infested template, comes: "Infested" is an acquired template that can be added to any non-undead, non-outsider creature (referred to hereafter as the base creature). An infested creature uses all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to Aberration. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged. Speed: Same as the base creature. If the base creature is land-based, the infested creature also gains a 10 ft. burrow speed. Armor Class: The base creature’s natural armor bonus improves by +2. Attack: An infested creature has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the infested creature retains this ability. An infested creature fighting without weapons uses a claw when making an attack action. An infested creature armed with a weapon uses its natural weapons or a weapon, as it desires. Some creatures may gain additional natural attacks, depending on their form (DM's discretion). Full Attack: An infested creature fighting without weapons uses its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a natural weapon as a natural secondary attack. Damage: An infested creature have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table. Otherwise, use the values in the table or the base creature’s damage values, whichever are greater. Additionally, they are now considered adamantine (in addition to any other properties they may have had) for the purposes of overcoming damage reduction. Size Bite Damage Claw Damage Fine 1 — Diminutive 1d2 1 Tiny 1d3 1d2 Small 1d4 1d3 Medium 1d6 1d4 Large 1d8 1d6 Huge 2d6 1d8 Gargantuan 3d6 2d6 Colossal 4d6 3d6 Special Attacks: An infested creature retains all the special attacks of the base creature. It may gain additional special attacks, at the DM's discretion. Save DC's are 10 + 1/2 the infested creature's HD + the infested creature's Constitution modifier. Special Qualities: An infested creature retains all the special qualities of the base creature and gains those described below. Adaptation (Ex): An infested creature no longer needs to sleep or breathe, and may exist in space with no ill effects. Fast Healing (Ex): An infested creature gains fast healing equal to its Constitution modifier. Hive Mind (Ex): An infested creature is always aware of what all other Zerg within 50 ft. of it are doing. It also gains a +4 bonus on saves versus Mind-Affecting (Compulsion) effects due to the Overmind´s presence. Immunities (Ex):An infested creature is immune to poison and cold. Resistances (Ex): An infested creature has resistance to acid 10 and electricity 10. Abilities:Increase from the base creature as follows: Str +4, Dex +2, Con +2, Int -4 (minimum of 1), Cha -4. Skills: Infested creatures recieve a +4 racial bonus on Listen and Hide checks while underground. Otherwise same as the base creature. Feats: Same as base creature. Environment: Any. Organization: Same as the base creature. Challenge Rating: +?. Treasure: Same as the base creature Alignment: Always True Neutral (Int 1 or 2) or Lawful Evil (Int 3 or higher). Advancement: By character class. Level Adjustment: +?. I also suggest using the Extraterrestial Template from d20 Future SRD for further customization. Regarding Power Levels If we are going to look into the various named characters (Kerrigan, Tassadar etc), how many levels are we going to consider giving them? The Warcraft RPG has many of the heroes between Level 20 and 30, with the heavy hitters (such as Illidan and Malfurion) even more than that. Many probably are of quite high level, but epic levels should be reserved for the truly old and/or powerful ones. Some ideas below: Jim Raynor: Terran Fighter10/Ranger5 Tassadar: Protoss Psion21 Zeratul: Protoss Psychic Warrior10/Rogue10 Fenix: Protoss Dragoon Fighter8/Psychic Warrior8 Kerrigan: Infested Terran Rogue9/Scout5/Psion15 So, what do you think? |
| Ninetails Demon11-23-06, 01:51 PM | Regarding the Protoss The Xel´Naga did choose them for their purity of form, so high physical stats are probably ín order. They were 10 feet tall and displayed "amazing strength, speed and resilience" (http://en.wikipedia.org/wiki/Xel%27Naga). Their telepathic link also implies at least minor psionic proficiency. However, they also have arrogant attitudes and tend to rub other species the wrong way. +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma. Size: Large Speed: 40 ft. Type: Monstrous Humanoid Telepathy: Protoss can communicate telepathically with any creature within 100 feet that has a language. Naturally Psionic: Protoss gain 2 bonus power points at 1st level. Skills: Protoss recieve a +2 racial bonus to Craft and Knowledge checks; you must choose a specialty for each at 1st Level. Automatic Languages: Protoss. Bonus Languages: Any (other than secret languages). Author´s Note: Although telepathic, they probably have a written language. Or do they use some alternative system? Level Adjustment: +1? Rather than large size, maybe make them Medium with Powerful Build and 40ft mv? I suggest that because of how skinny they are. The only problem with that would be the LA. Also, I think they should be humanoid, but I have no real reason other than personal preference. Any reason why the Str bonus is so high? I agree with the other stats, except maybe give them an Int bonus (+2) for their adaptability (http://en.wikipedia.org/wiki/Protoss#History) and a Wis penalty (-4) because they did some foolish stuff as a race. I agree with the telepathy with any creature within a 100ft, but what about something for the Protoss racial mindlink? It can be severed by cutting their psychic cords as shown by the dark templar, and it does take effort to tap into it as shown by the Aeon of Strife. Any ideas for this? I agree being naturally psionic, but maybe give them something to use those powers with? Perhaps instead of speed 40ft, we give them something similar to the Xeph's burst, and also the elan's relience. Another note, I don't have the Starcraft book on hand so I can't check to see if this would work within the context of Protoss history, but maybe a small shield power or even a weapon enhancement power? Also, what would be the effects of cutting the psychic cord on the Protoss? Where do the Protoss actually receive their power? Just my thoughts. |
| MagicMouth11-23-06, 02:12 PM | I gave them so high Strength because I considered them Large creatures; being of that size and only getting +2 seemed a bit odd to me. Also, in the game, the Zealot could dish out quite a lot of damage; while this could partially be based on the weapons used, I thought it was at least alittle logical to give them such a bonus. You have some interesting ideas there, but they are based around fluff a bit too detailed for me to properly put in print. Perhaps someone else can handle it? I believe the Dark Templar maintained some psionic powers by "drawing upon the Void", but I´m not sure how to represent this in-game. In any case, the Dark Templar should probably use the same abilities as normal Protoss, with perhaps a few cultural modifiers (such as with the Valenar elves of Eberron recieving different weapon proficiencies). |
| Ninetails Demon11-23-06, 04:08 PM | Here's my incomplete take on the Protoss. I dropped them down to a medium creature with Powerful Build and gave them Prescience Offensive for some added damage. The racial link is a poor attempt, so any suggestion would be very much appreciated. I got the idea to gain power points from purposely severing the link as the Dark Protoss did because they seem to have superior psionic power, but perhaps a superior resilience would be better. Instead, the damage reduced could be increased to 3 or 4 because I seem to remember Dark Protoss having beefy shields... or I could be wrong. :confused: :weep: Another idea I had was to grant a Psi-Shield ability that grants a minor deflection bonus instead of Resilience. Anyways, tell me what you think, suggestions appreciated! +2 Strength, +2 Dexterity, +2 Constitution, +2 Int, -4 Wis, -2 Charisma. Size: Medium Speed: 40 ft. Type: Humanoid Special Quailites: -Telepathy (Ex): Protoss can communicate telepathically with any creature within 100 feet that has a language. -Racial Link (Ex): A Protoss can communicate telepathically with any other creature that has racial link within 1 mile. The racial link can be willingly severed and grants 2 bonus power points, but the protoss permanently loses all Psi-like abilities. -Powerful Build: The physical stature of protoss lets them function in many ways as if they were one size category larger. Whenever a protoss is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the protoss is treated as one size larger if doing so is advantageous to him. A protoss is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A protss can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. -Naturally Psionic: Protoss gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. -Resilience (Su): When a Protoss takes damage, he can spend a power point to reduce its severity. As an immediate action, a protoss can reduce the damage he is about to take by 2 hit points for every 1 power point he spends. -Psi-like Ability: 3/Day-Offensive Prescience. Manifester level is equal to ½ Hit Dice (minimum 1st). Automatic Languages: Protoss. Bonus Languages: Any (other than secret languages). Favored Class: Soulknife Level Adjustment: +1 or +2? |
| Zombomaniac11-24-06, 12:37 AM | B]What happens when the Protoss are severed from each other?[/B] Pain. Pure and simple. In Shadow of the Xel'Naga a traveling Dark Tempar severed the Links of several Protoss around her (Templars, Zealots, and others) and the affects varied. In general they were all helpless. The Zealots were utterly useless when she (The Dark Tempar) escaped and the Cruiser Captian and the High Templar where coherent enough to think "She is escaping." (not a real quote).:) But they too could do nothing to stop her. What does this mean in stats? Ummm....they are knocked prone? Certianly helpless. What does the Link mean for stats? Being one with the link one feels the minds of the other linked to him/her. You can sence their emotions and all that junk. Also I feel it gives you 2 bonus power points. There are of cource other things stats wise, but they dont really work in battle i.e. A High ranking/Powerfull Protoss can spread his/her emotions through the link into others to make the feel "good" or "bad". Most of this would be RP stuff. Level Adjustment: +1 or +2? I kind of think two, but I am not the best with LA.:embarrass Where does the Protoss Power come from? Same place as Humans, but Protoss are just a little different (Their power is a lot bigger and a lot more evolved). All Psionic talent with the Protoss (Dark Protoss and Protoss) comes from within. Dark Protoss tap into this power directly within themselves were-as the Protoss of the Khala tab into this power throught the Khala. Now the Khala is the "Racial Link" of the Protoss and though much of it is really good it also limits the power of those within it. This is justified because the High templar fell that the uncontroled Psionic power of thier people is to much and must be contained. Do Zealots of real blades of Psionic blades? Psionic, but they dont make them They channel Power points inot their guantlets (sp?) and thos make the blades. Dark Templar on the other hand make the blades themselves (like a Soulknife). What size are the Protoss? Ninetails Demon has it right if you ask me. |
| Ninetails Demon11-25-06, 02:20 AM | Hmm, I haven't read the Starcraft novels, so that is interesting. However, to where the Protoss get their psionic power, in the Starcraft manual it says the Dark Protoss receive their power by tapping into the cold void. It also made it seem like the protoss attain their psionic power either through Auir or by some sort of communal mind link. Any more thoughts on this would be appreciated. Also, the Khala is not their racial link. In the manual, the Protoss lose their racial link after the Xel'Naga arrive, and this is when the Xel'Naga deem them a failed creation. The Khala was a training program designed to discipline the Protoss, or so I thought. :confused: And Zombomaniac, could you give more details about that scene from Shadow of the Xel'Naga? Perhaps a power could be made that forcefully cuts creatures off from the racial link temporarily? As for the racial link, maybe a +2 skill bonus of some sort when dealing with others who have racial link? It would be reasonable to drop the whole racial link idea for simplicity's sake, except the Starcraft manual makes it one of the defining features of the Protoss! Also, I meant for the racial link being severed to read more to the effect that by severing it, the character would gain 2 power points, but lose all of their psi-like abilities. Anyways, just my thoughts. :) |
| Zombomaniac11-30-06, 11:13 PM | Hmm, I haven't read the Starcraft novels, so that is interesting. You should read them they are really good.:) However, to where the Protoss get their psionic power, in the Starcraft manual it says the Dark Protoss receive their power by tapping into the cold void. It also made it seem like the protoss attain their psionic power either through Auir or by some sort of communal mind link. Any more thoughts on this would be appreciated. From what I understand the Dark Protoss don't solely gain their power from the "dark viod." I would go as far to say they gain some power from it and learned many Powers by living in it, but it is not their main Source. It is the same for the Protoss. They might gain some power from Auir and certianly learned many Powers by living on it, but if they leave it they are still a Psionic race. On the "communal mind link" Dark Protoss have no such link, but they are without a question very powerul with Psionics. Once again I say that the Protoss (both kinds) draw the majority of their power from within. Also, the Khala is not their racial link. In the manual, the Protoss lose their racial link after the Xel'Naga arrive, and this is when the Xel'Naga deem them a failed creation. The Khala was a training program designed to discipline the Protoss, or so I thought. :confused: The Khala is a training program designed to discipline them and it is also a racial link. Those within the Khala are "one" with all other members of the Khala on a sub-conscious level. They can sence emotion within eachother, they can communicate, they can relay knowledge, and a few other things. And Zombomaniac, could you give more details about that scene from Shadow of the Xel'Naga? Perhaps a power could be made that forcefully cuts creatures off from the racial link temporarily? Hmmm......A Female Dark Protoss was captured by Protoss forces and she tried to make them realize that going into the Xel'naga artifact was a VERY bad idea and would be the death of them, but the Protoss forces wouldn't listen. When she realizes this she cut their links to eachother and the Khala. All of the Protoss basicly fall on the ground in pain and loneliness (the seperation was something they had never known). SHe then escapes. As for the racial link, maybe a +2 skill bonus of some sort when dealing with others who have racial link? It would be reasonable to drop the whole racial link idea for simplicity's sake, except the Starcraft manual makes it one of the defining features of the Protoss! Also, I meant for the racial link being severed to read more to the effect that by severing it, the character would gain 2 power points, but lose all of their psi-like abilities. Anyways, just my thoughts. :) I would say simplify it into Telepathy and a +2 to Knowledge ckecks or something along those lines. |
| Zombomaniac12-12-06, 12:04 AM | Normally I would bump this by provoding info, but I did that last post. |
| EvilVegan03-08-07, 04:54 PM | I always assumed that the Protoss had more HP because they were better trained and physically perfect (according to the Xel'naga). I would think this would mean racial hit die or extra levels. In other words a standard zealot might be a level 5 soulknife and a marine might be a level 3 warrior (with crazy-good equipment) and a non-upgraded zergling would be the equivalent of a wolf. I'd say maybe 1 or 2 racial hit dice with +1 or +0 LA respectively. So the psi-blades of a zealot are created by his bracers? For simplicity I would just make zealots and dark templar soul knives, maybe with substitution levels or a PrC. A Terran ghost is a fighter, psy-warrior, psion, or lurk (etc) with a stealthy PrC and boatloads of good equipment. Cybernetics are equipment based, stealth field is equipment based, and nuclear strike is equipment based. There is no reason to make them class abilities. Especially with nuclear strike (though the version I read above was very weak compared to the SC ghost ability). Nuclear strike is an ability of a nation that a ghost can activate, but that would be more story-based than a class ability. |