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| Aramar the Black07-11-06, 04:33 PM | As the title implies, the following are attempted D20 versions of the poisonous menace of the Bionicle world, with slight alterations, for adaptation in a non-biomechanical world. In the adaptaion, I have statted out the Rhotuka, which are an interesting and vital part of the Visorak horror. Rhotuka Rhotuka refer to spheres or disks of pure magical energy, which are essentially a creature's innate magical abilites manifested in said disk/sphere. However, Rhotuka can only be created those who have natural or artifical marks, such as tattoes or birthmarks. Creating and firing a Rhotuka takes a full-round action. An attack with a Rhotuka acts as a ranged touch attack, using the caster's Wis bonus in place of thier Dex bonus. The range is 100ft. +10ft. per HD of the caster. Rhotuka often duplicate the effects of spells, but some have unique effects. Regardless of spell or effect, a Rhotuka may effect only one target. Visorak Visorak are spider-like, intelligent creatures who live only to dominate. They have been seen in a massive, inter-species horde only once, and that will be enough for those who lived through it. The name Visorak means "stealers of life" in thier own language, and it is an apt enough title. They string the lands in thier webs, destroying and mutating those who stand in thier way. There are six known breeds of Visorak: Boggarak, Keelerak, Oohnorak, Roporak, Suukorak, and Vohtarak. All Visorak possess the following special abilties: -Darkvision 60 ft and Low-light vision -Rhotuka. All Visorak possess a natural mark by which they may create Rhotuka. -Poison. All Visorak may deliver thier poison through thier pincers or cocoons. The save DC is 13, being Constitution based. No damage is caused, but rather the infected are mutated in a horrible fashion, often become more bestial. Changes are under the discretion of the DM. Smaples changes might involve the dire, bestial, horrid, or insectoid templates. -Cocoons. A Visorak may encase a helpless opponent in a strong cocoon of webbing, laced with poison barbs. The application takes 5 rounds. Cocooned creatures must make a save against a Visorak's poison once every minute. Breaking free of a cocoon requires a DC 22 Str check. A cocoon has 16 hit points. -Web. Visorak are notorius for thier webbing, which is very strong. A single strand is strong enough to support the spider and two creatures of the same size. Visorak can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the Visorak. An entangled creature can escape with a successful Escape Artist check (DC 14) or burst it with a Strength check. (DC 18) Both are standard actions. The check DCs are Constitution-based. A monstrous spider can move across its own web at its standard speed and can pinpoint the location of any creature touching its web. Boggarak Medium Magical Beast HD: 3d10+3 (16) Initiative: +8 Armor Class: 17 (+4 dex, +3 natural) Speed: 50 ft., climb 20 ft., swim 20 ft. Base Attack/Grapple: +3/+4 Attack: Bite +4 melee (1d8+1 plus poison) Full Attack: Bite +4 melee (1d8+1 plus poison) Space/Reach: 5ft./5ft. Special Attacks: Visorak Traits, Spell-like Abilties Special Qualities: Darkvision 60 ft., Low-light vision, Water Tension Saves: Fort+4, Ref +7, Will +2 Abilities: Str 13, Dex 18, Con 13, Int 10, Wis 12, Cha 6 Skills: Hide +6, Jump +3, Listen +3, Move Silently +6, Spot +6, Swim +8 Feats Alertness, Improved Initiative Enviorment: Any Organization: Solitary, Hunt (3-7), Band (10-30), Horde (100-500) Alignment: Usually Lawful Evil CR: 4 (5?) Advancement By character class Skimming across the the water is a large, four legged insect with a blue caraparce and two large pincers. As it moves closer at incredible speed, a soft aura surrounds it, before a disk of pure energy flies in your direction. You detect an cunning malice in its eys as it waches you crumble to nothing. Boggarak are a dedicated group, loyal to those whom they accept as leaders. They are unique among the Visorak for have more than two Rhotuka powers. They are among the more powerful Visorak breeds. Boggarak speak Visorak. COMBAT Boggarak use different techniques depending thier loaction. Underwater, they attack targets with thier Bouyant Lifting Rhotuka, while they might use any combination of attacks on land, as the situation requires. Visorak Traits: See above Rhotuka: 6/day: Bouyant Lifting, Dehydrate, Hold Monster. CL 7th Spell-Like Abilties: 3/day. Polymorph any object (non-organic materials only). CL 7th. Water Tension (Ex): As long a Boggarak is moving at full speed, they may mve atop the surface of a body of water. Skills: A Boggarak receives a +4 racial bonuson Swim checks Keelerak Medium Magical Beast HD: 3d10+3 (16) Initiative: +9 Armor Class: 18 (+5 dex, +3 natural) Speed: 40 ft., climb 20 ft. Base Attack/Grapple: +3/+4 Attack: Bite +4 melee (1d8+1 plus poison) Full Attack: Bite +4 melee (1d8+1 plus poison) Space/Reach: 5ft./5ft. Special Attacks: Visorak Traits, Razor Whirlwind Special Qualities: Darkvision 60 ft., Low-light vision, Saves: Fort +4, Ref +8, Will +2 Abilities: Str 13, Dex 20, Con 13, Int 10, Wis 12, Cha 6 Skills: Hide +7, Jump +5, Listen +2, Move Silently +7, Spot +4 Feats Dodge, Improved Initiative Enviorment: Any Organization: Solitary, Hunt (3-7), Band (10-30), Horde (100-500) Alignment: Usually Nuetral Evil CR: 4 (5?) Advancement By character class This large, four-legged spider has menacing orange eyes and a green caraparce. It's large pincers are silver and sharp. As it walks towards you, it footfalls sound like swords against the ground. Suddenly, it dissappear, leaving you to wonder if you're now safe. Keelerak are resentful and unpredictable. Silent and subservant one moment, fierce and rebelliant the next. They are feared for their razor-sharp claws and the ferocity with which they can attack. Keelerak speak Visorak. COMBAT TRAITS Keelerak will sneak into battle, only to unleash thier fiece whirlwind of claw attacks. Or perhaps they'll charge wildly, suddenly to disappear and use ther Rhotuka from cover. Visorak Traits: See above Rhotuka: 6/day Hold Monster, Orb of Acid. CL 7th. Razor Whirlwind (Ex): A Keelerak may use a full attack action, giving up its regular and other bonus attacks, and instead make four claw (+4 melee; d4 damage) attacks at its full base attack bonus against each opponent within reach. Oohnorak Medium Magical Beast HD: 3d10+6 (19) Initiative: +3 Armor Class: 16 (+3 dex, +3 natural) Speed: 40 ft., climb 20 ft. Base Attack/Grapple: +3/+5 Attack: Bite +5 melee (1d8+2 plus poison) Full Attack: Bite +5 melee (1d8+2 plus poison) Space/Reach: 5ft./5ft. Special Attacks: Visorak Traits, Detect Thoughts, Mimicry Special Qualities: Darkvision 60 ft., Low-light vision Saves: Fort +5, Ref +6, Will +2 Abilities: Str 15, Dex 16, Con 15, Int 10, Wis 12, Cha 6 Skills: Hide +5, Jump +4, Listen +2, Move Silently +5, Spot +3, Speak Language (4) Feats Improved Overrun, Power Attack Enviorment: Any Organization: Solitary, Hunt (3-7), Band (10-30), Horde (100-500) Alignment: Usually Lawful Evil CR: 4 (5?) Advancement By character class This large, four-legged spider has knowing yellow eyes and a black caraparce over an oragne underside. It simply stares at you, and you can feel a presense in your mind. Then the creatures speaks to you, but in the voice of your long-lost comrade. Oohnarak are not the leader type, serving as living battle rams and bait for enemies of the Visorak. They are pyhsically tough, as well as possessing limited telepathic abilties and the abiltiy to mimic voices. Oohnarak speak Visorak, as well as three other languages from places they've been and those they hope to conquer. COMBAT TRAITS When able to hide or set up an ambush, Oohnarak use thier mimicry to lure in opponents. In the open, they are capable melee fighters. Visorak Traits: See above Detect Thoughts (Sp): An Oohnarak can continuously use detect thoughts as the spell (caster level 7th; Will DC 16 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based, and includes a +6 racial bonus. Mimicry (Ex): An Oonharak has the ability to imitate any voice it has heard, whether in actuality, or from an enemy's thoughts. Rhotuka: 6/day Hold Monster. CL 7th. Also, Oohnarak have a Rhotuka they cuases numbness in the target. A succssful DC 16 Fort save negates the effect. Affected creatures take a -6 penalty on attacks, spellcasting, all physical skill checks, as well as Disable Device, Craft, and Forgery checks. A DC Balance check must be made for any movement more than 5 ft., or the the creature falls prone. An Oohnarak may use this second Rhotuka ability six times per day as well. The save DC is Constitution based. Roporak Medium Magical Beast HD: 3d10+3 (16) Initiative: +5 Armor Class: 18 (+5 dex, +3 natural) Speed: 50 ft., climb 20 ft. Base Attack/Grapple: +3/+4 Attack: Bite +4 melee (1d8+1 plus poison) Full Attack: Bite +4 melee (1d8+1 plus poison) Space/Reach: 5ft./5ft. Special Attacks: Visorak Traits, Spell-Like Abilites Special Qualities: Darkvision 90 ft., Low-light vision, Greater Rhotuka Saves: Fort+4, Ref +8, Will +2 Abilities: Str 13, Dex 20, Con 13, Int 10, Wis 12, Cha 6 Skills: Hide +11, Jump +2, Listen +3, Move Silently +11, Spot +6 Feats Alertness, Stealthy Enviorment: Any Organization: Solitary, Hunt (3-7), Band (10-30), Horde (100-500) Alignment: Usually Nuetral Evil CR: 4 (5?) Advancement By character class You see nothing. Suddenly, a disk of pure energy strikes you out of nowhere. As you fall to the ground, you catch a glimpse of a large, brown spider detaching itself from the wall right in front of you... COMBAT Roporak are the hunters; stealthy, effiecient, and quick. They work very well underground and in rocky areas, where thier natural color is another boon to thier hiding skills. Thier Rhotuka allows them to dispatch targets quickly. Visorak Traits: See above Enhanced Rhotuka: Roporak may fire thier Rhotuka 100 ft. + 20ft/HD. Spell-Like Abilties: 3/day: Camouflage CL 3rd Rhotuka: 6/day: Hold Monster. CL 7th. In addition, Roporak have a Rhotuka that drains all the energy from a target. Succeeding a DC 15 Fort save and a DC 15 will save completly negates this ability. Those who fail the Fort save have thier Str score reduced to zero, while those who fail the will save have thier intelligence reduced to zero. Thos who fail both suffer both effects. These penalties are temporary, and affected creature heal the ability damage at the standard rate. A Roporak may use this Rhotuka ability six times per day. The save DCs are Constitution based. Suukorak Medium Magical Beast [cold] HD: 3d10+3 (16) Initiative: +4 Armor Class: 17 (+4 dex, +3 natural) Speed: 40 ft., climb 20 ft. Base Attack/Grapple: +3/+4 Attack: Bite +4 melee (1d8+1 plus poison) Full Attack: Bite +4 melee (1d8+1 plus poison) Space/Reach: 5ft./5ft. Special Attacks: Visorak Traits Special Qualities: Darkvision 90 ft., Low-light vision, Freeze Saves: Fort+4, Ref +8, Will +2 Abilities: Str 13, Dex 18, Con 13, Int 12, Wis 12, Cha 6 Skills: Balance +6, Hide +8, Jump +2, Listen +5, Knowledge (Geography) +3, Move Silently +8, Spot +6 Feats Alertness, Combat Expertise Enviorment: Any Organization: Solitary, Hunt (3-7), Band (10-30), Horde (100-500) Alignment: Usually Lawful Evil CR: 4 (5?) Advancement By character class This large white spider appears dead or inanimate, its silver pincers and blue legs lifeless. It has a solid white caraparce, and two sharp blue eyes. Then, without waring, this still creature springs up and moves forward. The Suukorak are some of the most cunning and patient of the Visorak. They are natural tacticians, and they are capable of holding completly still until conditions are right. Suukorak speak Visorak, and sometimes a common language. COMBAT Suurorak hold completly still until they target is in a desireable position. Then they launch thier Rhotuka, following up on other nemies with thier melee attacks. Visorak Traits: See above Freeze (Ex): A Suukorak can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the Suukorak is really alive. Rhotuka: 6/day: Hold Monster. CL 7th. In addition, Suukorak are capable of luanching a Rhotuka with a caging power. An electrical field is created around the target, allowing for limited movement, and restricting all attacks and outside manipulation. Touching field results in d6 points of electricity damage. The shield moves with the target, making normal escape impossible. The field slowly contracts, and after three rounds the target is incapable of any physical actions, or suffer a shock. After five rounds, the field contracts completly, dealing 4d6 points of electricity damage. The shield lasts for d6 rounds; and a Suukorak may use this Rhotuka six times per day. Vohtarak Medium Magical Beast [Fire] HD: 3d10+6 (19) Initiative: +3 Armor Class: 16 (+3 dex, +3 natural) Speed: 40 ft., climb 20 ft. Base Attack/Grapple: +3/+4 Attack: Bite +4 melee (1d8+1 plus poison) Full Attack: Bite +4 melee (1d8+1 plus poison) Space/Reach: 5ft./5ft. Special Attacks: Visorak Traits, Beserk Special Qualities: Darkvision 90 ft., Low-light vision Saves: Fort+5, Ref +7, Will +2 Abilities: Str 13, Dex 16, Con 15, Int 10, Wis 12, Cha 6 Skills: Hide +8, Jump +5, Listen +1, Move Silently +6, Spot +4 Feats Power Attack, Improved Bull Rush Enviorment: Any Organization: Solitary, Hunt (3-7), Band (10-30), Horde (100-500) Alignment: Usually Chaotic Evil CR: 4 (5?) Advancement By character class This red spider-like creature rushes at you, heedless of it's surroundings, its pincers chomping madly and its green eyes vicious. You watch in horror as all your arrows bounce easily off its shell, and still it comes. COMBAT A Vohtarak's favored method of attack is to charge wildly into the battle. Some like to use thier Rhotuka to incapitate powerful opponents before running them over. Visorak Traits: See above Beserk (Su): While making a charge, a Vohtarak gain a +10 bonus to it's natural armor. A Vohtarak may go beserk three times per day. Rhotuka: 6/day: Hold Monster. CL 7th. In addition, Vohtarak may lauch Rhotuka that cuase extreme pain in the target. A successful DC 16 Fort save negates this ability. Affected cretures suffer a burning pain for 1d4 rounds. So intense is the burning that affected creatures must make a DC 16 Concentration check o do anything. Both DC's are Constitution based; the Vohtarak may use this Rhotuka six times per day. Butcher, Critique, praise, review, aid. All kindly, please. |
| tryco07-12-06, 07:50 AM | i don't know much about bionicle, but i like the concept. but i thought bionicle were constructs, not magical beasts. and change the color of suukorak, it hurts my eyes. |
| Aramar the Black07-12-06, 12:26 PM | From a purely storyline basis, the majority of Bionicle characters are bio-mechanical; having metal/protodermis "bones" and body plating, but with organic muscles and such. In a way similar to warforged, but even further on the "alive" side of the axis. For a typical D&D adaptation, I got rid of the mechanical touches, feeling that a more organic approach would be approriate. The Construct traits don't work very well, as Toa, Visorak (I wold think), and other Bionicle characters are suceptable to poison, enchantments, crits, etc, and can heal damage on thier own, and can be raised. |
| pileobone07-12-06, 02:17 PM | From a purely storyline basis, the majority of Bionicle characters are bio-mechanical; having metal/protodermis "bones" and body plating, but with organic muscles and such. And here I was thinking that they where little plastic toys, boy my bad! ;) On a more serious note, looks pretty good. I noticed some small errors in some of their avg hit points, and on some of the grapple checks. There's too many of them though, and I forgot which ones it was :( |
| Aramar the Black07-24-06, 03:53 PM | I fixed the grapple errors. With d10s, should the first hit dice be avrage at 5 or 6? |