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| Decree Of Boredom07-08-06, 07:20 PM | Dalek Medium Construct (Living Construct) Hit Dice: 12d10+60 (125 hp) Initiative: +3 Speed: 20 ft. (4 squares) Armor Class: 30 (+15 armor, +5 deflection), touch 15, flatfooted 30 Base Attack/Grapple: +9/+16 Attack: Arm +16 melee (1d6+7) Full Attack: Arm +16 melee (1d6+7) Space/Reach: 5 ft./5 ft. Special Attacks: Energy ray, self destruct Special Qualities: Living construct traits, armored shell, fortification, DR 10/adamantine, elevate, force field, mindless devotion, extrapolate biomass, vulnerable to stairs Saves: Fort +11, Ref +9, Will +4 Abilities: Str 24, Dex 16, Con 20, Int 22, Wis 6, Cha 6 Skills: Intimidate +33, Knowledge (Any four) +21, Listen +13, Search +21, Spot +13 Feats: Ability Focus (Energy Ray), Weapon Focus (Ray), Power Attack, Point Blank Shot, Precise Shot Environment: Any Organization: Solitary, pair, or squad (4-12) Challenge Rating: 13 Treasure: None Alignment: Always Lawful Evil Advancement: 13-25 HD (Medium) Level Adjustment: - A Dalek is a synthesis of alien flesh and cybernetic armor. Not quite alive, and not yet a machine, the Daleks carry out a crusade of worldwide extermination. Energy Ray (Ex) As a standard action, a Dalek can fire off a beam of energy, a ray with a range of 60 ft. A creature hit by the ray takes 25d6 points of damage, or 5d6 if it can make a DC 23 Fort save. The save is Con based. A creature reduced to 0 hp by the Dalek’s energy ray is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected. Self Destruct (Ex) As a full-round action, a Dalek can self destruct. The Dalek itself is destroyed, all creatures within 20 ft. of it suffer the effects of its energy ray. Armored Shell (Ex) A Dalek is encased within a thick metal shell. This grants it a +15 armor bonus to AC. Daleks are always treated as wearing armor, have a maximum Dexterity bonus to AC of 0, and take a -10 penalty on all skills that armor check penalty applies to. Fortification (Ex) When a critical hit or sneak attack is scored on a Dalek, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Elevate (Ex) A Dalek is capable of, as a standard action, generating an antigravity field that lifts it off the ground. This functions as the spell levitate, except that it is achieved wholly through technology and is thus an extraordinary ability. A Dalek can elevate itself for 10 minutes a day. This duration may be spread out as the Dalek chooses. Force Field (Ex) Daleks are constantly surrounded by a force field, which grants them a +5 deflection bonus to AC. Emotionless (Ex) All Daleks are devoid of all emotion. A Dalek is immune to all charms, compulsions, and fear effects. Extrapolate Biomass (Ex) Whenever a Dalek is touched by a creature who has traveled through either the planes or time, it may absorb that creature’s biomass to heal itself, as the heal spell. However, doing so degrades the Dalek’s genetic code and sanity. It must make a 18 Will save or go permanently insane. Vulnerable to Stairs Because of its lack of legs, a Dalek cannot go up stairs of similar without using its Elevate ability. Skills Daleks get a +20 racial bonus on all Intimidate checks. |
| Neverwrong07-08-06, 07:28 PM | .......... Vulnerable to Stairs Because of its lack of legs, a Dalek cannot go up stairs of similar without using its Elevate ability. Finally, finally i'm going to get some use out of that "Summon Staircase" Spell. Maybe adding that staircases deal 50% more damage to Dalek |
| Yue Ryong07-08-06, 07:45 PM | Hmm... I'm freshly pumped from today's episode, so I'll give it a go. Dalek Medium Construct (Living Construct)A touch iffy, but I can't think of anything better. Hit Dice: 12d10+60 (125 hp) Initiative: +3 Speed: 20 ft. (4 squares)No fly speed? Armor Class: 25 (+15 armor), touch 10, flatfooted 25The force field should really be constant. Base Attack/Grapple: +9/+19Um? Grapple? I'd give them a penalty to it for having no proper arms. Attack: Arm +19 melee (1d6+10) Full Attack: Arm +19 melee (1d6+10)A bit much, but alright. Space/Reach: 5 ft./5 ft. Special Attacks: Energy ray, self destruct Special Qualities: Living construct traits, armored shell, fortification, DR 10/adamantine, elevate, force field, mindless devotion, extrapolate biomass, vulnerable to stairs Saves: Fort +11, Ref +9, Will +4 Abilities: Str 24,Um... Str 24? I doubt it. It's not the sort of thing we can verify, but they've never demonstrated especially high strength. Dex 16, Con 20, Int 14Um... Sorry, I don't think they should have lower intelligence than an Illithid.Wis 6, Cha 6 Skills: Intimidate +13, Listen +13, Search +17, Spot +13 I'd give them a Racial bonus on Intimidate. Feats: Ability Focus (Energy Ray), Weapon Focus (Ray), Power Attack, Point Blank Shot, Precise Shot Environment: Any Organization: Solitary, pair, or squad (4-12) Challenge Rating: Here, I'd place them at about 13 or 14, but I think they ought to be far higher. Treasure: None Alignment: Always Lawful Evil Advancement: 13-25 HD (Medium) Level Adjustment: -No Level Adjustment? Aw... A Dalek is a synthesis of alien flesh and cybernetic armor. Not quite alive, and not yet a machine, the Daleks carry out a crusade of worldwide extermination. Energy Ray (Ex) As a standard action, a Dalek can fire off a beam of energy, a ray with a range of 60 ft. A creature hit by the ray takes 25d6 points of damage, or 5d6 if it can make a DC 23 Fort save. The save is Con based. A creature reduced to 0 hp by the Dalek’s energy ray is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.I've always thought it closer to 'Reflex save or Die', but it's your call. Self Destruct (Ex) As a full-round action, a Dalek can self destruct. The Dalek itself is destroyed, all creatures within 20 ft. of it suffer the effects of its energy ray. Armored Shell (Ex) A Dalek is encased within a thick metal shell. This grants it a +15 armor bonus to AC. Daleks are always treated as wearing armor, have a maximum Dexterity bonus to AC of 0, and take a -10 penalty on all skills that armor check penalty applies to. Fortification (Ex) When a critical hit or sneak attack is scored on a Dalek, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.Um... shouldn't they be immune? The armour is all-encompassing. Elevate (Ex) A Dalek is capable of, as a standard action, generating an antigravity field that lifts it off the ground. This functions as the spell levitate, except that it is achieved wholly through technology and is thus an extraordinary ability. A Dalek can elevate itself for 10 minutes a day. This duration may be spread out as the Dalek chooses.This should be replaced with a relatively slow fly speed, maybe 15ft (Poor). Force Field (Ex) As a move action, a Dalek can generate a protective force field, which gives it a +4 deflection bonus to AC until the beginning of its next round.This should always be on, and notably higher. Mindless Devotion (Ex) All Daleks are fanatically devoted to their Emperor and their quest of extermination. A Dalek is immune to all charms, compulsions, and fear effects, and gains a +3 morale bonus on all attack rolls, damage rolls, and saves. Interesting, but the flavour is a little screwy. They simply lack the emotions, it has nothing to do with Devotion. Extrapolate Biomass (Ex) Whenever a Dalek is touched by a creature who has traveled through either the planes or time, it may absorb that creature’s biomass to heal itself, as the heal spell. However, doing so degrades the Dalek’s genetic code and sanity. It must make a 18 Will save or go permanently insane.Something of a specific case. Vulnerable to Stairs Because of its lack of legs, a Dalek cannot go up stairs of similar without using its Elevate ability.A touch sweeping, isn't it? |
| Decree Of Boredom07-08-06, 07:58 PM | No fly speed? Covered by the Elevate ability. Anti-gravity fields or no, a Dalek still shouldn't be able to just zoom up stairs all day and night. The force field should really be constant. Hmm...maybe Um? Grapple? I'd give them a penalty to it for having no proper arms......Um... Str 24? I doubt it. It's not the sort of thing we can verify, but they've never demonstrated especially high strength. Except for that little bit were they crushed a man's head with their little plunger. I'd call that high strength. Um... Sorry, I don't think they should have lower intelligence than an Illithid. Good point. I'd give them a Racial bonus on Intimidate. Good point again. Here, I'd place them at about 13 or 14, but I think they ought to be far higher. Yeah, that's what I'm aiming for. I'm thinking base Daleks are 13-14ish, with Supremes and the Emperor being higher up. No Level Adjustment? Aw... Any player who tries playing as a Dalek deserves to be slapped upside the head with a sonic screwdriver. They're the kind of villiany that has "DM's only" written all over it. I've always thought it closer to 'Reflex save or Die', but it's your call. Meh, disintegrate effects in D&D got tied to Fort saves. Um... shouldn't they be immune? The armour is all-encompassing. As it's been cracked before, I wouldn't give them total immunity. This should be replaced with a relatively slow fly speed, maybe 15ft (Poor). But that would make the vulnerability to stairs--the most iconic, and possibly on flaw of the Daleks--inconsequential. This should always be on, and notably higher. Okay. Interesting, but the flavour is a little screwy. They simply lack the emotions, it has nothing to do with Devotion. Changes over time. Started off emotionless, eventually they got the whole "fanatical worship of Dalek Emperor" thing going. Something of a specific case. Yeah, but it can make for neat plot hooks. A touch sweeping, isn't it? Real Daleks don't go up stairs, they level the whole building! |
| Thiez07-09-06, 07:41 AM | I love it. It should get 'Extract Thoughts (Ex)' though :D Their DR should be bigger. |
| AngelDust Anderson07-09-06, 11:05 PM | Please invent a LA for them :D. I've got a high level evil game coming up and this could be fun :evillaugh Great overall though. I love it. Make them shaken in the presence of anyone called doctor. ;) All hail Davos! -Anderson |
| Insane Pixie07-09-06, 11:30 PM | You never actually describe them physically, besides "alien flesh" and "cybernetic armor". Right now, all I'm thinking is "belongs in d20 Future". |
| Decree Of Boredom07-10-06, 10:59 AM | Please invent a LA for them :D. I've got a high level evil game coming up and this could be fun :evillaugh Great overall though. I love it. Make them shaken in the presence of anyone called doctor. ;) All hail Davos! -Anderson Err, I'd say LA +8 at least, so no Dalek NPCs in non-epic games. Of course, 8 is still probably horridly low. |
| Yue Ryong07-10-06, 11:15 AM | You never actually describe them physically, besides "alien flesh" and "cybernetic armor". Right now, all I'm thinking is "belongs in d20 Future".The Dalek (http://newsimg.bbc.co.uk/media/images/41149000/jpg/_41149859_dalek_203.jpg) is the one on the left, looking distinctly less threatening than normal. In effect they're immobile, non-psionic baby illithids in a life-support/weapons system, using technology about 700-1200 years more advanced than earth standard. |
| Insane Pixie07-10-06, 12:46 PM | The Dalek (http://newsimg.bbc.co.uk/media/images/41149000/jpg/_41149859_dalek_203.jpg) Er... yeah. You're looking for this (http://boards1.wizards.com/forumdisplay.php?f=527) board. |
| Yue Ryong07-10-06, 01:31 PM | Er... yeah. You're looking for this (http://boards1.wizards.com/forumdisplay.php?f=527) board.*Shrugs.* Maybe. It could be argued that Daleks are too high powered to be viable in any of the other d20 systens than DnD. In any case, I know my players would get scared of Daleks. |