Xeno Catelog

Post/Author/DateTimePost
#1

kronos182

May 22, 2011 17:04:34
This is a thread for putting up aliens or other creatures and monsters that we create.

First off.. The Desmou

Desmou
Desmodus are massive, batlike humanoids who live in caverns deep underground. They are omnivorous and usually not dangerous unless attacked. An adult desmodu stands 8 to 9 feet tall. Its body is covered with reddish-black or reddish-brown fur. The creature has long arms, short legs, and a head like that of a bat. A membrane of leathery, black skin stretches from each wrist to the corresponding ankle. A desmodu's hands and feet are long and narrow, with stubby, curving digits ending in retractable claws. The fingers and toes, along with the heel and palms, are equipped with a cilia that give the creature a very sure grip.
A desmodu is bipedal. Normally it walks upright with a rolling gait, but it can also get down on all fours and gallop along at twice its base speed. The typical desmodu wears armour and a harness for carrying tools and weapons, but very little else.
Their native language includes both ultrasonic and subsonic utterances, so non-desmodus cannot speak it. They have deep, rich voices though their speech includes the occasional sharp squeak or bass rumble when they are using a language other than their native tongue.


Type: Giant Humanoid
Size: Large. Desmou take a -1 size penalty to Defense, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. They gain a +4 size bonus on grapple checks. Their lifting and carrying capacity limits are twice those of a Medium-size creature.
Desmou must use two hands to wield a Huge weapon, and light weapons for them are Medium-size.
Desmou occupy a 5-foot by 5-foot fighting space, and have a reach of 10 feet.
Hit Dice: Desmou have 2 Hit Dice as a Giant, gaining 2d8 hit points, base attack bonus of 3/4 HD, good saving throw of Fortitude, 6 + Int modier + extra HD skill points with Balance, Handle Animal (Bat), Jump, Listen and Spot as class skills; 1 + 1 per 4 extra HD feats.
Ability Modifiers: +4 Strength, +1 Constitution. Desmou are strong and resilient creatures.
Speed: 20 feet, 40 feet gallop, 30 feet climb. Desmou have short legs which makes them a bit slower, but can go on all fours and gallop at twice their speed as long as there is nothing in their hands. Desmou are also excellent climbers.
Natural Armour: Desmou has a thick fur covered hide that gives them a +2 natural armour bonus to Defense
Armour and Weapon Restrictions: Desmou cannot wear armour designed for other species. Their armour is larger and specially designed to accommodate their unique builds, and costs more than similar armour sized for a Medium-size character; increase the PDC of Desmou armour by +3.
Claws: A desmou has retractable claws that can be used in combat. Extending or retracting the claws is a free action. A Desmou claw attack deals 1d4 damage.
Blindsight: Desmou emits high-frequency sounds, inaudible to most other creatures, that bounce off nearby objects and creatures. This ability enables it to discern objects and creatures within 120 feet. The desmou usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight.
Darkvision: Desmou also have excellent vision in the dark, allowing them to see out to 60 ft in complete darkness.
Automatic Feat: Desmous automatically gain Exotic Weapon Proficiency Notbora.
Skill Bonus:  A desmodu receives a +4 racial bonus on Spot and Listen checks. They also get a +2 racial bonus on grapple checks. When wearing light armour or none, they gain a +2 bonus on Balance and Jump checks.
Screech: Once per day, a desmodu can produce a screech that can literally tear items apart. The creature can choose one of two effects.
Ray: A ray deals 5d6 points of sonic damage to any creature or object it strikes. This attack has a range of 30 ft.
Spread: A sonic concussion causes every creature (except other desmodus) within a 30-foot spread centered on the desmodu to be stunned for 1d4 rouns. A successful Fortitude save (DC 20) negates the effect. 
Age: Desmodu live about as long as humans, with similar age ranges.

Society
Desmodus live in small, independent family groups that gather in loosely organized colonies or enclaves to pool resources and create a communal defense. They eschew complex social organizations, and individual families live as they please. Each family group includes several generations, with the eldest generation acting as the ruling body to settle all issues.
The oldest and most experienced members in an enclave form a council to settle disputes between families and make recommendations about handling external affairs. Desmodus of the same age from different families frequently adopt each other as siblings. These adopted siblings are called age-mates, and they always refer to each other as though they were blood kin. The extended family ties that desmodus form in this manner can be both varied and complex, and they usually not clear to anyone except other desmodus.
Desmodu live in cavern like structures festooned with stalactite and stalagmite like structures which house living quarters and store rooms. Many are used to house large bat like creatures that desmodu raise and breed for various purposes.
A desmodu settlement includes noncombatants (mostly children) equal to 20% of the fighting population. The society is egalitarian, so both males and females can be found filling almost every role.
Desmodus enjoy a simple lifestyle. They understand the value of weapons and tools, but they keep neither money nor valuables. They conduct trade through barter, and the only distinction they recognize as a status symbol is the number of bats and lizards a family owns.
Breeding, keeping, and training bats is a favourite activity among the desmodu. They consider it a mark of distinction to breed a new and useful type of bat, and thus countless varieties of bats exist within desmodu caverns.
Desmodu artisans produce a wide variety of ingenious and high-quality goods. All desmodus appreciate good music and items that can produce or enhance sounds. Their own music, however, is mostly inaudible to others because of its ultrasonic and subsonic components.
Desmodu do possess advanced technologies, such as space flight, but in a somewhat more limited scope. Since their society does not make for governments or companies, several enclaves possess varying manufacturing from metal and plastics, to others that lack such facilities but possess vast food stores. This allows for quite an interesting evolution of the barter system which does not involve money at all. Some enclaves have barter contracts where one that has something the other doesn't, the other provides a continuing service that the other needs, and vice versa.

Desmodu Items
Most desmodu items are larger than other species due to their size. They also don't produce many items such as personal armour, and what armour they make is designed to fit their unique builds. Desmodu haven't developed high frequency blades in large quantities as the frequencies they operate at irritates desmodus and can cause headaches, thus most of their weapons are nonpowered, although some might be enhanced with heat generator or electrical abilities.
Desmodu aircraft and space ships usually have wings modelled after bat wings, which gives them excellent low speed maneuverability and gliding, but not particularly fast. They wings are also designed to retract and fold for better storage. Of the few desmodu space carriers so far encountered, carry a large amount of fighters, which are launched from a rack, which allows for a large number to be launched a single time. Many space farers refer to desmodu carriers as bat caves as the inside of the hanger looks quite similar to a cave with dozens to hundreds of bat-like ships hanging from the ceiling, waiting to take flight.

Frostfire: This sticky, adhesive substance drains away heat when exposed to air or moisture. A flask of frostfire can be thrown as a grenadelike weapon with a range increment of 10 ft, and a direct hit deals 1d6 points of cold damage. The target can then attempt to scrape off or wash away the frostfire, if desired. If this does not occur, the target takes an additional 1d6 points of cold damage on the round following the direct hit. Removing frostfire by scraping requires a successful Reflex save (DC 15).  Alternatively, the substance can be removed automatically by dousing it with at least one pint of alcoholic or acidic solution, such as wine or vinegar. Either method requires a full-round action. PDC 12 for 5

Notbora: This huge exotic double weapon looks like a big quarterstaff with a crook at one end. A notbora has a hinge in the middle so that it can be folded for storage. The wielder can unfold the ewapon and lock the hinge by pressing a hidden catch (a free action when drawing the notbora). The notbora's straight end is actually a sheath that can be removed to reveal a blade. The hooked end can be used to make trip attacks. A wielder who is tripped during his or her own trip attempt can drop the notbora to avoid being tripped.
Each end of the notbora deals 2d6 points of damage. The hooked end is a blunt weapon that deals double damage on a critical hit. With the sheath in place, the straight end functions the same way. With the sheath removed, the straight end is a slashing weapon that deals double damage on a critical hit and threatens a critical hit on an attack roll of 19 or 20.
Weight 8 lbs 
PDC 16
#2

taradusis

May 24, 2011 19:22:59
Perhaps a shortened version, Xenologs?
#3

AnimeSniper

May 25, 2011 16:06:11
I liked the suggestions of Xenologs since it feels to me like a official logbook of a Deep Space Research & Exploration Starship tasked with not only finding human classed habitable worlds or uninhabitated worlds that have no sentient lifeforms and could be terraformed for human use but also first contact/observation of space capable and pre-space capable sentient alien species

I have somewhere my attempt at making the Ctarl Ctarl race from Outlaw Star as a playable race...
#4

kronos182

May 25, 2011 16:11:31
Well.. I'd like to change it to Xenologs.. but I can't seem to change the title now.
#5

taradusis

May 26, 2011 19:16:45
Also remember to attribute the race for research. The desmodu were mentioned in Savage Species,and I don't remember where else.
#6

kronos182

May 26, 2011 21:01:05
Desmodu are in MM2. The Desmou are inspired by desmodu and are weaker. I'll be adding a bit more to desmou after the weekend.
#7

kronos182

Jun 03, 2011 19:56:22
A bit more on the Desmou.

System: The Desmou system has 6 planets, two of which has can support life, Desmia the Desmou homeworld, and Desno, which is a colony of Desmia. The other four are three planets that are heavy in rich metals and precious stones and one gas giant that is mined for valuable gases.
The sun is a dim medium sized yellow star. Many scientists are confused because it is in the same class as that of Sol, but its much dimmer than other suns of similar size and temperatures.

Planet: Desmia
The homeworld of the Desmou is a planet called Desmia. It orbits in the outer range of the 'habital' orbits to support life, making it a cool planet, which due to it's distance and orbit, spends a lot of time in twilight, which has allowed many of the species native there to develop exceptional low light or darkvision sight. Most species also have a thin layer of fat or fur to keep warm. Humans would find the planet a bit cool, with temperatures ranging on average of 5 to 10 degrees C during the day and -20 to -5 degrees C at night. 
The planet has a large amount of mountain ranges, caves and forests of trees that can reach heights of 2 kilometers high. 
The planet only has 3 medium sized oceans and several large lakes and rivers, covering only 40% of the surface. However, there are thousands of underground lakes and rivers which connect to the cave homes of the Desmou.
Desmia has three moons. Two are barren except for the few colonies built into the rock for mining purposes, while the third is a dead rock which houses several manufacturing facilities and military bases.

Relations:
When one deals with the Desmou, one must remember that they are dealing with one clan, or enclave. If something that affects the whole species, a large enclave meeting would need to be held, with the enclave that was originally contacted acting as representative for the outsider. These massive meetings take a long time to gather, anywhere from a week to a couple of months as representatives are contacted then travel to a meeting area. Then any decision to be made can take days to months. Think of it like the U.N. where each memeber represents an enclave or large family clan. The oldest member present would be designated as a mediator, although they end up being somewhat biased to their own clan or enclave. 

Upon entering the Desmou system,  one would be contacted by the Haric enclave which controls the largest communications systems and facilities. Most of the patrol craft and military are controlled by a dozen different enclaves which share responsibilities of protecting the entire system, with the largest three being the Jurva, Rreev and Toovic.
Unless a ship entering the system has a contact with a specific enclave or clan, all ships are directed to one of the two large trading stations or three large space ports run by the Yih'k enclave. The Yih'k enclave seems to be the one enclave that all other clans use as mediators in bartering and setting up contracts. Outsiders use them when conducting business with different enclaves or clans, as they seem to be the only enclave that understands the different economies of the various species they've encountered and have set up a system for converting money, or credits into a more understandable trade system that other Desmou are familiar with.

The Ioa clan are one of the few clans completely dedicated to being mercenaries. They use the Yih'k enclave to negotiate their fees. They specialize in night operations, insertions and extractions, and stealth strikes and recon missions, but are quite capable in any other capacity, including small army sized attacks of up to 6000 soldiers and mechanized units at a time without draining their resources. They do offer discounts on repeat customers and those that offer them trade in new technology and weapons. 
#8

kronos182

Jun 03, 2011 20:11:45

Grapine


The Grapine is a guard creature developed with genes from a tiger and a porcupine. Its stripes of dark burnt orange and black or brown provide excellent camouflage in the tall grass which is its preferred habitat, and its razor-sharp spines, almost as hard as steel, are used to devastating effect against its prey .


The Grapine strikes from cover and pounces on its prey. It attempts to grapple and to drag its prey to the ground, where its spines can finish the job. Because there are many creatures much easier to find and kill, the Grapine does not have many natural predators, so it has a tendency to overwhelm all creatures indigenous to an area.

Grapines were created by Life Sciences to create a guard animal which would work well in grasslands. The grapines have seen use in Africa, Australia and a few planets with large plains, used to protect scientists, mercenaries and even in small strike forces as they help alert them to wild animals and other enemies that might be detected by normal means.
Grapines are restricted products that require a permit costing PDC 19 for up to 4 grapines. Permits for larger numbers are available, but cost more. An adult grapine costs PDC 24, and will live for 20 +2d4 years after reaching maturity, which takes 3 years. Grapine can breed true, and can be sold in pairs for mating purposes to help create a larger pool of guard animals on colony worlds. 


 Species Traits
Spines: During a grapple, a Grapine automatically hits with 1d4 spines, and the spines do 1d4 +1 damage each.
Improved Grab: If a Grapine hits with its bite attack, it may initiate a grapple attempt (Grapple bonus +12) as a free action without provoking an attack of opportunity.
Pounce: If a Grapine charges into combat, it can make a full round attack, including its rake attack.
Rake: If the Grapine has successfully initiated a grab, it may make a rake attack with its hind legs (+9 to hit). The Grapine may also make a rake attack in any round during which it uses a pounce maneuver.
Skill bonus: When hiding in tall grass, the Grapine gains a bonus +5 to its Hide check.


Grapine: CR 7; Large Animal; HD 9d8 +18; hp 60; Mas 17; Init +3; Spd 40 ft.; Defense 18 (+2 Dex, +7 natural, -1 size); BAB +6; Grap +13; Atk +9 melee (1d8 + 3, bite), or +6 melee (2d6 + 2, claw); Full Atk +9 melee (1d8 + 3); FS 10 ft. by 10 ft.; Reach 10 ft.; SQ Spines; AL none; SV Fort +6, Ref +7, Will +1; AP 0; Rep 0;
Str 16, Dex 17, Con 15, Int 3, Wis 9, Cha 7.
Skills: Listen +2, Move Silently +6, Hide +7.
Feats: None.
Advancement: 11-15 HD (Huge).

#9

taradusis

Jun 05, 2011 9:12:34
I like the grapine. It's very similar to the Howler with out the scream attack or hellish origin. I wonder if grapine are trained with a cattle prod?
#10

taradusis

Jun 07, 2011 21:28:58

One of the the things I liked about 2Ed D+D was many odd ideas were introduced,including a sort of early moster template.

MINIMALS
These were ordinary animals reduced by about fifty to one. An elephant was,if I remember,roughly man sized. The Minimals were confined to a "Lost Valley" and had their own ecology.
#11

taradusis

Jun 11, 2011 10:31:13

As far as a corporation is concerned,what is the perfect size for an animal ? The answer is probably somewhere between a 2 lb rat and a 70 lb dog. What would a corporation try to create?

lab rat
Small ,fast breeding. Made almost entirely from human dna. Good for testing pharmaceuticals on. Also good for cosmetics
#12

kronos182

Jun 11, 2011 14:12:24
Only problem with the Godzilla is what if there's no sizable water located close to the colony? Would have to make environmental adapted versions. Plus Godzilla does eat a lot which would deplete the local food sources. But an interesting idea.. maybe slightly smaller versions.. maybe twice the size of a horse, have several of them for covering more area, and can stay in large garage or barn like structure instead of just sitting out in the wild.
#13

taradusis

Jun 11, 2011 16:28:10
Most human settlements are littoral. A godzilla designed to eat fish and then hibernate would be similar to a 2ed D+D dragon that was found sleeping 50 % of the time. A 16 ton godzilla that lives in rivers like a giant croc?
#14

kronos182

Jun 11, 2011 17:17:54
That could work.. keep the size under 30 ft for transportation.. although would probably need some remote means to wake it when it's hybernating if there's an attack.
#15

kronos182

Jun 11, 2011 17:38:45
Blood Spider

Blood spiders come from a world that is in perpetual twilight. They are about the size of a dog, with thick, short legs, large red bloated abdomen. A typical blood spider is about 3 feet long and weighs about 40 to 50 pounds. These creatures are also known as spider vampires as they drain the blood from their victims. They live in warm temperate forests or marshes where they can find lots of prey, both on the ground and in the air. They are predators that like to lay in wait to ambush their prey. Some scientists are trying to collect living samples of blood spiders to study for their ability to heal from drinking the blood of their victims. When a blood spider is killed, its bloated abdomen has a tendency to burst, coating a 20 foot area with blood. 

An odd ability of the blood spider is that it can control its webs to an extent. When prey are entangled in the webbing, as long as the spider is touching the web, either directly or by a strand from a web thrown at a prey, the spider can cause the blood that is in the web to move the web, causing ends to dig into prey and start draining blood from the victims directly. Scientists have quite figured out how these spiders are able to do this, as the webs don't seem to show any kind of muscular tissue, just usual spider webbing with blood coating and soaked throughout it.


 Type: Vermin
Size: Small
CR: 2
Hit Points: 2 HD (11)
Mas: 10
Init: +3
Speed: 30 ft, climb 20 ft
Defense: 16 (+1 size +3 dex +2 nat)
BAB/Grap: +1 / -3
Attack: bite +6 melee (1d6-1 and blood drain), blood web +6 ranged touch (entangle)
FS/Reach: 5 ft / 5 ft
Special Attacks: blood drain
Special Qualities: darkvision 60 ft, tremorsense 60 ft
Allegiances: 
Saves: Fort +3, Ref +6, Will +0
Action Points: 
Reputation: 
Abilities: Str 9, Dex 16, Con 10, Int 2, Wis 10, Cha 2
Skills: Climb +11, Hide +12*, Listen +0, Move Silently +3*, Spot +4
*When a bloodsilk spider is in its web, its racial bonus on Hide checks increases to +8, and it has a +8 racial bonus on Move Silently checks.
Feats: Weapon Finesse
Possessions: 
Advancement: 3-4 HD (Small); 5-8 HD (Medium)


Blood Drain: As a swift action each round, a blood spider can command its webs to drill into ensnared creatures, drain their blood, and channel it to the spider. The spider must be in contact with its webs to use this ability. A blood spider's webs deal 1d4 points of damage at the beginning of each round to an opponent entangled in them. This ability does not affect plants or other creatures that lack of Constitution score. Blood spiders can also blood drain on a successful bite damage, gaining 1d4 temporary hit points.
A blood spider gains temporary hit points equal to the damage dealt. A blood spider can gain no more than 10 temporary hit points in this fashion. These temporary hit points last for up to 24 hours.
Blood Web: A blood spider can throw a blood-red 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 spider. The web anchors the target in place, allowing no movement. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free.
An entangled creature can escape with a DC 11 Escape Artist check or burst the web with a DC 15 Strength check. Both are standard actions. The check DCs are Constitution-based., and the Strength check DC includes a +4 racial bonus. The web has 12 hit points and hardness 0. The blood that soaks it gives the web immunity to fire damage unlike normal spider webs.
A blood spider can create sheets of sticky webbing from 5 to 20 feet square. The webs are red with blood drained from its victims, and in some places they drip blood. The spider usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Each 5-foot section of webbing has 12 hit points and damage reduction 5/-.
A blood spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Skills: Bloold spiders have a +4 racial bonus on Hide checks (except when in their webs; see above) and a +4 racial bonus on Spot checks.
A blood spider has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. It uses either its Strength or its Dexterity modifier for Climb checks, whichever is higher. 

#16

taradusis

Jun 12, 2011 0:39:36
Godzilla musk
Some lizards generate a musk while in heat. Create a godzilla musk that is 1000 times more potent than what the godzillas produce naturally and they'll be drawn to enemy ships and installations?
#17

kronos182

Jun 12, 2011 0:59:54
As for godzilla musk.. yeah.. that's just what you need.. a 50 ft or bigger lizard trying to hump the building or tank to death. 
"What do you mean you abandoned the tank?!"
"Well.. uh.. sir.. the giant lizard.. thing.. it was.. uh.. well.. boinking the plasma cannon so hard it broke off, then it threw a fit. I wasn't going to stick around for that!"
"... Oh.. well.. We'll just say it was destroyed by the enemy.. no need to put 'lizard mating ritual' into the report."
"Yes sir!"

As for the blood spider. I would imagine the blood spider would do that, or else find a large prey, drain it until it's almost dead, hang it up in the web and implant the eggs into the body. The warmth of the body plus the blood will feed the eggs and the young as they hatch, devouring the body as their first meal. 
#18

kronos182

Jul 01, 2011 0:07:12
Wrinkled Battle Dog

Life Sciences, after the success of the Grapine, began work on another guard animal type creature that people would be a bit more comfortable around. They look like strongly built cross between pit bulls and pugs, with far larger mouths, and their body is covered in folds of skin. The folds help keep it warm in cooler environments and oddly also cool in warm ones. The folds also pull away from the muscle and bones to help prevent damage. This allows the animal to fight longer and suffer less injuries in its role of a guard. Wrinkled battle dogs are breed and engineered to be loyal and obedient, and work well in packs. Their smaller size allows them to maneuver able easily, plus combined with their high speed makes a small pack quite deadly.
It has been observed by Life Sciences staff that Wrinkled battle dogs are subservient to Grapines, which become pack leaders. A pack of Wrinkled battle dogs with a Grapine usually attack with having the faster battle dogs harassing and attempting to herd the target into a more favourable position for the Grapine to pounce, with a few battle dogs waiting along with it, then the whole pack attacks as one.
Wrinkled battle dogs only eat about 20% more than regular dogs, but have greater stamina, and usually sell for only twice as much as pure breeds of the same size.

Wrinkled Battle Dog
Type: Animal
Size: Small
CR: 1
Hit Points: 2d8+4 (13 hp)
Mas: 15
Init: +4 (Dex)
Speed: 45 ft
Defense: 19 (+1 size +4 natural +4 Dex)
BAB/Grap: +1/-2
Attack: Bite +4 melee (1d8+1)
FS/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Lockjaw
Special Qualities: Loose-skinned, low light vision
Allegiances: 
Saves: Fort +5, Ref +7, Will +0
Action Points: 
Reputation: 
Abilities: Str 13, Dex 18, Con 15, Int 2, Wis 10, Cha 5
Skills: Listen +6, Spot +6
Feats: Dodge, Improved Bull Rush, Mobility
Possessions: 
Advancement: 1-3 HD (Small)

Combat:
The Wrinkled battle dog relies mainly on its power and speed in combat. Injuries do not bother it overly much. They typically initiate combat with a bull rush and use their mobility to disengage and rush again if this proves effective against their opponent. Whenever it scores a solid blow with a bite, the wrinkled battle dog locks its jaws and attempts to outlast its opponent.

Lockjaw (Ex): When a wrinkled battle dog scores a hit with its teeth, it has the option of locking its extremely powerful jaws onto its victim. It loses its Dexterity bonus to Defense, but each round thereafter it does bite damage automatically.

Loose-skinned (Ex): Because of its loose skin, the wrinkled battle dog sustains only half damage from piercing and ballistic weapons.
#19

kronos182

Jul 01, 2011 15:51:46
Alothean Ram

These unusual creatures look like distant relatives of the big-horn sheep, but are distinctly different. They are renowned for a single reason: The milk of an Alothean ewe has incredible healing power that is said to cure diseases, negate poison and even heal wounds. Many people covet this milk, but the difficulty lies in obtaining the milk. The ewe is guarded by the ram which - having been raised on a diet of Alothean milk - is stronger and more resilient than the Earth born cousin.
The Alotheans are not herd animals; their remarkable resilience provides sufficient protection from predators, such that they don't need to rely on numbers to survive. They are commonly encountered in pairs, which mate for life. Alotheans may live up to 75 years in the wild, thanks to their extraordinary health.
Some people have managed to tame an Alothean ewe, sometimes even the ram as well. Regrettably, the Alotheans are incapable of breeding in captivity. Even the most doting pair cannot seem to conceive offspring in captivity. Their life span is also greatly reduced in captivity; without freedom, an Alothean can live for only 40 years or so.
Alothean rams come from a lush temperate jungle world with many mountains, called Aloth. Aloth has many large and deadly predators, so it isn't much wonder that the Alothean rams have developed such healing abilities.

Alothean Ram
Type: Animal
Size: Medium
CR: 5
Hit Points: 8d8+48 (86 hp)
Mas:
Init: +3 (Dex)
Speed: 60 ft
Defense: 21 (+3 Dex +8 Nat)
BAB/Grap: +6/+11
Attack: Horns +11 melee (2d10+5)
FS/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Charge
Special Qualities: Alothean milk, immunities, damage reduction 3/-, fast heal 2
Allegiances: 
Saves: Fort +14, Ref +5, Will +9
Action Points: 
Reputation: 
Abilities: Str 20, Dex 16, Con 23, Int 2, Wis 12, Cha 12
Skills: Balance +8, Intimidate +4 (ram only), Jump +10, Listen +8, Spot +4
Feats: Great Fortitude, Iron Will, Mobility, Run
Possessions: 
Advancement:  6 HD (ewe, medium-size)

Combat
The Alothean ewe fights only to defend any lambs she might have. The ram, however, is rather belligerent, and he does his best to defend the ewe from anyone he deems a threat. He rarely fights to the death; if his opponents retreat, he is content not to pursue.

Alothean Milk (Ex): The milk of an Alothean ewe has many beneficial effects. One draught cures 5 +1d4 points of damage, 2 points of ability damage, neutralizes almost all poisons, and cures many diseases. This is due to special enzymes and protein sequences which aid in the body's natural healing process. An ewe can be milked for four draughts each day, but she can only spare two draughts if she's currently nursing a lamb. Taking any more affects the lamb's growth adversely. These bonuses are only for fresh Alothean milk. Unfortunately it quickly loses potency very quickly. After 24 hours of being milked, the milk just turns into a highly nutritious milk, losing all special healing powers.

Charge (Ex): An Alothean ram's charge inflicts double damage; triple if the ram is charging from an uphill position.

Immunities (Ex): Alotheans are immune to poison and disease.

New Item
Alothean Milk Elixir
After much research, and pasteurization technique experimenting, Harik Dairy, the only Dairy company to sell Alothean milk commercially, has found a way to keep Alothean milk, although at reduced potency, but still quite beneficial. A dose of Alothean milk elixir is still a nutritious drink. Unfortunately it loses it's great healing abilities, but does heal 1d4 points of damage, grants a +4 bonus to Fortitude saves against poisons and diseases for 12 hours. One dose provides enough of a person's dairy intake for a day, and multiple doses don't increase the bonuses or duration. Some people believe that drinking Alothean milk elixir on a regular basis increases one's health and life expectancy, although there is no proof of this rumour.
One dose is 200 ml, and has a PDC of 10 for 5 doses.
#20

taradusis

Jul 09, 2011 11:19:54
I might change the allothean ram to be immune to a specific disease. Also make it possible to sythesize a partial cure but only white cells from a ewe creates a permanent cure. A pan-specific cure is good in a D+D world but in a futuristic world you want to moniter anything that becomes an easy fix.
#21

kronos182

Jul 09, 2011 15:18:16
I'm gonna refine the milk later on. That's what came up off the top of my head when I first thought of it. And I did say it'd cure most diseases. The abilities it has as is is if you drink the milk shortly after milking the ewe.. maybe I'll make it so that it doesn't keep for very long. And who's going to go to a dangerous world and try capturing one? Not your average person.
I'll make a commercially available version, which is weaker, but still potent, but expensive due to the inherent dangers of getting an ewe, plus processing to make it keep due to short shelf life. Once a ram and ewe are in captivity, they don't breed. Once they're dead, you gotta go get another one.
#22

kronos182

Jul 15, 2011 15:11:58
I made a slight update to the Alothean Ram entry. Mostly minor update to the milk and a new item of commerical version of the milk.
#23

kronos182

Jul 23, 2011 2:30:47

Blade Cobra
Blade Cobras are one of the many predators from Aloth. They are large, clever serpents that inhabit remote areas and underground lairs. They are not venomous but they make up for this shortcoming with other adaptations. They're usually deep violet to black in colour, although lighter variations such as rose and tan have been seen. Adults reach an average 30-foot length, and their bodies are stout and muscular, enabling them to crush even armoured prey with relative ease.
The blade cobra's most distinctive feature is its knifelike growths that emerge along its spine and from behind its jaws. When the serpent inflates its hood, its long jaw-scales spread out like the spokes on a wheel. The serpent uses these appendages to tear through clustered prey or to strike solitary targets with a slashing motion. The shorter blades that run the length of the snake's spine are used to shred victims that are being constricted.
Blade cobras burrow deep lairs that usually have at least one large chamber. If a serpent makes a number of kills at once, it eats one on sight and drags the rest back to its tunnel to be swallowed later.
Blade cobras are very similar to terrestrial cobras, except that they lack a venomous bite, but they seem to share many gnomes with common cobras.


Blade Cobra
Type: Animal
Size: Huge
CR: 3
Hit Points: 6d8 +12 (39)
Mas: 14
Init: +2 (Dex)
Speed: 40 ft, climb 20 ft
Defense: 14 (-2 size +2 Dex +4 Nat)
BAB/Grp: +3/+11
Attacks: Slash +8 melee (1d10+4 slashing)
FS/Reach: 15 ft by 15 ft / 10 ft
Special Attacks: None
Special Qualities: Constrict, Improved Grab, Scent
Allegiances:
Saves: Fort +4, Reflex +7, Will +0
Reputation:
Abilities: Str 18, Dex 15, Con 14, Int 8, Wis 7, Cha 14
Skills: Balance +10, Escape Artist +4, Hide +4, Listen +10, Move Silently +4, Spot +6
Feats:
Organization: Solitary or mated pair.
Possessions:
Advancement: 3-7 HD (Huge), 8-10 (Colossal)

Combat
Blade cobras use surprise when possible, but can become impatient and charge forth, relying on their speed to run prey down. They are cautious about attacking any tool-wielding creatures they encounter. The serpents strike with slashing passes to test a potential victim. If a target fails to put up much of a fight, the snake seeks to constrict it to death.
Constrict (Ex): To use the constriction attack, the snake must make a successful melee attack with its jaw blades. The blade cobra then wraps its body around the victim (which must be size Huge or smaller) and inflicts 2d6 points of crushing and 1d8 slashing damage that round, and in each round thereafter until the victim is dead or the snake is dislodged. A successful Reflex save (DC 15) allows a target to escape a constriction attempt, and an Escape Artist or Strength check (DC 19) allows a held victim to escape.
Scent (Ex): This ability allows the serpent to detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Improved Grab (Ex): See page 227 of d20 Modern.

#24

taradusis

Jul 23, 2011 11:19:42
Perhaps add a climb or swim speed?
#25

kronos182

Jul 23, 2011 18:27:16
Perhaps add a climb or swim speed?


*Face palm* I can't believe I forgot the climb speed! gah. Added in. I'll be slowly adding more this week to this and other threads as I try to recreate at least 25% of the work I lost when laptop was stolen. 
Any creatures you'd like to see? I've got an idea for an organic artillery piece. 
#26

taradusis

Jul 23, 2011 21:48:00
I don't try designing any reptillian races without reading thru my copy of Serpent Kingdom. An organic artillery peice would be fun,imagine a manticore with an out-sized tail that fires a ballista bolt,or a fire beetle that releases a fireball from behind,sort of like the bugs from Starship Trooper?
#27

kronos182

Jul 23, 2011 22:03:23
The idea I have is kind of a peacock like creature, where the tail feathers are actually organic rockets. Only has maybe a couple dozen rockets, and regrows them a little slow, but if you have a flock of these, that's a hell of a bombardment, plus they wouldn't register as weapons. Great way to move an army.. 
At customs:
"What're those you're transporting?"
'Birds. They're great eating! Tastes better than chicken'
"Oh.. got the proper paperwork for transporting live animals?"
'Yup'
"Carry on"

Next day on the news, wide scale devastation is reported and only survivors found is a handful of large peacock like birds and a couple of farmers with huge grins on their faces. 
#28

taradusis

Jul 24, 2011 7:16:58
The peacocks are driven into a city. Police and animal control attempt to capture them. The peacocks spray rockets. About 2 deaths per peacock with some fires,more like a terror tactic I think?
#29

kronos182

Jul 31, 2011 16:24:00
Child Trap


This unassuming tropical plant is found on a colony world, and is one of the more lethal beauties found. While many find peaceful rest in contemplating its delightful exterior where it grows wild in various locales. The organism is calming and delightful to contemplate from afar, its appetite for prey has earned the sedentary predator its name countless times over.
The child trap attracts curious animals (or unmonitored children) with its bright, shining colours and by emitting a delightful display of iridescent gas from an orifice directly in its center. The gas dances and weaves on air currents churned by a cluster of vibration-sensitive fronds. The gas is intoxicating and sleep-inducing, and the same substance coats the inside of the trap's leaves and fronds as a sticky resin. When a hapless victim is lured in and lulled, the plant's fronds reach out and claim a meal.
Once prey has been drawn into the center of the plant, its leaves close up and lock together in a prickly egg-shaped bulb. Inside, resin dissolves the skin, flesh and bone of the animals, which are all absorbed. Waste material fills an underground bladder in the trap's root system, and that bladder creates more gas to attract future meals. A trap is sated for a month on a meal the size of a large dog, but it can devour a human adult given enough time.
The child trap's outer surface is coarse and tough due to the bone, hair and clothing it absorbs, but it is quite vulnerable to fire. In fact, the intoxicating, sleep-inducing gas it emits is explosive when exposed to open flame. Child traps are resistant to most herbicidal poisons, but they cannot digest metal. A large enough qauntity of metal, such as a suit light power armour, virtually chokes a child trap to death.

Child Trap
Type: Plant
Size: Medium
CR: 1/4
Hit Points: 2d8 (9 hp)
Mas:
Init: -3 (Dex)
Speed: Immobile
Defense: 12 (-3 Dex +5 Nat)
BAB/Grp: +1/+1
FS/Reach: 5 ft by 5 ft / 5 ft
Special Attacks: Intoxicating lur, soporific gas, digestion
Special Qualities:
Allegiances:
Saves: Fort +4, Reflex -3, Will +0
Reputation:
Abilities: Str 10, Dex 4, Con 13, Int -, Wis -, Cha -
Skills: None
Feats: None
Possessions:
Advancement: 1 HD (small), 2-5 HD (medium)

Combat
Digestion (Ex): A creature trapped within the plant's bulb suffers 1d10 points of damage per hour until killed and processed. Half of the damage inflicted on the plant is inflicted on a victim inside. A would-be meal is expelled once the plant loses half its hit points. Possessions made of anything but metal are totally ruined after one hour of digestions.
Intoxicating Lure (Ex): From a distance, the addictive gas the child trap emits induces euphoria. Any potential prey that could be enticed must succeed at a Will Save (DC 16) to resist the effect.
Soporific Gas (Ex): As potential prey draws closer, the same gas puts him to sleep, hopefully within reach of the plant's fronds. The creature must succeed at a Fortitude save (DC 18) to avoid falling asleep.


 
#30

kronos182

Jul 31, 2011 20:28:00
Goblin Wolverine


Another predator from Aloth, the goblin wolverine closely resembles a giant wolverine, with a blunt, muscular body, a short, toothy snout and long, sharp, curved claws on all four feet. The beast is the size of a small horse and has a glossy, reddish-brown pelt. Twin ruffs of barbed spines run from the shoulders to the hips on the beast's flanks.
Goblin wolverines are voracious omnivores that are known for aggressive assaults in the search of food. Constantly searching for food to ease their all-consuming appetite, goblin wolverines have been known to brazenly walk into explorer camps and begin rooting through packs in search of provisions, insolently daring someone to do anything about it. Most travelers familiar with the breed wisely choose to stand aside and let the beast eat what it finds, because the goblin wolverine is easily enraged and stubborn to a fault, fighting drawn-out, bloody battles over little scraps of food.

Type: Animal
Size: Large
CR: 6
Hit Points: 10d8+50 (95)
Mas: 20
Init: +4 (Improved Initiative)
Speed: 60 ft
Defense: 22 (-1 size +13 Nat)
BAB/Grp: +9/+14
FS/Reach: 5 ft by 10 ft / 5 ft
Attacks: Bite +14 melee (1d10+5) and 2 claws +9 melee (2d6+2)
Special Attacks: shoulder spines, neck-breaking shake
Special Qualities: thick-headed
Allegiances:
Saves: Fort +12, Reflex +3, Will +3
Reputation:
Abilities: Str 21, Dex 10, Con 20, Int 2, Wis 10, Cha 5
Skills: Listen +2, Search +2, Spot +2
Feats: Alertness, Improved Critical (Bite), Improved Initiative, Sunder
Possessions:
Advancement: 8-14 HD (large)

Combat
An enraged goblin wolverine is aggressive and headstrong, attacking without regard for safety or survival and giving ground to no one, no matter how big or fearsome. Goblin wolverines prefer to leap onto their prey, bearing them to the ground and savaging them with tooth and claw, trusting to their spiny flanks to keep other attackers at bay.
Shoulder Spines (Ex): Goblin wolverines have twin ruffs of barbed shoulder spines that run from the point of the beast's shoulder all the way to the point of its hips. These barbs stand erect when the creature is enraged. Whenever an enemy makes a successful hit in melee combat against the goblin wolverine, the wolverine may make a free roll to hit with its spines, at +9 to hit, causing 1d6+5 points of piercing damage if it succeeds.
Neck-breaking Shake (Ex): If a goblin wolverine gets a good enough hold on an enemy with its teeth, it shakes its victim savagely from side to side, intending to break the target's neck or spine. If the goblin wolverine causes a critical hit with its bite, it may automatically roll for damage from a neck-shake (2d10+5 damage in addition to the critical damage).
Thick-headed (Ex): The thick-headed goblin wolverine is immune to fear and mind-influencing attacks, as well as subdual damage.

#31

taradusis

Jul 31, 2011 22:48:13
The child trap-the stats seem ok. This creature would probably be driven to extinction in any area where humans communities exist. We kill relatively harmless creatures,what would we do to something that ate children and was highly flammable? The goblin wolverine- my first thought is six-legged with the ability to make 4 paw strikes,sort of like a Giralion? How about green fur,+ 4 to hide in woods?
#32

kronos182

Jul 31, 2011 23:39:11
The child trap-the stats seem ok. This creature would probably be driven to extinction in any area where humans communities exist. We kill relatively harmless creatures,what would we do to something that ate children and was highly flammable? The goblin wolverine- my first thought is six-legged with the ability to make 4 paw strikes,sort of like a Giralion? How about green fur,+ 4 to hide in woods?



Maybe.. I originally made it as a large otherwoldly wolverine with an ugly goblin-like face, plus the shoulder spines. 
Maybe Life Sciences will make a 'domesticated' guard version maybe.

The child trap probably would be exterminated by humans if they settled the world. But what if the people who settled the world were environmentalists who believe every life form has it's purpose. Hey, the plant can be a source of fuel that is renewable as long as you have some plants around. Collect the gas and use it for explosives or fuel for stuff.

I'm still working on the organic artillery peacock. 
#33

taradusis

Aug 02, 2011 20:57:07
Shitake Snail. I was thinking of a useful creature. A Shitake Snail concentrates poisinous phospherous in its skin. A shitake snail can squirt acid from its mouth like an ankheg. A shitake snail crawls along the jungle floor leaving a slime tail that contains  waste material. The waste material of a shitake snail contains a fungal infection that grows into a sort of super-shitake mushroom. If the Shitake snail weighes 200 lbs and is 7 feet long mushroom pickers could follow its backtrail and  gather a lot of edible mushrooms. just an odd creature thought.
#34

kronos182

Aug 19, 2011 21:48:59

Shitake Snail

The shitake (pronounced shy-tAEk) snail is indigenous to a small world that is covered in lakes and deciduous trees and an abundance of moss, fungus and mushrooms. The low gravity, about 0.7 G, has allowed for large insectoid life forms. There is a significant low amount of mammals for some reason on this planet. The shitake snail is an 8 foot long gastropod (stomach-foot creature), with a spiral shell, and excretes slime in order to move. A large snail, measuring about 8 to 10 feet long, with a shell that measures about 5 to 7 feet in diameter. It eats various mosses and grasses which are poisonous to other life forms. These snails travel across the planet endlessly looking for food and eventually mates. Many creatures follow the snails as the slime trail, mixed with their excrements, grows a type of mushroom that is surprisingly high in nutrition. Due to this symbiotic relationship between the snail and many creatures from the same planet, the snail usually doesn't have to worry about predators as the following creatures will usually drive off predators from their food source. Some people have collected a number of these snails and kept them in pastures and harvest the mushrooms and sell them as nutrition supplements or another form of rations. Their shells can also be used in homespun armour or shields or used as storage units. For defense, the shitake can hide in its shell, or spit an acidic bile at foes up to 50 feet away.


 


Shitake Snail (Large Vermin)
Type: Vermin
Size: Large
CR: 2
Hit Points: 5d8+20 (42)
Mas: 18
Init: -1
Speed: 20 ft
Defense: 11 (-1 size +3 nat -1 Dex)
BAB/Grp: +3/+12
FS/Reach: 5 ft by 10 ft / 5 ft
Attacks: Bite +7 melee 1d8+5
Special Attacks: Acid spit
Special Qualities: Darkvision 60 ft, mushroom, vermin traits, armoured shell, poison immunity
Allegiances:
Saves: Fort +8, Reflex +0, Will +0
Reputation:
Abilities: Str 20, Dex 8, Con 18, Int -, Wis 8, Cha 2
Skills: Listen +4, Search, Spot +4
Feats: none
Possessions:
Advancement: 4-6 HD (Large)

Acid Spit
The shitake snail can spit a glob of acid up to 50 ft away, with a +2 attack roll, dealing 3d4 points of damage for 1d4 rounds, with 2d4 splash damage in a 5 foot radius. The shitake can spit once every other round.

Armoured Shell
When threatened and the snail can't get away or its acid spit isn't working, it'll crawl into its shell which denies it it's Dexterity modifier to Defense, and can't move, but is immune to things such as sneak attacks or critical hits and gains damage reduction 5/-.

Mushroom
The slime path left behind the shitake snail, mixed with its excrements, contain mushroom spores that it's digestive system doesn't process and causes them to multiply. The trail will grow about 3d4 mushrooms in a five foot square. Four mushrooms are enough to be used as a day's worth of rations for a medium sized creature. Unless processed or kept frozen, a mushroom is only good for about a week before it isn't safe to eat by most humanoids.

Poison Immunity
Shitake snails are immune to all poisons, making the use of insecticides completely useless against them.

#35

taradusis

Aug 21, 2011 8:02:03
In D+D we had the Flail Snail, for every HD it had a heavy clublike antena that could be used like a mace. We had the Prismatic Snail whose shell gave off a Prismatic Wall like effect. We also had the Giant Slug that could move thru small openings and squirt enough acid to disolve Pcs. Not many Gastropods in use these days.
#36

Wolfen_Fenrison

Aug 24, 2011 23:17:24
Don't how to post the tables so here is a link.
Living Dead
#37

kronos182

Aug 25, 2011 7:15:10
Don't how to post the tables so here is a link.
Living Dead



I do most of my write ups in OneNote, including tables and just copy and paste. If I look at my html stuff again I can do tables that way but gets annoying.
#38

smiter

Aug 31, 2011 12:21:52
You should also think about making that "xenomorph" from thr Alien(s) movie set featuring Sigourney Weaver.
#39

kronos182

Sep 03, 2011 19:13:37

@ Smiter : I'm pretty sure there are several versions of the xenomorph online. I know I had one ages ago, but lost it. I suppose I could take a crack at it at some point.. maybe even make some of the variant versions from the toys I saw years ago..

In the meantime, another alien critter for you folks.

Blast Lizard

A blast lizard is a small reptile with the ability to emit a cone of sonic energy from an orifice in its forehead.
Blast lizards are small, grayish-red creatures less than half the size of a man. They are carnivorous, possessing large claws for burrowing and powerful jaws for cracking bones. However, their fierce appearance belies their typically inoffensive demeanor. Blast lizards dwell in harsh lands.
The head of the blast lizard is marked by a small orifice set above and between the eyes. The uninformed conclude that the creature breathes through this opening, which it regularly opens and closes using a thin membrane. This assumption is dangerously wrong, however, as those familiar with blast lizard are aware. When startled or attacked, the blast lizard is capable of projecting a devastating cone of sonic energy from this orifice.
Blast lizards come from a mostly desert world which is high in resources, which many governments want to exploit. Although a few mining outposts have had some problems due to groups of blast lizards attacking mining teams, scaring them off usually. So far no fatalities have been reported, although many injuries, which slows production.

Blast Lizard
Type: Reptile
Size: Small
CR: 3
Hit Points: 5d8+5 (27 hp)
Mas:
Init: +0
Speed: 20 ft, burrow 20 ft
Defense: 16 (+1 size +5 natural), touch 11, flat-footed 16
BAB/Grp: +3 /-1
FS/Reach: 5 ft by 5 ft / 5 ft
Attacks: Bite +4 melee 1d6+1, 2 claws -1 melee 1d4+1, tail sting -1 melee 1d3+1 plus poison
Special Attacks: Breath weapon, poison
Special Qualities: Darkvision 30 ft
Allegiances:
Saves: Fort +5, Reflex +4, Will +1
Reputation:
Abilities: Str 13, Dex 11, Con 13, Int 3, Wis 13, Cha 10
Skills: Hide +5, Move Silently +5, Listen +5
Feats: Dodge, Run
Possessions:
Advancement: 6-7 HD (Small), 8-9 HD (Medium), 10-15 HD (Large)

Combat
When threatened, a blast lizard first attempts to escape by burrowing away. Should this fail, it turns and unleashes its secret weapon, a cone of focused sound that emanates from its blowhole. When attacking creatures smaller than itself, the blast lizard relies on its bite, claws and tail attack.

Breath Weapon (Ex/Su): The blast lizard can emit a cone of sound from the orifice in its forehead. The cone is 30 feet long and 15 feet wide at the end. Anyone caught in the blast suffers 3d6 points of sonic damage, Reflex save (DC 13) for half damage. Because this attack is so sudden, there is a -4 circumstance penalty applied to the save unless the character knew of the blast lizard's ability prior to being targeted by it (either by being warned, seeing it in action, or by making a Knowledge (xenobiology) check, DC 20). This penalty only applies to the first breath weapon attack made by the first blast lizard an individual encounters. Those in the cone must also make a Fortitude save, DC 13, or be deafened for 1d4 rounds, unless wearing proper ear protection.

Poison (Ex): A blast lizard delivers its poison (Fortitude save DC 13) with each successful tail attack. The initial and secondary damage is the same, 1 point of Constitution damage.

Advancement Notes: Save DCs are increased by 1 per two HD added. The breath weapon damage increases 1 die per two HD of the creature.

#40

kronos182

Sep 03, 2011 22:33:51

Desmou Technology

Frostfire Grenade
Although almost all Desmou are taught how to create the frostfire flasks, which are like molotov cocktails, there exists far more potent grenade versions. The hand grenade version deals 4d6 points of cold damage to a 15 foot radius, Reflex save DC 15 for half, and deals 2d6 points of cold damage the next round. The target can attempt to scrap or wash off the frostfire, if desired. Removing frostifre by scraping requires a successful Reflex save (DC 15). Alternatively, the substance can be removed automatically by dousing it with at least one pint of alcoholic or acidic solution, such as wine, beer, or vinegar. Either method requires a full-round action. PDC 15 for 5.

40mm Grenade
The 40mm grenade format is more like a mini grenade to the Desmou, and deals 3d6 cold damage to a 10 foot radius, Reflex save DC 14 for half. If not removed, deals 1d6 points the following round. PDC 16 for 5.

65mm Grenade
Desmou use 65mm grenades in their grenade launchers, and are identical to the 40mm grenades, except they deal 3d6 points of cold damage to a 15 foot radius, Reflex save DC 15 for half damage. If not removed, the next round will suffer 2d6 points of cold damage. PDC 17 for 5.

Desmou Ballistic Weapons
Desmou have a love of ballistic weapons, and due to their larger stature, their weapons are larger. Desmou equivalent sized weapons of human ones are one size category larger, deal one extra die of damage. The range is increased by 15 feet for most weapons. Increased PDC for a Desmou sized equivalent weapon by +1. Many desmou weapons will also be masterwork, with about 60% of all weapons being at least
Desmou also have an interest in making unique and specialized ammunition for their ballistic weapons. About 30% of all specialized ammunition created for use by several large government militaries and mercenaries and bounty hunters come from desmou factories.

Desmou don't use laser weapons very much, usually only in use of precision work and for snipers. 75% of all desmou lasers are dedicated sniper weapons of at least +1 masterwork quality, deal +1 die and have 50% more range than those of other species.

Desmou do favour plasma weapons which they've developed moreso over laser weapons. Desmou have developed a variety of plasma weapons including plasma shotguns, cannons, pistols and rifles, many featuring various fire modes. Desmou plasma weapons usually deal +1 die and are one size category larger. They usually also have about 10% increase in ammunition capacity, or feature a 'hotshot' mode (variable charge gadget, but weapon does not explode if it isn't discharged after being charge, instead it lowers the bonus die over same number of rounds as it was charged), which increases PDC by +5 (this is only for desmou weapons and not for other species as they haven't discovered the desmou secret of this far safer method of charging of plasma weapons).

Desmou Aircraft
Most desmou aircraft and spacecraft, smaller than corvette class, will feature large wings, usually modelled after bat wings, that are also variable geometry and can fold for better storage. This gives their aircraft greater maneuverability, even with their slower speeds than other species ships, with a +1 bonus to maneuverability. In aircraft that can make planetary landings from space, usually have the wings fold forward to act as a heat shield for atmospheric re-entry. The design gives desmou fighters a +2 to Intimidate checks when they first approach a target, which ground attack craft use to great advantage as the silhouette of their craft creates a large bat-like shape on the ground as they swoop in with the sun behind them. If a desmou aircraft ever has its engines disabled, it is able to glide to the ground safely.
Desmou starships all carry light fighters, even corvettes, which usually have up to at most 4 fighters, usually on external racks if there isn't much hanger space. Their starships also carry a mix of ballistic and plasma weapons, with only a few ships, usually stealth units that mount lasers for long ranged combat.

Sample Desmou Weapons



Hi'ruN Plasma Pistol (PL6)
Damage: 3d10
Critical: 20 x2
Damage Type: fire
Range Increment: 55 ft
Rate of Fire: S
Size: Large
Weight: 6 lbs
Ammo: 60 box
Purchase DC: 25
Notes: Hot shot. Variable charge gadget that doesn't explode, instead slowly steps down the bonus die over same time it was charged.

Hi'ruN Plasma Rifle (PL6)
Damage: 4d10, varies by grenade
Critical: 20 x2
Damage Type: fire, varies by grenades
Range Increment: 95 ft, 75 ft grenade
Rate of Fire: S, A / semi grenade
Size: Huge
Weight: 18 lbs
Ammo: 50 box, 8 internal grenades
Purchase DC: 29
Notes: Scatter mode, underbarrel 40mm grenade launcher.
Scatter mode: releases several smaller plasma bolts in a cone 50 feet long, 35 feet wide, dealing 2d10 points of damage, Reflex save DC 21 for half damage.

#41

kronos182

Sep 04, 2011 0:30:03

Spined Lizard

Deep in swamps, one can find the spined lizard, a large, powerful reptile that digs in the shallow waters for grasses and roots to eat and suns itself on riverbanks during the heat of the day. They look like large crocodiles with a thicket of spines running from the back of their head to the base of the tail. The tail ends in a large boney bulge with many sharp spikes sticking out of it. Although they are apparently sluggish and obviously quite stupid, spined lizards are also easily panicked. When startled, this beast employs its formidable natural defenses to drive off or kill any predator that disturbs its daily routine.
Spined lizards can reach a length of 30 feet or longer, and they have fairly flat, broad bodies that give them extra buoyancy when crossing rivers or rooting through the marsh bed for food. The reptile's trail is thick and muscular, ending in a large bony knob as deadly as any mace, but that weapon isn't the most dangerous one in the creature's arsenal. The spined lizard's broad back is covered by row upon row of long, sharp spines that normally lie flat when the reptile is at rest. However, when the spined lizard is threatened, those spines spring erect in a fearsome thicket. Because spined lizards are normally fairly sluggish and they move along low to the ground, they are often hard to spot in the tall grasses along the shores of the marsh, and most attacks occurs when travelers stumble onto a foraging reptile. Spined Lizards are easily surprised and more easily panicked. When this occurs, the reptile's spikes stand erect, and the spined lizard rushes right at the potential threat, intending to either scare the enemy away or trample it. What's more dangerous is when there are more than one spined lizard in the vicinity. The warning bellow from one will set the entire herd stampeding in every direction, impaling or flattening everything in the way.

Type: Reptile
Size: Large
CR: 2
Hit Points: 4d8+12 (30 hp)
Mas:
Init: +1 (Dex)
Speed: 30 feet
Defense: 17 (+1 Dex -1 size +7 natural)
BAB/Grp: +3/+11
FS/Reach: 5 ft by 5 ft / 10 ft
Attacks: Tail swipe +6 melee 1d6+6
Special Attacks: Defensive spines, tail lash
Special Qualities:
Allegiances:
Saves: Fort +7, Reflex +5, Will +1
Reputation:
Abilities: Str 19, Dex 13, Con 17, Int 2, Wis 10, Cha 6
Skills: Move Silently +5, Spot +3
Feats:
Possessions:
Advancement: 5-8 HD (Huge)

Combat
When threatened, the spined lizard uses its own body as a weapon, charging its opponent and either crushing it under foot, or perforating it with its thicket of defensive spikes. If surrounded, the creature will thrash about, lashing predators with its powerful, club-like tail.

Defensive Spines (Ex): The spined lizard's thicket of defensive spines presents a formidable obstacle to would be predators, hindering attacks and impaling opponents when the reptile charges. If the spinded lizard charges, anyone in its path must make a Reflex save (DC 13) or be hit by 1d8 spikes, each inflicting 1d4 points of damage. By the same token, anyone who hits a spined lizard with an unarmed attack or with a weapon with 5 feet of reach or less, must make a Reflex save (DC 13) or be stabbed by 1d4 spines.

Tail Lash (Ex): When surrounded by opponents, the spined lizard will lash out with broad sweeps of its powerful tail, hoping to knock opponents to the ground so it can escape. Opponents hit with a tail lash must make a Reflex save (DC 16) or be knocked prone.

#42

taradusis

Sep 04, 2011 6:20:27
Some random Batrachian thoughts.
FROGHEMETH
In D+D these have always been gargantuan frogs that hop around at night and total everything they land on. Imagine a bunch of frogs bigger than the pcs ship rolling around on it fighting and breeding,the bellows are loud.
#43

taradusis

Sep 17, 2011 17:31:41

Dis jointed thoughts on a hydra. Now sci-fi is rife with stuff like Denebian Slime Worms,Guthy Griffins and Higginbottom's Harpies. How about a snake that combines several snake features into one,a sort of Uber-snake if you will?

TAIL
A rattle like a rattlesnake and an ovipositer for laying eggs?
#44

riberbero

Sep 30, 2011 9:04:01
Since someone made a request for it earlier on, I'll share my own personal take on the xenomorph from the ALIEN movies (note that i tweaked some stats to match my taste, these nasty beasts really gave my players a hard time a couple of years ago):

XENOMORPH DRONE
The xenomorph drone is the workhorse of its species. It does all the major hive construction, gathering of food and prisoners, and it even does the majority of the fighting. There are more drones in the hive community than in any other alien class, and they usually outnumber soldiers ten by one.

Xenomorph Drone: CR 6; Large-size extraterrestrial Monstrous Xenomorph; HD 4d8+16; hp 38; Mas 19; init +2; Spd 40 ft., climb 20 ft.; Defense 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17; Damage Reduction 3/-; BAB +2; Atk: 2 foreclaws +6 melee (1d6+4 slashing) and bite +4 melee (2d4+2 piercing), or tail +6 melee (1d8+4 piercing, reach 10 ft.); Grapple +11; Space/Reach: 10 ft./5 ft. (10 ft. with tail); SA acid spit, improved grab, extract, pounce; SQ acidic blood, blindsight 120 ft., cold resistance 5, improved natural armor, radiation resistance, scent, weakness to fire, vacuum survival; DR 3/-; AL NE; SV Fort +8, Ref +6, Will +2; Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10.
Skills: Hide +8 (+14 in dark areas and near tubes and pipes), Jump +26, Listen +10, Spot +10, Survival +10.
Feats: Multiattack, Planetary Adaptation (cold worlds), Run, Track.

COMBAT
Xenomorph drones take full advantage of their size and speed. The swift alien carnivores stalk prey, staying hidden in cover until they can get into charge range and rush to the attack. A xenomorph drone uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its claws and bite. The xenomorph drone’s tail is also often used in combat as an armor-piercing natural weapon, and it has a reach of 10 feet. A xenomorph drone has a relatively large brain, and its pack hunts with cunning tactics. They love to feed upon humanoid brains. A full-grown xenomorph drone weighs about 600 pounds, and they communicate with the rest of the hive much like ants or bees do. Xenomorph drones all work together to provide food and to defend the hive and the queen.
Acid Spit (Ex): The xenomorph drone can spit acid to a foe within 15 feet. This is considered a ranged touch attack that deals 1d6 of acid damage, and the target needs to succeed on a Fortitude save throw (DC 15) or be stunned for 1d4-1 round (min. 1 round).
Pounce (Ex): If a xenomorph drone charges, it can make a full attack.
Improved Grab (Ex): To use this ability, a xenomorph drone must hit a Small, Medium, or Large creature with both its foreclaws attacks (even after a pounce). It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches its foreclaws to the opponent’s head. A xenomorph drone can grab a Huge or larger creature, but only if it can somehow reach the foe’s head. If a xenomorph drone begins its turn with both its foreclaws attached, it can try to extract the creature’s brain (see extract, below) as a single attack action. The opponent can escape with a single successful grapple check or an Escape Artist check, but the xenomorph drone gets a +2 circumstance bonus on the opposed check.
Extract (Ex): A xenomorph drone that begins its turn with both foreclaws attached and that makes a successful grapple check automatically extracts the opponent’s brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants, and undead. It is not instantly fatal to foes with multiple heads, such as ettins and hydras.
Acidic Blood (Ex): The xenomorph drone has acidic blood. Each time it takes damage, it deals acid damage to all adjacent creatures and objects as it splatters its blood on them. The amount of acid damage inflicted is 2d6 damage points. A successful Reflex save (DC 15) halves the damage.
Radiation Resistance (Ex): A xenomorph drone gains a +8 species bonus on saves to resist any kind of radiation poisoning.
Vacuum Survival (Ex): A xenomorph drone doesn’t need to breath at all. It can exist in zero-atmosphere environments.
Skills: A xenomorph drone has a +8 racial bonus on Hide (+14 near tubes), Jump, Listen, Spot, and Survival checks.

FEATS
Planetary Adaptation (Cold World): This creature gains a +4 bonus on all Fortitude saves against extreme cold, as well as cold resistance 5 (already included in the statistics given above).
Run: When running, this creature moves up to five times its normal speed. If it makes a jump after a running start, it gains a +4 bonus on its Jump check. While running, the creature retains its Dexterity bonus to Defense.
Track: You can follow the trails of creatures and characters across most types of terrain. You cannot track without this feat.
#45

AnimeSniper

Sep 30, 2011 21:13:48

Nasty little bugger the Xenomorph... of course the Face Hugger is equally terrifying.  I think I have the free Aliens PDF somewhere on my flashdrive or at least one of them

#46

kronos182

Oct 08, 2011 5:28:13

Saurian Boar


A saurian boar is a genetically-modified beast created by an unidentified race of extraterrestrials that have been studying the Earth for several decades. The saurian boar’s hide is covered with gray scales and along the spine short plates protrude from the boar’s body. The average saurian boar stands 3 feet high at the shoulder and measures roughly 4 feet long. Its formidable, yellowed tusks protrude from its lower jaw and can grow up to 12 inches long. The creature’s legs end in long, terrible claws that it uses to attack others.


Species Traits


The saurian boar has the following traits.
Ferocity (Ex): A suarian boar is so fiercely aggressive in combat that it continues fighting even when disabled or dying.


Leaping Pounce (Ex): When a saurian boar charges a foe and jumps at least the last 10 feet of it, it may make a full attack, including two rake attacks.


Rake (Ex): Against a creature with which it grapples, a saurian boar may make two secondary rake attacks that deal claw damage.


Scent (Ex): This ability allows a saurian boar to detect approaching enemies, sniff out hidden foes, and track by sense of smell.



Saurian Boar
CR 4
Medium-size animal;
HD 3d8+10; hp 25; Mas 17;
Init +0; Spd 40 ft.;
Defense 18, touch 10, flatfooted 18 (+8 natural);
BAB +2; Grap +4;
Atk +4 melee (1d8+3, gore, 1d4 claw); Full Atk +4 melee (1d8+3, gore);
FS 5 ft. by 5 ft.; Reach 5 ft.;
SQ ferocity, leaping pounce, low-light vision, rake, scent;
AL none;
SV Fort +6, Ref +3, Will +2; AP 0; Rep +0;
Str 15, Dex 10, Con 19, Int 2, Wis 13, Cha 4.
Skills: Jump +8, Listen +7, Spot +5.
Feats: None.
Advancement: 4–5 HD (Medium-size).

#47

kronos182

Oct 08, 2011 7:22:51

Grongah

Grongah's are a race of near humans. In fact, they are so near human they share about 98% DNA markers with humans. They look like a human, only with slightly larger eyes with cat like pupils as they have exceptional low-light vision. They're similarities to humans has led many to theorize that either the human race is actually far older than originally thought with an advanced society that made colonies on several worlds, which possibly suffered major disasters that reverted them back to the stone age. Or colonized by automated seed ships. Another theory is another race, such as the popular theory of the Preservers, seeded several worlds with similar lifeforms and watched how they diverged in their early years, before abandoning the projects.

Homeworld: Grongah's come from a planet roughly the size and land mass of Earth, but with a couple of unique features. It contains a stone which contains exceptionally strong magnetic forces, which allows for its second unique feature; the floating islands. These land masses contain large enough quantities of these magnetic stones to be kept aloft by magnetic repulsion alone. As a result of these features, they developed flight by using magnetic propulsion to generate lift and magnetically enhanced projectile weapons very early on. Today, their weaponry is mainly magnetic accelerated projectile weapons, or plasma weapons, which have far superior magnetic containment fields than other species.
Their homeworld is called Gront, and is mostly a temperate planet with small artic poles, and is cast in shadow most of the time from the other planets in the system.

System: The Grongah's home system has a large yellow sun with 10 planets. The inner six orbit in roughly circular orbits horizontally, while the outer four have a 49 degree vertical tilt to their orbit. The first two planets are hot rocks, which are rich in heavy metals, but are difficult to mine. The third planet is a rock that is covered in precious stones. From orbit the planet seems to glitter in a rainbow of colours as the sun reflects of the many gems on the surface. It has no atmosphere, but does have a large tourist resort which has large observation areas to view the mountains and valleys of gemstones at various times of the day as the sun hits them. The fourth planet is actually a hydrosphere with a layer of ice containing the water. There are several land masses within the water, and it does support a fairly diverse aquatic ecosystem, but no lifeforms show any signs of high intelligence.
The sixth and seventh planets are both gas planets, with the sixth showing large amounts of valuable gases while the seventh are mostly a combination of common and worthless gases. The ninth planet is a frozen methane world which is left alone at the moment except for a small research and testing facility on the surface and one in orbit. Used mainly to test various vehicles for extreme cold and rough terrain. The tenth planet is a barren rock with only a small military and listening post for any out of system dangers.

Society: The Grongah's have a democracy government with a supreme chancellor and a vice chancellor. A senate with representatives from various parts of the world and from their colonies makes policies and laws which must be voted first by the whole senate then sent for approval and any revisions by the supreme or vice chancellor.
The general population is very similar to late 20th and 21st century Earth, with high technology, small upper class, large middle class, and small to medium low class citizens, depending on part of the planet or colonies they are from. Very dangerous jobs in most areas are regulated to robots, at least on the homeworld and the oldest of the colonies, while the newest ones still use manpower. Technology wise, Grongah's are fairly advanced, at least in the areas of weapons, armour, flight and propulsion systems. Otherwise, they are on par in many other respects with Earth, with some being ahead, and others behind Earth.

Language: Grongah's language sounds like a combination of Russian and Japanese to people from Earth, with many hard and rough sounding words.

Religion: Grongah's are not overly religious, no more than humans of Earth. They have a five god pantheon, who are all equal, but each different. There are small temples in some areas dedicated to a particular god, but large temples are dedicated to all five.

Species Stats: Use stats of a basic human, only instead of gaining 4 bonus skill points at level 1 and an extra skill point every level, they have low-light vision. They still gain the bonus feat at level 1 though. Grongah's are also generally a little thinner than humans, and generally have a much lower amount of obese people in their population. If rolling weight, reduce by 1d8+3 lb.

Technology: Grongah's have advanced magnetic based sciences, allowing for powerful magnetic acceleration weapons, magnetic shielding and antigravity devices. As they reached for the stars, they expanded into gravity based systems which they see as just another form of magnetic science. As a result, their starships use gravimetric propulsion, artificial gravity, and even gravimetrically enhanced shielding.
Their gravimetric propulsion systems look like large impellors, spinning within their tubes. These drives give their ships surprisingly good maneuverability for their large ships. These impellors also power and form the gravimetric shielding. A typical Grongah starship looks somewhat similar to nuclear subs from Earth's 20th and 21st centuries. Long tubular bodies with a tower like superstructure, and sometimes wing like structures at the tail. The impellors run anywhere from one third to three-quarters the length of the ship in bulges on the sides, with small ships usually have one on each side, and larger ships have several evenly spaced around the hull.
Most ships are armed with railguns and plasma weapons, with gravity based railguns as their big guns on heavy destroyers and battleships.

All Grongah ships, even atmospheric ships are equipped with gravimetric enhanced magnetic fields and/or shields, which have double the bonus against ballistic and missile weapons. They also act like particle fields and shields against plasma and particle beam weapons. Against weapons like lasers and ion weapons, the ship must be equipped with particle shielding.
Due to the gravimetric fields the hulls of Grongah ships are subjected to, they gain +10 hardness verse ballistic and missile weapons damage.
The gravimetric engines provide a +1 equipment bonus to Pilot Dexterity modifiers for Defense and to Pilot checks, and are stat wise similar to induction engines (+1000 feet to tactical speed), but with the already stated bonuses.
Grongah atmospheric craft, such as hovercraft and aircraft gain a +1 bonus to maneuverability due to the magnetic or gravimetric drive systems.

Example Technology

Basic Grongah Rail Pistol
This is the basic sidearm of Grongah military and civilians alike. Excellent range and power for a pistol. Very reliable due to many years of a tried and tested methods.

Basic Grongah Rail Pistol (PL6 Personal Firearms Proficiency)
Damage: 2d12
Critical: 20
Damage Type: ballistic
Range Increment: 50 feet
Rate of Fire: S
Size: medium
Weight: 6 lb
Ammo: 20 box
Purchase DC: 15 Lic (+1)

Basic Grongah Rail Rifle
Basic rail rifle used by Grongahs. Accepts either a banana clip or a drum.

Basic Grongah Rail Rifle (PL 6 Personal Firearms Proficiency)
Damage: 3d12
Critical: 20
Damage Type: ballistic
Range Increment: 100 feet
Rate of Fire: S, A
Size: Large
Weight: 16 lb
Ammo: 40 box or 100 drum (adds 5 lb to weight)
Purchase DC: 17 Mil (+3)
Notes: Easily accepts magazine or drum. Has a 3 round burst setting, can make use of Burst feat with only 3 rounds in the magazine.

Grongah Hunting Rifle
This is a rifle many Grongah civilians use for hunting or home defense in the colonies. Comes with a 4x scope, and solid frame and very reliable. The stock contains a small first aid kit. Although not as powerful as the basic rail rifle, it's still a respectable weapon, and perfectly legal for civilians.

Grongah Hunting Rifle (PL6 Personal Firearms Proficiency)
Damage: 2d12
Critical: 20
Damage Type: ballistic
Range Increment: 110 feet
Rate of Fire: Single
Size: Large
Weight: 12 lb
Ammo: 10 box
Purchase DC: 16 Lic (+1)
Notes: Has integrated scope (range bonus not included in stats), 2 use first aid kit in stock.

#48

kronos182

Oct 23, 2011 22:45:14

Black Harvester

The creature is a scorpion, as wide as a human and half again as high, with metal-tipped claws and stinger. The carapace gleams in any available light; in darkness, the luminescent slime oozing from the mouth on its belly is clearly visible.

This creature was commissioned for Life Sciences to create a creature that was able to aid a race that was fighting another race that used extensive use of cybernetics. The cybernetic race could easily replace their wounded by scavenging the cybernetics from the fallen and implanting them in new recruits. So the commissioner wanted a way to remove the cybernetics from the equation. Life Sciences presented the black harvester which performed quite well.
A black harvester is a giant scorpion, about 10 feet long and 6 feet wide. Its carapace is a dark red in colour, sometimes deepening to a bruised black lightening to a sickly green. Its pincers and tail stinger gleam with flakes of organic metal, and a slightly bioluminescent slime drips from the small trapdoor mouth on its underbelly.

Black harvesters are carnivores, but their main source of sustenance is not animal flesh, but cybernetic technology. Special organs inside the creature break cybernetic devices down into component parts, then dissolves those parts into nutrients that feed the harvester. Other special organs sense the chemical and energy signatures from cybernetic technology interaction with organic matter, allowing it to smell cybernetic devices in its vicinity. Another organ allows it to shut down those devices with a specialized energy pulse. This leaves users of cybernetic implants stunned and in pain for several minutes, during which the black harvester rips them apart for its sweet cybernetic prey.
A black harvester's digestive system courses with immuno-suppressant hormones that break down any implants it devours. These immuno-suppressants can be drained and preserved with care for use in cybernetic implantation process, oddly enough.
Gathering immuno-suppressants from a dead black harvester requires a DC 15 Knowledge (Earth and Life Sciences) check and takes 15 minutes. The check must be attempted within 1 hour of the creature's death, or the organs will have putrefied into uselessness. The character obtains one dose of immuno-suppressant on a successful check, plus an additional dose for every 2 points by which the result exceeded the check DC (to a maximum number of doses equal to the creature's hit dice).

Life Sciences warns not to unleash black harvesters into a conflict area where one has users with cybernetic devices. A black harvester has a PDC of 20. A black harvester can live up to 20 years. If a mating pair are purchased, up to 1d6+2 eggs can be laid once every 9 months, which take about 4 months to hatch. A young black harvester takes about 1 year to reach full size after it molts about 3 or 4 times.

Black Harvester
Type: Vermin
Size: Large
CR: 6
Hit Points: 6d8+12 (39 hp)
Mas: 20
Init: +1
Speed: 30 ft
Defense: 17 (+1 Dex, +7 natural -1 size) touch 10, flat-footed 16
BAB/Grp: +4/+12
FS/Reach: 10 ft / 10 ft
Attacks: 2 Claws +7 melee (1d6+4), tail stinger +2 melee (1d8+2 plus poison)
Special Attacks: Cybernetic disruption
Special Qualities: Cybernetic digestion, poison, resistance to massive damage, sense cybernetics
Allegiances:
Saves: Fort +7, Reflex +3, Will +2
Reputation:
Abilities: Str 18, Dex 12, Con 15, Int 1, Wis 10, Cha 10
Skills: Hide -1, Listen +2, Move Silently +3, Spot +7
Feats: Dodge, Skill Focus: Hide, Skill Focus: Move Silently
Possessions:
Advancement: 7-8 HD (Large), 9-10 HD (Huge)

Combat
The black harvester pays attention to organisms lacking cybernetics only when it's very hungry and can't find any of its favoured food supplies. Then it applies the same tactics it does most of the time when hunting sources of cybernetics: once its senses detect biotech, it tries to sneak up as close as possible, disrupt the biotech in its targets, and charge in to use its stinger and then its claws. If the target remains capable of active resistance after 6 rounds, the black harvester usually withdraws to prepare another ambush.

Cybernetic Digestion (Ex): A black draws nutrients and strength from any graft or implant that it eats. Eating a piece of cyberware requires a move action and attracts attacks of opportunity. For the next 5 rounds after eating a piece of cyberware, the creature gains fast healing 1, +5 feet of movement and a +2 circumstance bonus on all attack and damage rolls.

Cybernetic Disruption (Ex): Once every 1d4 rounds, a black harvester may create an electromagnetic pulse that disrupts the workings of cybernetic grafts and implants within 30 feet. This is an attack option. Devices that are not in use are automatically disrupted. If the item is in use, the user can make a DC 13 Fortitude save to allow the device to keep functioning. If the user has multiple grafts or implants, he must make a save for each. Affected cybernetic devices become non-functional for 1d6 minutes. If an implant is disrupted, though, the user is disoriented and wracked with pain; the character must make a DC 13 Fortitude save or be stunned for a number of rounds equal to the number of implants that have shut down, after which the character is left shaken for an additional 1d6 rounds.

Poison (Ex): The black harvester's tail stinger contains a powerful venom. Any character damaged by the stinger must make a DC 19 Fortitude save or take 1d4 points of temporary Strength damage; a second Fortitude save must be made one minute later to avoid another 1d4 points of temporary Strength damage.

Sense Cybernetic (Ex): A black harvester can smell cybernetic grafts and implants even when those implants are inside a living being. It can detect any cybernetic device within 200 feet with a successful Spot check (made against the Hide check result of the device's user, or DC 15 for unattended devices).

Immuno-Suppressant:
When harvested from a black harvester, this solution reduces recovery time for cybernetic implantation by one third, and the DCs by 2. One dose has a PDC of 14.

#49

marcoasalazarm

Oct 23, 2011 23:40:03
I was going to ask a little request, if it was possible.

Stats for the District 9 'Prawns', plz. 
#50

kronos182

Oct 24, 2011 1:03:21
I was going to ask a little request, if it was possible.

Stats for the District 9 'Prawns', plz. 



I'll see what I can do if I can find some info on them. To GOOGLE!
#51

AnimeSniper

Oct 24, 2011 2:33:03
Lets not forget wikipedia so here is the link en.wikipedia.org/wiki/District_9 for the film itself... a Prawn varies in coloration which in the film denotes their status when they were aboard ship... Green for command crew and highly intellignet, Yellow for say a maintenance/garbage tech, and etcetera... Prawns are about human size so medium for their size
#52

taradusis

Nov 21, 2011 21:37:52
I had a thought about the grongah. Suppose they develop a superweapon based off magnetism? Earth contains a mass of nickel/iron inside it. As the Earth spins it creates a magnetic force around itself with a magnetic north and south pole that is different from the true north and south poles located at the points of axial spin. If a Grongah Deathstar showed up and was able to stop the Earths core from spinning by projecting a magnetic field it would be cataclysmic. The core would stop spinning but the oceans would keep moving and spill out of their basins in immense Tsunamis. Magma would pore out of every volcano. Continents would bunch-up as new mountain ranges would arise. Earthquakes would abound. Life would be virtually exterminated and it would be thousands of years before the Earth would be inhabitable?
#53

kronos182

Nov 22, 2011 19:09:14
In theory, they could produce such a weapon. Maybe that's why no one's invaded them yet? They're afraid they'll launch some kind of weapon like this against them. Of course existence of such a weapon system is neither confirmed, nor denied by Grongah government or military forces.. although could make for a good adventure as a splinter group of the mlitary could develop such a weapon..
#54

kronos182

Dec 11, 2011 5:44:57
I was going to ask a little request, if it was possible.

Stats for the District 9 'Prawns', plz. 



Sorry, macro, I haven't gotten anything done with the Prawns.. I did have some preliminary work on them, but then had to deal with my dad being sick, followed by hdd failure, plus working nights messes up my schedule something fierce. Hopefully I'll get back to work on them soon, in the meantime I've got some other stuff I've been thinking of.. and I still gotta finish that organic artillery creature I mentioned awhile back. Kept getting sidetracked. One reason there hasn't been many creature posts lately. Mechs and weapons are easy to make.. robots and creatures take a little longer for some reason.

Anyway, just a bump and an apology and hopefully more critters to throw at your PCs to show up soon! 
#55

kronos182

Dec 22, 2011 5:20:17

The Myrddin


RACIAL TRAITS
Average Height: 5’ 7” - 6’ 6”
Average Weight: 150 - 200 lb.
Average Lifespan: 120 +3d10 years. Adulthood reached at 20 years.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 30 ft
Swim Speed: 30 ft
Vision: Low-Light
Languages: Common, Myrddin
Skill Bonuses: +2 Hide, +2 Move Silently, +8 racial bonus to Swim, +2 Survival. Can take 10 on Swim checks even if in combat or distracted.
Myrddin Training: Myrddin are trained for specific tasks at an early age. Choose one skill to be trained in. That skill becomes a class skill.


Electric Sting: Myrddin tongues are 15 feet long and pass on an electric charge to their target.
Target: One Creature within 15 feet using a ranged touch attack at +1, dealing 1d6 + Constitution modifier in electrical damage, x2 damage on a critical roll of 20, target is also stunned for 2 rounds unless a Fort save DC 10 + Con modifier is made. Useable Con modifier +1 times a day, minimal of 1.

Overview
Myrddin are a race of amphibious eel creatures. They have an extremely strong sense of family and friendship that if broken can be extremely devastating.Since Myrddin have a strong connection to family and friends, exiling a Myrddin is a punishment worse than death.
It is also important to know that Myrddin are typically raised from an early age to work at a specific task. Think about what your character was taught to do and try  incorporating it into their design. Myrddin are typically emotionally connected to the skills they learn as a child and they will constantly seek to become better at these skills.
Myrddin can also leave home simply to search for adventure in the world. Myrddin society respects great triumphs, so Myrddin who leave usually intend to return with stories of their trials.



Physical Description


The Myrddin have a humanoid torso with the head and tail of an eel. They do not have legs, which forces them to slither upright on their tails when on land. They “stand” upright at about 5’-6’ and have another 2’-3’ of tail that stretches out behind them.
Myrddin eyes are small oval slits that are usually solid black in color. Their fingers are webbed, and they have gill slits along the sides of their necks in addition to lungs. Myrddin skin is usually blue-black, blue-grey, or green-grey in hue. They sometimes have splotches of dull red or dull yellow to blend in with the aquatic fauna of their native habitat, such as seaweed and other plants. Among reef-dwelling Myrddin, skin pigmentations of bright red, yellow, orange, and pink are common. Myrddin are rarely born without skin pigmentation, but it is possible. Albino Myrddin are white with a faintly greenish cast and are considered special. Unfortunately, they are also favored by hunters for their exotic hides.
Myrddin have a variety of fins that adorn various parts of their bodies. Most of these are vestigial, as the Myrddin use their powerful tails for swimming. The most prominent fin is the dorsal fin that goes from the back of the head, down the neck and usually stops at the shoulders. The dorsal fin is particularly important to males, because a large, full dorsal fin is considered attractive. Male dorsal fins are larger and more likely to have spots than female dorsal fins. In females, the dorsal fin is smaller and similarly colored to the rest of her body. Other than the head frill and the females’ wider midsection, the sexes are difficult to tell apart. This is also why telling Myrddin women and men apart can be difficult to outsiders.
Myrddin also have dorsal and anal fins along their tails. They can combine to form one long fin, or be separate as a series of shorter fins. These usually adorn the final 2-4 feet of their tails. They also have pectoral fins along either side of their mid-sections in the area equivalent to where hips would be on a human. Tastes vary from Myrddin to Myrddin on which arrangements of fins are most attractive.
The Myrddin have a 15 foot tongue they keep rolled up inside of their mouths. Inside of their tongues are electric nodes that can be used to shock enemies and prey.
The Myrddin are able to shoot out their tongue at a target, latch on and stun them. The Myrddin make their clothing from seaweed and the hides of large fish. The Myrddin only clothe the upper parts of their bodies to leave their tail unencumbered for swimming. Their garb usually resembles a kind of tunic with clasps along the side. The sides are open, and a flap hangs below the waist in the front and back.
The Myrddin make jewelry from bone, sea glass, coral, pearls, and any other gems they discover from wrecked ships. They are especially fond of pearls and will risk danger to obtain them.



Flotillas


Flotillas are the large floating cities in which the Myrddin dwell. Formed over time from the colonies of Myrddin families and whatever driftwood and ship wrecks the storms afforded them in the early years, these sprawling communities house the majority of the known race with only exiles and adventurers ever leaving them for long. The shape of the city is  generally oval with a tapered front and a huge rudder in the back for steering. Today, each Flotilla is a floating city, with industrial, urban, governmental and retail areas. The city is divided into neighborhoods based on tribes. Each neighborhood is separated by a canal and connected in a few places by bridges and supports that tie them together. The canals serve as the major roads in the city. Neighborhoods rise up on either side of the canal and are accessed by ramps. The city also lacks stairs, as they would be difficult to climb for creatures without legs. Another difference land dwellers might notice is that the whole city is pervaded by a sense of dampness. Some lower parts of the city are even underwater. The rooms designated for Myrddin young are completely submerged and many homes have easy water access. Waves splash up over the sides of the deck frequently, but the Myrddin enjoy being wet.
Cities have do have weapons for self-defense, mostly used against sea monsters and the rare invader from another world. The Myrddin smaller cities are also threatened by storms, though not in the same way land dwellers are. Storms are not automatically life threatening for a Myrddin, just inconvenient. People can get hurt by debris, children can get lost, and boats can be destroyed. Hurricanes can break off entire neighborhoods and separate them from the Flotilla. The Myrddin evacuate underwater and as close to the center of the Flotilla as they can. After the storm subsides, the Myrddin band together to repair the city. This allows for advancement in society because cities break apart and must be re-assembled and Myrddin can gain renown for their rebuilding efforts.
The ruling body of the Myrddin lives in the center of the Flotilla. The center of the city is also where you can find various temples dedicated to the Gods. It is possible to determine the social standing of a particular tribe based on their position in the Flotilla. Influential tribes are in the front and center, while tribes in the back and along the edges are more pedestrian.
The poorest tribes are not integrated into the city at all, but are lashed to the city with ropes and trail behind it. This is also the home of criminals, outcasts, refugees from other Flotillas, and any other undesirables of the Myrddin community. 


 


Culture


Despite their non-violent ways, Myrddin are skilled hunters. They usually band together to hunt large prey, using their tongues to stun sharks, small whales, and dolphins. They will also catch smaller fish with nets or spears. When Myrddin catch their prey they also go through great lengths to try and use every piece of the animal.
They idolize those among them with great skill. A tribe will usually recognize exceptional Myrddin such as the fastest swimmers or the best hunters. A Myrddin with great renown usually starts their own tribe.
The Myrddin abhor violence between tribe members and prefer to have disputes settled by a tribe elder or by a competition such as a race judged by an elder deemed neutral. The elder of the most influential tribe is the Flotilla leader.
Myrddin don’t need to be part of a Flotilla, but they need to be part of a tribe. The Myrddin band together in the face of adversity and have a strong sense of community. Lone Myrddin will yearn to be part of a community and become depressed if left alone for too long. The Myrddin have a variety of non-violent methods to punish individuals that give the community trouble. If the offending Myrddin is in an influential position, they or their tribe may be relocated to the outskirts of the Flotilla.
If they continue to cause trouble, they may be exiled for varying amounts of time from a week to several years. The most serious offenses are punishable by permanent banishment from the community. Exile is the worst punishment that can befall a Myrddin, as there are few places an exiled Myrddin will be accepted. Due to their ability to maintain a low profile and a mastery of the seas, an exiled Myrddin can usually survive for a long time, but will be plagued by loneliness without a tribe to provide them with a sense of community, purpose and belonging. Some will look for other exiles and form surrogate tribes. Some will attempt to join other Flotillas with occasional success. Occasionally, Myrddin elect to leave the safety of the Flotilla of their own free will. These individuals leave for reasons such as adventure, research, or just exploring and gather tales to tell their tribes.


 


Childhood


Myrddin are born from translucent, grape-fruit sized eggs. The female holds the eggs in an incubator in her midsection for about 1 month before laying them. Females have a wider midsection than males because of this and, besides the head fin, this is the only other way to tell the difference between males and females. The female Myrddin lays 3-6 eggs at a time and the eggs take another 3-4 months to hatch once they are laid. Once the eggs are laid, they must be kept in a dark, moist environment. The eggs must hatch submerged in water or the newborn Myrddin will die. Infant Myrddin can survive on land after about an hour, but prefer the water for the first year of life.
Myrddin are raised communally by tribe mothers, a female Myrddin who elects not to have children of her own in favor of raising the children of the entire tribe.
In large tribes she has assistants who help divide up the labor. The tribe mother and her assistants raise all of the children of the tribe from the time the eggs are laid until the children reach the age of 16 or 17, at which point they are considered young adults. In addition to the general history and customs of the Flotilla, tribe mothers educate their young about the traditions and ancestors specific to their tribe. Myrddin children do not know who their parents are and refer to any tribe members older than they are as “aunt” or “uncle.” They refer to those in their peer group as “cousin.” Sometimes birthmarks or other significant resemblances make it possible to pick out the parents of a Myrddin child, but this information is not considered significant. The tribe as a whole works together to ensure that the children are protected and provided for.
When a Myrddin becomes renowned for any particular reason, they branch off and start their own tribe. In this special case, the first generation of that tribe is considered the children of the hero, and all subsequent generations are recognized as their descendants. The tribe usually specializes in their ancestor’s area of expertise.
At the ages of 10 or 11, young Myrddin begin to learn the trade or skill that will become their life’s profession. Children will apprentice with the member of their tribe most proficient at the skill they would like to learn. If someone in another tribe in their Flotilla is especially proficient at the skill they wish to learn, the child may apprentice in that tribe instead, especially if the tribe is similar in social standing to their own. Myrddin who are considered the best at their skill usually have a waiting list of apprentices, and some tribes are better at a given skill than other tribes. Where a young Myrddin chooses to apprentice depends on their ambitions and social standing. In special circumstances, such as exile, Myrddin can be raised by their parents rather than a tribe mother, but the survival rate is much lower. Less than half a clutch will survive such an upbringing and they will be poorly educated. A lone Myrddin or a pair of Myrddin will not have time to give their children a proper upbringing, while working to keep them fed, and keeping their vessel in good repair.  Additionally, their children will only be able to learn the skills their parents are proficient at.


Naming


Myrddin have a given name and a tribe name. Occasionally, if they become popular, they are given a nickname. The nickname usually reflects the quality that brought them into the spotlight. Their tribe name is taken from a famous ancestor or a craft that the tribe specializes in. The most common last names involve fish or sea creatures.
Exiles lose their tribe name when they are cast out, and some rename themselves. Examples of Male & Female first names: Ujanna/Ohanna, Ula, Ursa/Usra, Saar, Saga, Salim, Suka/sukar, Satu, Suhal, Sunee, Sully, Suoh, Syona Umka, Uaine.



Technology
Myrddin technology levels are on par with most PL6 societies, although they have highly advanced recycling technologies and aquatic vehicle propulsion systems. Myrddin don't have many space facilities as they prefer their watery home world, but they do have several stations and satellites for defense. All their space craft are capable of making water landings and being piloted underwater. All their laser weapons are of the blue-green frequencies to allow for operation above and below water, without loss of range or power. Myrddin starships usually have a very organic design to them, flowing lines and curves, many shaped like aquatic lifeforms or more serpentine in style. They are very agile for their size. All Myrddin ships and space facilities have at least one area that contains a large pool for Myrddin to relax while submerged in water. The atmosphere on board is more humid than most species prefer.

Myrddin Homeworld
The Myrddin homeworld is the second of four worlds orbiting a yellow dwarf sun. Water covers 85% of the planet, with only two continents and chains of islands. Two moons orbit the homeworld. One is more of a large asteroid that got stuck in a stable orbit between the moon and the planet. The moon is barren, but does have large mineral and ore deposits with light mining by the Myrddins. The first planet, closest to the sun is a molten ball of rock, with heavy metals. The third and fourth planets are gas planets rich in various gases useful by other races for higher technologies, but left untapped by the Myrddin. The myrddin don't have any out of system colonies, but some Myrddin individuals and small tribes have gone off world to explore the galaxy at large. Myrddins are prized for aquatic exploration and scouting as they are at home in the water and they don't require separate vehicles to go from orbit to the sea. Some Myrddin ships are hired as transports for mercenaries to do water insertions, but the Myrddins stay out of the combat, merely providing transportation.
 


Myrddin Racial Feats


Improved Currents
The electric nodes are fully developed and more powerful than others.
Prerequisites: Myrddin
Benefit: Change the d6’s in your electric sting attack to d10’s.
 


Natural Stalker
Prerequisites: Myrddin, trained in Move Silently and Hide skills.
Benefit: Myrddins are natural stalkers on the land and in the sea. With this feat a Myrddin gains a +3 racial bonus to stealth checks.


 


Myrddin Fisherman
Prerequisite: Myrddin
Benefit: Having grown up on the sea, Myrddin are extremely proficient with spears of all sorts. They gain a +2 bonus to damage and attack rolls with spears and polearms.


 


Slashing Tongue
Your tongue is sharper than normal, allowing you to tear flesh as well as deliver an electrical charge.
Prerequisite: Myrddin
Benefit: After a successful hit with your electric sting you deal 1d6 + one-half Strength modifier slashing damage.



Piercing Tongue
Your tongue is sharper and more designed for piercing than normal.
Prerequisite: Myrddin
Benefit: Critical modifier for your electric sting attack is now 19-20/x2 and also deals 1d4 points of piercing damage, while ignoring up to 2 points of Defense, either equipment or natural.

Extra Electric Sting
Your body is able to produce the energy to charge your electric sting more often.
Prerequisite: Myrddin
Benefit: You can use your electric sting ability an additional 3 times per day. This feat can be selected multiple times, adding additional uses of your electric sting ability.

#56

taradusis

Dec 22, 2011 19:57:10
Are Myrddin immune to electrical attacks?
#57

kronos182

Dec 22, 2011 20:19:17
Are Myrddin immune to electrical attacks?



ummm.... no... a Myrddin can stun another myrddin with their sting, or kill with their electrical discharge. I don't think electric eels are immume to electricity..
#58

taradusis

Dec 25, 2011 0:09:21
Tounge to tounge combat amongst Myrddin must be deadly.  Myrddin are carnivores,probably should have a bite attack?
#59

kronos182

Dec 25, 2011 1:55:38
Tounge to tounge combat amongst Myrddin must be deadly.  Myrddin are carnivores,probably should have a bite attack?



They're more omnivores. They live off fish, shark, whale, seaweed and shell creatures. With the advance of technology and using spears and other tools, and since they can stun creatures which gives them time to kill the larger creatures, any bite attack they might have had ages ago has degraded.

There might be some more feral tribes still floating about that have a bite and maybe claw attacks that'd deal only about 1d4 or 1d6, and probably have the piercing or slashing tongue racial feats automatically. 
#60

kronos182

Dec 26, 2011 1:59:56
Trayll
Traylls is a race of humanoids which have very adaptable genetic structure. As such, there are various subspecies of trayll which have adapted to various climates or situations naturally over only a few generations, or more recently by easy genetic manipulation.
The base trayll looks like a large bulky humanoid with grey skin with touches of blue and green. Instead of hair, they have quills on the top of their heads. They have large mouths, two slits for noses and no visible ears, much like a bird or lizard. They have incredible healing abilities, able to heal a reattached severed limb in weeks, but not their heads, or regrow new limbs in months.
The offshoot races of trayll are mostly environmental adaptations, but some are more feral version, and most of the offshoots have even greater healing abilities, but lowered intelligence. The base trayll, over the years, have become the dominate version, and have united the rest of the offshoots, and helped create some subspecies of the others for various purposes. They have also created short term genetic modifications which can alter an offshoot into a different subspecies of the same branch for short periods of time. With more work and time, they can completely transfer one offshoot into another if the need arises to increase numbers for whatever purpose.

Trayll, Standard
Type: Humanoid
Size: Medium
Speed: As medium sized creatures they have a land speed of 30 feet.
Sight: Darkvision 30 feet
Improved Healing (Ex): Trayll heal at twice the normal rate, three times if they feast considerably whilst resting. Trayll regenerate lost limbs at a slow rate, 1d6+1 days for a surgically re-attached limb, 2d20+30 days to regrow a limb entirely.
Poison Resistance 4 (Ex): -4 to all damage and stat losses caused by poison, +4 bonus to Fortitude saves against poisons that do not inflict stat damage.
Toughness (Ex): Trayll have damage reduction equal to their Constitution modifiers against nonlethal damage. This ability also protects against most nonlethal damage from environmental hazards, although in these cases damage can never be reduced to less than 1 point.
Genetic Malleable (Ex): +10 to Fortitude saves for genetic modifications and take 1/10th the amount of time for a genetic modification to take affect and recovery time. Can adapt to environments in only 2 generations. Example: If a group of trayll move to a hot desert region, in two generations they would adapt to the environment, being immune or highly resistant to heat exhaustion, develop environmental camouflage, and other environmental adaptations, as if they had the environment adaptation feats.
Base Height: Male 5'11", Female 5'3"; +2d10 in each.
Base Weight: Male 250 lbs., Female 150 lbs. +height mod x 2d6 lbs.
Age: Traylls can live up to 80 years. Their genetic malleability, it does cut back on their life expectency from what it could be. Even genetic alterations will only extend their lives by 2d10 years. Traylls reach adulthood at about age 16, and due to their healing abilities, they don't suffer physical penalties upon reaching middle, old or venerable age, with ranges comparable to humans.

Society:
Trayll society is very clan based, where each has strong ties to their clan. Several clans allied together form a kriel, which live in an area, about the size of a city. Many cities are run by a kriel, or for even larger ones by two. A clan, is run by the a council of elders, while kriels are run by representatives elected from the council of elders from each clan. The Trayll Nation, as they call their government, is run by a senate like structure with representatives from every kriel, or alliance of kriels, with the oldest member acting as mediator.
Most Traylls spend their days working diligently, but also eat quite a bit, eating about 50% more than most species their size. They are also quite well known for their feasts, which for major celebrations, have been known to last up to a week. They have strong ties to their clans and families. Many traylls are able to trace their bloodlines, of which they are quite proud of, especially if there is a famous hero in their bloodline.
Traylls also have a strong martial heritage, where almost all traylls join the military for a period of 2 or 3 years, making about 90% of the population part of the military in times of crisis. Many raiders of trayll outposts have discovered this the hard way, especially if there are also members of some of the larger and more powerful offshoots present.
The offshoot Traylls also form clans, but their ties are quite as strong as the base trayll. Each offshoot and subspecies usually work in fields which best suits their adaptations. For example, winter traylls work in fields where they encounter the cold, such as freezers, mining in frozen lands, and even working in orbit in shipyards or other stations where they can lower the life support needs, or even before full life support is established, working in the cold, but with air and gravity, saving energy as they work away. Pyre traylls are usually soldiers or work in metal manufacturing as their ability to spit fire and tolerate high temperatures makes them excellent workers in forges, or shock troops, especially on high temperature worlds.

Homeworld:
They Trayll homeworld has a very varied ecosystem, with large areas of sun blasted deserts, tundras, grass plains, mountains, temperate and tropical zones and everything in-between. Standard traylls live in many of these areas, but largest concentrations are in grass plains and temperate areas, while other regions have larger concentrations of offshoots and subspecies.

Technology:
Trayll technology is about on par with most PL6 and early PL7 societies, although their medical science is far more advanced, especially in the field of genetics. They are masters of genetic manipulation. Trayll's main exports are medical expertise, especially in field of genetics, and mercenaries. Many traylls are strong and tough, which makes them excellent soldiers, especially some of the offshoots.

Tryall Offshoots Examples
Winter Trayll
The winter trayll are traylls found in high mountains and more in artic regions, adapted to the extreme cold. They have white skin and are more sluggish than other traylls.
They are identical to standard traylls except as noted:
Hit Dice: Gain one Hit Dice in humanoid.
Abilities: Suffer a -2 Dex and Inti, but gain +2 Con.
Cold Subtype (Ex): See d20 modern core book or Menace Manual,
Ice Breath: Winter traylls can breathe a stream of frigit cold air, 5 feet high, 5 feet wide, 20 feet long once every 1d6 rounds. All opponents struck by it take 3d4 points of cold damage, although a Reflex save (DC 15) may be attempted for half damage. As a full-round action, the trayll may sweep the breath in a 180 degree arc; however, the Reflex save DC is 10.
Fast Heal (Ex): Winter traylls have fast heal 3, which is doubled when they feast while resting.
Skills: In winter environments gain a +4 racial bonus to Hide and Move Silently checks.
ECL: +2

Pyre Trayll
Pyre traylls are found in the hot deserts and are famous for their ability to spit a flaming viscous liquid from their gullets, which they also spit onto their hands to use while in melee combat. Pyre traylls, make excellent shock troops as their favourite attack methods are spitting flaming ichor at foes as they charge in, before spitting on their own hands and smashing them with flaming fists. Pyre traylls also are well known for their quality metal working skills as they don't need bulky heat protective gear to manipulate and shape hot metal. Pyre traylls have reddish brown skin and are bulkier and somewhat more feral looking than normal traylls, they're also not as smart and have short tempers which quickly become explosive, sometimes quite literally. Pyre traylls are also known for consuming flammable liquids, which doesn't affect them, and many will seek out new types of flammable liquids, which they consider to be like alcohol to them. The greater the substances flammability properties, the better the taste.
Pyre Traylls are similar to standard traylls except as noted.
Hit Dice: Gain one Hit Dice in humanoid.
Abilities: -2 Int and Cha, +2 Str and Con
Fire Subtype (Ex): See d20 modern core book for menace manual
Fire Spit: As a ranged touch attack, pyre traylls can spit flaming ichor with a range increment of 20 feet out to 5 range increments, dealing 3d4 points of damage. They can also spit onto their hands which adds +2d4 points of fire damage for 5 rounds to their slam attacks.
Slam: Pyre traylls have strong hands which allows them to smash foes with their bare hands, dealing 1d6 points of lethal damage, and considered armed.
Fast Heal (Ex): Pyre traylls have fast heal 4, which is doubled if they feast while resting.
Skills: +4 bonus to Hide checks in desert environments, and +2 racial bonus to any Craft or Repair check related to metals.
ECL: +2

Dire Trayll
Dire traylls are larger and more feral forms, found in mountains and forests. They are used as heavy assault and shock troops. They are quite intimidating foes, and use larger than normal weapons, but are not quite as smart, but fairly cunning. Dire traylls favour melee combat, where they can smash and hack at opponents, and when deprived of a weapon, are more than willing to use their own hands and teeth to continue fighting. Dire traylls have incredible healing capabilities, making them incredibly difficult to put down.
Dire Traylls are similar to standard traylls except as noted.
Size: Large (-1 size penalty to attack and Defense)
Hit Dice: Gain +4 Hit Dice in monstrous humanoid
Abilities: -4 Int (minimum of 5), -2 Cha, +8 Str, +6 Con
Speed: 40 feet
Regeneration (Ex): Regenerates 10 points of damage, fire and acid deal normal damage to dire traylls. They regrow limbs in 6d6 minutes.
Natural Weapons: Dire traylls have two slam attacks that deal 1d8 points of damage, and a bite that deals 1d10 points of damage.
Skills: +4 Racial bonus to Intimidate checks.
Thick Skulled: Dire Traylls are immune to fear effects and gain a +4 bonus to mind influencing effects.
ECL: +5

Subrace Examples
Subraces are further altered variations of traylls. Some examples of subspecies include:

Burrow Trayll
Burrow traylls are somewhat squatter versions with claws meant for digging, which live in desert and grassy climes. They possess a knack for burrowing underneath sand and other loose soil. In combat they favour swarming an opponent from beneath the ground and then springing upon him, preferably by surprise. Burrow traylls are identical to other traylls except as noted.
Burrow (Ex): Burrow traylls have a burrow speed of half their land speed. They gain a racial bonus of +4 Move Silently while burrowing and they also gain +8 racial bonus to Survival checks while burrowing.

Vine Trayll
Vine traylls live in tropical areas. They have adapted to life in the trees and are very skilled climbers. They are also well known for their poisonous bites. They usually have slimmer builds and slightly longer limbs than other traylls. Vine traylls are identical to traylls except as noted.
Climb (Ex): Vine traylls have a climb speed of 30 feet. They may apply their Dexterity modifier to Climb checks if it is higher than their Strength, and receive a +6 racial bonus.
Poison Bite (Ex): Anyone bitten by a vine troll becomes envenomed (save DC 12), receiving initial damage of 1d4-1 temporary Strength and secondary damage of 1d4 temporary Constitution.
#61

marcoasalazarm

Dec 26, 2011 13:30:44
I was going to ask a little request, if it was possible.

Stats for the District 9 'Prawns', plz. 



Sorry, macro, I haven't gotten anything done with the Prawns.. I did have some preliminary work on them, but then had to deal with my dad being sick, followed by hdd failure, plus working nights messes up my schedule something fierce. Hopefully I'll get back to work on them soon, in the meantime I've got some other stuff I've been thinking of.. and I still gotta finish that organic artillery creature I mentioned awhile back. Kept getting sidetracked. One reason there hasn't been many creature posts lately. Mechs and weapons are easy to make.. robots and creatures take a little longer for some reason.

Anyway, just a bump and an apology and hopefully more critters to throw at your PCs to show up soon! 



Sorry about the lateness to answer, man. Yeah, I understand RL can kick the crap outta guys, so no prob.

Nice work with the other races you posted, BTW.
#62

kronos182

Dec 27, 2011 8:49:46
Who says bigger is always scary.. furry land piranhas for you to terrorize people with!


Burrow-Mawg
Burrow-mawgs are despicable little creatures with a severe hankering for flesh. Some people call them land piranhas, for they swarm and consume meat just like those ravenous fish. These creatures hail from the world of Aloth.
In appearance, these fiends resemble a blend between a badger and a large bat. They are covered in a layer of dark red-brown fur with four long, black claws at the end of each powerful limb. The claws are easily as long as a man's finger, and are meant for two purposes: burrowing through earth and rending flesh. They have two large blood-red eyes that enable extrordinary night vision, mucous-dripping upturned snouts that hone in on living flesh from half a league away, and pointed, bat-like ears that detect slight noises across great distances.
Their most frightening feature by far, however is their strong, prodigious maws filled with dozens of sharp, serrated fangs-perhaps this is the source of the name "mawg."

Burrow-mawg
Type: Animal
Size: Tiny
CR: 1
Hit Points: 1d10+2 (7 hp)
Mas:
Init: +4 (+4 Dex)
Speed: 30 ft, burrow 10 ft
Defense: 16 (+2 size, +4 Dex)
BAB/Grp: 0/-4
FS/Reach: 2 1/2 ft /0 ft
Attacks: Bite +6 melee (1d6 -1, 18-20x3), 2 claws +1 melee (1d4-1)
Special Attacks: Rage
Special Qualities: Scent, light blindness, keen teeth
Allegiances:
Saves: Fort +4, Reflex +6, Will +1
Reputation:
Abilities: Str 8, Dex 18, Con 15, Int 4, Wis 12, Cha 6
Skills: Listen +9*, Spot +9*
Feats: Weapon Finesse (bite), Weapon Finesse (claw)
Organization: Pack (10-20) or mob (20-40)
Possessions:
Advancement: 2-3 HD (Tiny)

Combat
Burrow-mawgs attack immediately at the first scent of food if it appears that they have sufficient numbers to bring down their prey.
Rage (Ex): As soon as a burrow-mawg pack smells prey, it flies into a berserk rage. Individual mawgs gain +4 Str, +4 Con, and -2 AC. If half the pack is killed during combat, then each creature may make a Will save (DC 15) to end its rage and flee. Any creature that remains enraged fights until either it or its opponents are dead.
Light Blindness (Ex): Abrupt exposure to bright light blinds burrow-mawgs for 1 round. They also suffer a -1 circumstance penalty to all attack rolls, saves and skill checks while operating in bright light.
Keen Teeth: The teeth of the burrow-mawg are incredibly sharp and rend horribly cuts.
Skills: *Burrow-mawgs receive a +4 racial bonus to Spot and Listen checks. The Spot bonus only applies under low-light or darker conditions.

Burrow-mawg adrenal glands can be harvested and used in strength boosting substances, such as Boost. When used as an additive, the bonuses are doubled, and the penalties, if any, are increased by 50%, and duration increased by half. This raises the cost of the item by +3 PDC. 

#63

taradusis

Jan 01, 2012 20:24:56
Perhaps a swarm attack like rats ?
#64

kronos182

Jan 01, 2012 21:06:46
Perhaps a swarm attack like rats ?



It's quite possible to add the swarm template if you've got enough of them together. Which would just be nasty. Generally These creatures aren't encountered in huge swarms, but some are occasionally found, like the mob of up to 40 of the little buggers, but that's only if there is a significantly large amount of food available, else they'll turn on each other, thining the group out to a more pack size.

#65

kronos182

Jan 08, 2012 3:15:26

Whispers
Whispers are a short race of near human aliens known for their stealth abilities. Whispers stand between 3 and a half and 4 feet tall, and are quite skinny, almost gaunt, rarely weighing more than 40 pounds. Their skin ranges in colour from light grey to light green, although none of this variation in skin tone is noticeable without careful attention. They have gray or blue eyes but they are rarely bright or striking in intensity. Almost all Whispers have a variety of tattoos covering various parts of their body, usually the arms, upper torso, face, neck and legs. Whispers are known for their incredible stealth abilities, including their ability to move even at full speed with unnatural quietness, in roles of scouts, infiltrators, and thieves.

Whisper Racial Traits
+2 Dexterity, +2 Constitution, -2 Strength, -2 Charisma: Whispers are agile and tough, but they are small and therefore not as strong as larger humanoids. Their quiet nature also leads to a lack of personal presence.
Size: Small. As a small creature, Whispers gain a +1 size bonus to Defense and attack rolls, and a +4 size bonus to Hide checks, but uses smaller weapons than humans and similar sized beings, and their lifting and carrying limits are three-quarters of those of a Medium character.
Whispers have a base land speed of 30 feet, despite their size.
Incredible Senses: Whispers have excellent vision, gaining Low-Light vision and Darkvision out to 60 feet. They also gain a +2 racial bonus on Listen and Spot checks.
+4 racial bonus on Hide and Move Silently checks: Whispers have an uncanny knack for stealth.
Unnatural Silence: Whispers have the ability to completely cancel any noise they generate. Whispers can cancel the sound they and any gear on them makes for 1 minute/ 3 character levels up to 1 + Cha modifier, minimum of 1 time, times per day. While using their unnatural silence, a Whisper gains Sonic resistance 5.
Languages: Whispers speak their own language, which other races just call whisper, plus a sign language which they do not teach to outsiders, called Quiet Hands.

Lifespan: Whispers can live up to 300 years old or more. Reaching adulthood at 30 years, middle age 100 years, old at 150 years and vernable at 225 years, max age +2d%.

Personality: Whispers are quiet, suspicious beings who find it hard to build lasting relationships with members of other races. Although no other race is openly friendly with these reclusive individuals, no race bears them active malice either. Whispers take pride in being able to sneak into anywhere and not be noticed that they have created a sort of race wide contest of who can collect the most trophies. These trophies are usually something small and close to a person it was removed from. The more important and powerful the person, the greater the ranking in the contest. Usually things taken could be as simple as a button off someone's jacket, a power pack from a loaded weapon, or a small concealed blade, but always something that was on the person, and not of any serious consequence to the person they are removing the item from. Most races tolerate these small thefts, and some even make it a point of trying to catch a whisper in the act as it brings that person respect amongst the whispers, due to the fact that whispers are the best infiltrators, saboteurs, and black ops in the galaxy. So a few minor babbles is a minor consequence ontop of their high prices.

Homeworld: No one outside of the whisper race knows anything about the whisper homeworld. Some believe that the whispers have somehow managed to hide the entire planet and have removed any trace of information about it. There are a number of whisper colony worlds and stations found in systems that are claimed by other races. However the races that claim the system have some sort of deal made with the whisper colonies or stations. They leave the whispers alone, and the whispers provide any information that might be useful to the system, usually at a discounted price, unless its related to the safety of the system which they provide for free. Such information could be anything from arrival of criminals or pirate groups that are in transit to the system, interesting stellar objects, and sometimes even locations for mining close by.
Most outsiders have only seen parts of Whisper stations which are used for hiring Whisper agents for whatever purposes: industrial espionage, sabotage, scouting, aiding in insertion of black ops teams, and anything else that requires information and stealth. Whispers always require half the payment, which is usually quite high as their services are the best in the galaxy, up front, then the, and any unforeseen expenses, which is usually surprisingly not often, upon completion of the mission. Those that fail to pay for their services have exactly 36 hours from when it was due to provide a very good reason why and a new time of when the rest plus up to 50% more, in some cases, in late fees, or face retaliation. In many cases, such retaliation is first in the form of any and all secrets the person has are sent to those who can make the most use of them, then they systematically take everything that person has until they are left with nothing before their enemies show up and dispose of them, or else the whispers do so themselves, without leaving a trace.

Society: Whisper society, from what little has been observed seems to be modelled somewhat on a feudal monarchy system. Much of their architecture, clothing and tools also seem to resemble objects form such societies, which seems at odds to their level of technology which seems quite high. Whispers also use tattoos to display their status in society. Some superstitious people believe that these tattoos are also magical in nature. Whispers also place a lot of stock in their ranking and respect in their ability to claim trophies from clients and targets. This respect can allow even lowly farmers to have respect from rulers and warriors if they have managed to gain some impressive trophies. No whisper lies about their trophies as they keep detailed information about each trophy. Whispers have an unspoken rule amongst themselves to not take trophies from another whisper, except for a few rogues. Whispers are also known to keep their word, as it's also a part of their sense of respect, which helps keep other races coming to them for their services.

Technology: Whispers are exceptionally advanced technology wise, especially in the fields of stealth, sensors and information gathering, although they may not look it. Much of their general day to day clothing and tools are similar in design to feudal medieval Earth styling, except for their vehicles and space craft, which are usually sleek or angular. Almost all whisper vehicles and equipment come with basic stealth systems, which are usually equal to most other races standard or higher level stealth, while their more powerful stealth systems are virtually undetectable until its too late.
Whispers do export some stealth systems, usually better versions of most other races versions. Whisper export stealth technologies usually have a 25% increase in bonuses, and any that provide a miss chance have it improved by 5%, rounding down. While Whisper used equipment has a 50% increase in bonuses and miss chance are increased by 10%. For example, a Whisper made Silent Suit (pg 74 d20 Future) for export will provide a +12 bonus to Move Silent checks. While a Whisper used version (made for small size creatures) provides a +15 to Move Silent checks.
Whisper export sensor systems also provide +25% bonus and have ranges increased by 25%, while whisper used versions are increased by 50%, rounding up. For example, a Whisper export motion sensor would have a range of 125 feet, while a whisper used version would have a range of 150 feet.
Whisper used versions are NOT sold to anyone who is not a Whisper. Although a very select few outsiders have been gifted with versions that are better than normal export models, providing 35% bonus and/or range increases. Whisper made equipment have their PDC increased by +2 and considered masterworked.

Whispers also have another area of technology which they have mastered: Nanotechnology.
Much of their equipment makes use of nanites in some form, such as their melee weapons concealing energy weapons, making use of nanites to conceal the discharge ports until needed. Where their use of nanites really shows is in their tattoos. Almost every Whisper has at least one nanite tattoo, which does something related to their job, or with their status.

New Equipment
Camo Cloak
This is a cloak, impregnated with nanites and metamaterials. When wrapped around the user, closed and activated, it blends in with the environment, concealing the user. The export model hides the user from infrared and heat sensors completely, and provides a +6 bonus to Hide checks. If the user moves more than 15 feet in the round, it provides only a +3 bonus, and if spotted, provides a 10% miss chance to hit the user as their outline is blurred.
The Whisper use version provides a +8 bonus to Hide, is invisible to heat and infrared sensors. Opponents using motion detectors must make a Computer Use check vs the user's Hide check to detect the user, as long as the user is moving at most 15 feet per round, or will the opponent will think it's just a small animal or glitch in the sensor. If the user moves 15 feet or more, they only get a +4 bonus to Hide checks and opponents suffer a 20% miss chance to hit.
Weight: Export medium size 29, Whisper 28
Weight: Export medium size 5 lbs, Whisper 3 lbs.

Nanite Tattoos
Nanite tattoos start as a cybernetic device implanted in the user's body. This device is a nanite factory, which builds, recharges and distributes nanites throughout the user. Afterwards, a tattoo like object is printed on the skin of the user. This tattoo is actually a control and instruction interface for the nanite factory. Part of the function of the tattoo must be incorporated in the design of the tattoo, although some, usually ones gifted as extremely special rewards, or gained for extremely high status Whispers. The user can have as many as 3 + Con modifier tattoos maximum. Although the user must increase their dietary needs by 10% for every tattoo they have installed to provide the energy necessary to power the tattoos. Tattoos are activated as a standard action by touching the tattoo, which in some cases, such as a weapon discharge is the same action as attacking with the power of the tattoo. Tattoos are activated items and none have been designed to run constantly. The user can have no more than 1 + 1/2 Con modifier tattoos active at any time. It is possible to activate more, but the user becomes fatigued for the first tattoo activated over this limit, then exhausted for the next, then takes 1d4 subdual damage for each addition activation of a tattoo after that until they deactivated all tattoos and rest for 8 hours and eat a full days (including increased amount for number of tattoos the user has) worth of food.
To install a tattoo, the user must have the Craft Tattoo feat and make a Craft: Electrical check to beat the Craft DC to install. If the user has at least 5 ranks in Craft: Visual Art, they get a +2 synergy bonus. They can also make the tattoo look far more decorative, disguising its purpose. A separate Craft: Visual Art check must be made to disguise the tattoo. For every 5 points they beat the installation DC, the tattoo will look more like a piece of art, and gains a +2 Disguise bonus to hide it's true purpose and make it more unique. Some craftsmen are considered true artists when creating their designs for tattoos and their tattoos cost significantly higher. Some of these more elaborate designs can also be more powerful versions of the basic tattoos, and some incorporate bonus features.

Nanite Factor Implant
Benefit: This is a nanite factory to create the nanites necessary for the nanite tattoos. Does not count against the user's amount of cybernetic devices allowed.
Location: Internal, torso
Hit Points/Hardness: 5/-
Weight: 1 lbs.
PDC: 15 amongst Whispers, nearly impossible for other races.

Example Tattoos
Suit of Medieval Armour
This tattoo is designed to look like a simple suit of medieval style of armour. When pressed, the nanites create subcutaneous body armour. Comes in three different levels, where each level the tattoo looks like a more heavily armoured suit of armour. Styling may differ between artists, but a person familiar with the tattoos can tell by the style of armour used for the level of protection.
Benefit: When activated, provides the bonuses of one of the subcutaneous body armour cybernetic implant for each design level.
Duration: 6 + 1 1/2 Con modifier rounds.
Craft DC: 18
PDC: Light 16, Medium 21, Heavy 26
Restriction: Military (+3)

Laser
These tattoos usually look like an open palm with a beam of light coming out of it. When activated, the nanites form a laser emitter in the hand, usually from the palm, or from the  back of the hand that fires in the direction that the user's closed fist is pointing in, must be selected at time of installation. When activated, the user has a reserve of 30 shots for the laser, which must start being used within 3 rounds of the activation of the tattoo.  If the user doesn't use the laser for more than 5 consecutive rounds, the nanites will disable the laser.
Benefit: User can make use of a laser pistol that discharges from their palm or back of hand, dealing 2d8, fire, 20, 40 ft range increment, semi.
Duration: Instantaneous 
Craft DC: 22
PDC: 20
Restriction: Restricted (+2)

Running Man
This tattoo is usually designed as a person running. When activated, the user gains increased speed, making them faster and somewhat more agile.
Benefit: User gains +10 feet to speed and a +2 bonus to Initiative and Reflex saves.
Duration: 7 + Con modifier rounds.
Craft DC: 16
PDC: 15
Restriction: -

Bear Claw
This tattoo looks like the open paw of a bear. When activated, the user gains greater strength and prowess in melee combat.
Benefit: When activated, the user gain +6 Strength, use of Power Attack feat, and may use a melee weapon of a size larger than their size normally allows as a two handed weapon. So a Whisper could use a medium sized creature's longsword two handed instead of a small sized longsword.
Duration: 5 + Con modifier rounds.
Craft DC: 21
PDC: 21
Restriction: Licensed (+1)

Open Eye
This tattoo looks like an open eye with a black pupil , and purple iris, provides the user with improved eyesight.
Benefit: This tattoo provides the user with the benefits of telescoptic optic (pg 197 d20 Future) and x-ray optics (pg 31 d20 Cyberscape) cybernetic implants.
Duration: 5 + 1 1/2 Con modifier rounds.
Craft DC: 20
PDC: 19
Restriction: -

Cat's Paw
This tattoo looks like a cat's paw with extended claws. When activated the user grows metallic claws from their fingers and can make a natural attack with them.
Benefit: The user gains a natural claw attack that deals 1d4 points of slashing damage, 20x2 crit.
Duration: 9 + Con modifier rounds
Craft DC: 20
PDC: 20
Restriction: Lic (+1)

Monkey's Paw
This tattoo looks like a monkey's paw, and when activated, the user can climb like one.
Benefit: The nanites in the user create small suction like pads on the user's hands and feet, also create a mild adhesive and emit a low level magnetic field to aid in climb on ferrous materials. The user gains a Climb speed of 20 feet, and a +4 bonus to climb checks. The user does NOT gain the ability to take 10 on Climb checks due to their climb speed, and must make a Climb check if distracted.
Duration: 15 + 1 1/2 Con modifier rounds.
Craft DC: 18
PDC: 20
Restriction: -

Cross with Twin Entwined Snakes
This tattoo looks like the universal medical symbol of a cross with two snakes entwined about it. When activated, the user can heal themselves and cure themselves of most toxins and poisons.
Benefit: The user heals 1d8+4 hit points per activation, and gains a +4 bonus to Fort saves against poisons and diseases for the time of the duration. If the character is affected by a disease or poison before activation, they may make an immediate Fort save at +4 to resist the poison and/or disease. If successful the affects of the poison or disease disappear in 2 rounds. If the save fails, they can make another fail every other round for the duration of the activation.
Duration: 4 + 1 1/2 Con modifier rounds.
Craft DC: 19
PDC: 16
Restriction: -

New Feat
Craft Tattoo
You can craft nanite tattoos which interface with the nanite factory implant.
Prerequisite: 5 ranks Craft: Electrical, Whisper race
Benefit: You can craft nanite tattoos and install them on people using your Craft: Electrical skill, which emulate a single cybernetic ability, or feat, two related skills, or even a simple spell like ability. Adding an additional ability increases the Craft DC by 50%, rounding up, and the PDC by 3. Crafting a tattoo takes the Craft DC divided by 3, rounding up, hours to craft and install.
Special: If you have 5 or more ranks in Craft: Visual Arts, you gain a +2 synergy bonus to the Craft: Electrical check only for crafting nanite tattoos. Can make a Craft: Visual Arts check to disguise the nanite tattoo as just a regular artistic tattoo. For every 5 points you beat the craft DC, the tattoo gains a +2 bonus to Disguise checks against being identified as a nanite tattoo.
If you have at least 10 ranks in both Craft: Electrical and Craft: Visual Arts, can make quite decorative tattoos, and can add an additional bonus ability to the basic tattoo.

#66

kronos182

Jan 14, 2012 23:56:07
I made a small edit to the Whispers, Trayll and Desmodu entries with ages. The Grongah I didn't alter as they are so very near humans that one would consider them human for effects that affect humans, such as if magic bane effects or genetic viruses and the like that target humans, affect them as well.
#67

kronos182

Jan 15, 2012 0:22:25

Trayll 2 Equipment

Trayll genetic and medical science is incredibly advanced, able to map a creature's DNA in an hour and apply long term or even short term genetic alterations. Traylls are able to easily impart the subspecies and offshoot traits from any of the other types of Traylls to another quickly and easily. They can also sell such alterations to other races as long as they have the chance to map the user's DNA before hand and then alter the therapy to match, which takes about another hour or so.

Gene Therapies: Traylls can apply any gene therapy (even ones that match their offshoots and subspecies to other races) permanently with half the number of Fortitude saves necessary, and lower the DC by 2, but the PDC increases by 2. To enable the new traits to be passed onto children the PDC is increased by 1.
Temporary Gene Therapies: These provide the benefits of gene therapies but for a short term. The user must have their DNA mapped before purchasing the therapy, which is then stored in the Trayll master database which any Trayll geneticist is able to access. The PDC is increased by 5, and the user only has to make 1 Fortitude save with the DC increased by 2. The gene therapy will take affect in 1d4+1 rounds and will last for about 6 hours. If the save fails, the user is sickened for 2 minutes as the change takes that long to take affect. After which, the user will revert back to normal over 1d6+1 rounds and is exhausted, even if the user has the ability to ignore conditions such as exhaustion.

Special Abilities or Extraordinary Abilities (Including Mutations): For permanent additions, the number of Fortitude saves and the DC is reduced just like gene therapies. Temporary versions use the listed Fortitude DC +1 and have PDC increased by 1. The benefits of these abilities last for 5 minutes. A failed save means the character is sickened for 1 minute and the ability doesn't take affect for 2 minutes. After the 5 minutes, the user is exhausted which isn't effected by the character's ability to ignore exhaustion.

Temporary gene therapies and special/extraordinary abilities retro viruses come in a hypodermic injector about the size of a large sharpie marker, which is clearly marked as to the type of therapy and barcode which is coded to the user's DNA for Trayll geneticists to use.

#68

kronos182

Feb 22, 2012 20:20:10

Mentiscaptor Whipspider
Ranging from 2 to 4 feet high and roughly the same size round, these spider-like creatures were originally mistaken by explorers for some kind of great whipsiders, akin to those found on Earth. Yet the "mentiscaptors," as they are now most often called, are far from related to their Earth-bound kin. Their rear four legs are used to support their callous, orb-shaped bodies, while the front four are used in striking their prey. Both forelegs and rear legs are from 2 to 3 feet long, with chitinous plates to protect them, much like their body. The front legs have 6-inch spearlike claws used to  pierce their prey.
Mentiscaptors have an array of milky black eyes, which they use to watch intently for prey. These pack-hunters roam only at night, typically in groups of 3 to 8, and are gifted with two notably evolutionary talents: the ability to distort their location, which makes them more difficult to strike them, and a strange power to paralyze their victims, making it easier to capture their prey.
Mentiscaptors can be found on many worlds, and are considered dangerous pests and are exterminated when found. They seem to find ways to stowaway on ships, travelling from world to world, laying eggs and spreading their population. Their world of origin is lost to history, as many planets have huge populations, only kept in check by even larger predators, or extermination sweeps by military groups.

Mentiscaptor
Type: vermin
Size: small
CR: 4
Hit Points: 4d8 (18)
Mas: 11
Init: +4 (+4 Dex)
Speed: 30 ft, climb 20 ft
Defense: 19 (+1 size, +4 Dex, +4 natural)
BAB/Grp: +2/-2
FS/Reach: 5 ft / 5 ft
Attacks: Full atk +9 melee 4 claws (1d4-2 claw), +4 melee bite (1d3-2)
Special Attacks: Mind Freeze
Special Qualities: Blur, fear of light, collective, blindsight 30 ft
Allegiances: none
Saves: Fort +4, Reflex +5, Will +1
Reputation: +0
Abilities: Str 6, Dex 18, Con 11, Int 2, Wis 11, Cha 5
Skills: Climb +8, Hide +10, Jump +4, Listen +12, Move Silently +10, Search +6, Spot +10
Feats: Weapon Finesse (claws, bite)
Possessions: none
Advancement: 5-8 HD (small)

Species Traits
Mind Freeze (Ex): When two or more mentiscaptors flank a target, they emit a type of sonic field, while inaudible to most species, causes a creature to freeze in place. This requires a full-round action from both mentiscaptors, so one or the other must delay or ready an action to use this attack simultaneously. When the attack occurs, the target makes a Will saving throw (DC 14). If the target fails the save, he/she is held in place for 2 rounds. A held creature is aware and breathes normally, but can not take any physical actions, including talking. A winged creature that is held cannot flap its wings and may fall. This is a sonic effect, but even creatures without normal hearing are affected, but gain a +2 to their saves.

Blur (Su/Ex): A light-warping effect continually surrounds a mentiscaptor, making it difficult to discern the creature's true location. Any melee or ranged attack directed at it, including spells or other powers that require a touch attack, has a 50% miss chance unless the attacker can locate the beast by some means other than sight.

Fear of Light (Ex): The mentiscaptor is frightened by sunlight. Any time it is exposed to sunlight or a sudden bright light, it must make a Will save (DC 20) or flee as quickly as it can. If unable to flee, the creature is shaken (-2 penalty on attack rolls, saving throws, and skill checks) for the remainder of the encounter or until the light source is removed. On a successful save, the creature overcomes the fear and can approach the source or otherwise act without penalty.

Collective (Ex): All mentiscaptors within 1 mile of one another are in constant communication. If one is aware of a particular danger, they all are. If one in the group is not flat-footed, none of them are. No mentiscaptor in a group is considered flanked unless all of them are.

Skill Bonuses: Mentiscaptors receive a +4 species bonus on Hide and Move Silently checks, a +6 species bonus on Jump checks, and a +8 species bonus on Listen, Search, and Spot checks. If their blindsight is negated, they lose the Listen, Search and Spot bonuses.

Bonus Feat: Mentiscaptors gain the bonus feat Weapon Finesse (claws).

#69

kronos182

Mar 06, 2012 16:51:39
Hey.. I finally finished the artillery bird.. after how long?

Ajni Artillery Bird
The ajni artillery birds look like large pea****, designed to act as independent drone artillery support, scouts and perimeter defense. They are often sent into the field alone, in small groups to control an area, or in support of a small strike team. They aren't very big, but pack an impressive amount of fire power for their size, making them favourites for infiltration teams who want a little reassuring backup. Because they sometimes work alone, or as support for strike teams, Anjis are given a high degree of intelligence and an incredible mathematical reasoning capability. They are at their deadliest when working in conjunction with a forward observer to relay coordinates.
The Anji are large pea**** with broad, flat shovel-like beaks. Their bodies are covered with lustrous, mineral-like feathers, like coloured mica, and their impressive tail feathers look like a fan of thin, but strong, iridescent, crystalline shards filled with a shimmering liquid. Almost like an incredibly thin lava-lamp. These 'tail feathers' are actually feather shaped crystalline rockets filled with plasma that explode on impact, spraying the target with shards and plasma. They are extremely accurate when firing their rockets, capable of delivering firepower directly on target if receiving information via a radio signals in the form of their built in chirp bio-radio. Otherwise they rely on their own assessment of the situation and fire at will.
Anji are engineered as lithovores so they can operate independently for longer periods of time (no shortage of food) and to better grow their crystal-plasma rockets. Weak hand to hand combatants, they rely on speed to extract themselves from close quarter battles and turn their plasma rockets to bear on the enemy. They prefer to fight from cover, laying down a massive volley of rockets rather than speed into combat.
Through the use of the built in chirp bio-radio, the Anji can receive orders, and can limitedly communicate back, with its natural sounds, similar to an actual pea**** being translated into simple words, such as danger, enemy (with coordinate location given) sighted, all clear, wounded, unable to attack. Some users who work with Anjis extensively have learned to understand the Anji's natural sounds and some have been trained to imitate some words, similar to a parrot, but not as well.
Anjis can live 25 years, reaching full maturity in 2 years. At one year they only have 20 crystalline plasma rockets that deal half damage and half the range. Many places that use Anji will put young Anji on perimeter patrol with older ones to aid in their training and giving the youths experience. Anjis can lay up to 6 eggs (1d6) once every 10 months.

Anji Artillery Bird
Type: Animal, augmented
Size: Medium
CR: 3
Hit Points: 3d8
Mas: 13
Init: +3
Speed: 40 ft, burrow 20 ft
Defense: +3 Dex
BAB/Grp: +2/+2
FS/Reach: 5 ft/ 5 ft
Attacks: +6 ranged Crystalline Plasma Rockets, +4 melee beak (1d6), -1 melee claw (1d4)
Special Attacks: Barrage, Crystal Feather Launchers
Special Qualities: Enhanced Vision, All-Round Vision, low-light vision
Allegiances: Owner
Saves: Fort +4, Reflex +6, Will +1
Reputation:
Abilities: Str 10, Dex 16, Con 13, Int 12, Wis 10, Cha 11
Skills: Hide +6, Listen +6, Move Silently +5, Search +6, Spot +5, Survival +2
Feats: Run
Possessions:
Advancement: 2-4 HD (Medium), 5-6 (Large)

Racial Skill Bonus: Listen +3, Search +2, Spot +3, Run feat (Included in stat block).

Crystalline Plasma Rockets
The tail feathers of the Anji are actually organic crystalline plasma rockets. The rockets actually have a neurological bundle encased within the crystal, making them a type of smart missile, and programmable with what the Anji wishes to strike. If the missile miss initially, it can make another attack the following round, but only at a + bonus before it runs out of fuel. The rockets have a range increment of 200 feet. There are 40 plasma rockets that make up the tail, and a new rocket can be regrown in 1d6 hours each, after the Anji eats. The rockets do 2d10 slashing damage to a 20 foot radius (Reflex DC 15 for half) and 5d6 fire damage to a 30 foot radius (Reflex DC 16 for half), and the plasma continues to burn for 1d4 rounds, each round dealing 3d6 fire damage.

Crystal Feather Launchers
The Anji can launch volleys of small, sharp, mineral rich feathers at opponents, capable of slicing through metal armour. These feathers can be recovered and used later as throwing blades, or used to construct bladed weapons. These feathers are launched in a 20 foot burst, dealing 2d6 slashing damage (Reflex DC 15 for half). Anjis can do this 20 times a day before they run out of enough feathers, which regrow after feeding and 8 hours rest.
Also if anyone grabs the Anji, they will suffer 2d6 slashing damage from the sharp feathers, even if the Anji has used up all its uses of the crystal feather launcher

All-Round Vision (Ex)
The eyes of the Anji are placed on the sides of the head to allow it almost complete 360 degree vision, making it nearly impossible to sneak up on one. Anji's can not be flanked, nor lose their Dexterity bonus to Defense to similar conditions.

Enhanced Vision (Ex)
The eyes of the Anji are designed to spot a target at an incredible range, allowing to target then fire its rockets accurately. Anji can make Search checks at a distance of 100 feet instead of the normal 10 feet, and their Spot checks suffer only a -1 for every 100 feet instead of the normal -1 for every 10 feet. However, anything within 20 feet, the Anji suffers a -2 to Spot checks.

Enhanced Intelligence
Although the brain of the Anji has been greatly enhanced, mostly in the area of mathematics and interpreting coordinates for firing solutions, it is still considered an animal in every other way. The Anji can add it's Intelligence bonus to ranged attacks with its crystalline plasma rockets. Can also make indirect attacks when given coordinates from a spotter with only half penalties.

Barrage
The Anji can launch 10 rockets with this attack. They target a 5 ft square, with only a +/- bonus to attack, dealing 4d10 slashing (Reflex DC 19 for half) to a 50 foot radius and 7d6 fire damage (Reflex DC 20 for half) to a 70 foot radius. The plasma continues to burn for 1d4+1 rounds. Barrage can only be done if there are at least 10 crystalline plasma rockets left.
#70

taradusis

Mar 16, 2012 3:30:51
I think it's hilarious that the filter takes out Peacock. I once tried to talk about the differences between **** Erectus , **** Robustus , **** Neanderthalis and cro-magnon man and half the page got filtered.
#71

Shesheyan

Mar 19, 2012 14:21:22
Technophage - A new alien race
CR : 4
Medium-Size Aberration (Tripod / 300 pounds)
HD : 3d8+3 (Hp 20)
Mas : 16
Init : +2
Spd : 40 ft
Defense : 20 (touch 12/flat-footed 18) (+2 dext, +6 natural, +2 neckband)
BAB : +3
Grap : +3
Atk : +3 melee (kick 1d8) / Full Atk +3 melee (1d8, 2 kicks/1d6 head slam) OR +5 range (acid spit 15ft : initial 2d4+4 and +3 rounds of 1d4+1) OR +5/+6 range (neckband - see below)
FS : 5ft by 5 ft
Reach : 5ft
SQ :
• Hard exoskeleton resistante to vaccum of space (Ex)
• Darkvision 60ft (Ex)
• Damage reduction 10 against beam weapons (Ex : refracted by exoskeleton composition)
• Acid resitance 20 (Ex)
• Immune to gas attacks (Ex : They do not breath)
AL : technophage, evil
SV : Fort +6 / Ref +5 / Will +4
AP : 0
Rep : +0
Str 10 / Dex 14 / Con 16 / Int 11 / Wis 13 / Cha 7

The technophage are a race of technologically advanced hunters and gatherers. Their entire society, organized in tribes, is based on the search of new hunting and gathering territories. Equiped with tetrahedral diamond based ships, each tribe roams the galaxy in search of new quartz and carbon mines. Occasionnally tribes will join forces and form a horde against a common enemy. Because they do not breath, in the conventional sens, technophage can adapt to any type of atmosphere. Their ships are pressurized for atmospheric flight only. Once they reach space the «atmosphere is vented».

These eight foot tall beings have three 5 foot long legs that connect at the base of a 2 foot long neck which is topped by an oval shaped head. Their jet black flexible exoskeleton skin is an alloy of carbon and quartz. The base of their legs are hard as diamond and have 3 opposable fine manipulators. The head is topped by a crown of nine 1 inch long diamond spikes. Technophages are very hard to surprise because three small yellow eyes provide them with perfect 360° vision. The technophage breathing and digestive systems work in symbiosis. They must constantly eat carbon and quartz to live. Their very small mouth is equipped with powerful jaws that can crush the hardest crystals. Once per hour a gland at the top of the mouth produces a powerful digestive acid that can be spitted up to 15 feet away.

The Technophage use an accelerated growth program for their offsprings. Once they have been grown to maturity, in the hatchling chamber, the «new born» Technophages can immediately take their place in society. The chamber provides them with genetic memory they need to accomplish the task they are destined for.

Each Technophage is equipped with a large neck band that acts as a defense and attack system. The device is connected directly to the technophage brain.
1- The neckband projects a 90° energy shield. At the beginning of each round the facing can be modified as a free action.
2- Once/round the neckband's 360° rotating plasma projector can be activate (see plasma rifle)

Skills: Spot +10, Climb +5, Survival +5, Listen +3, Swim -10
Feats : Alertness, Multiattack, Point Blank Shot

Technophage Level Advancement
Level advancement for Technophage is extremely unlikely. Members of a clan are bred in hatchling chambers with specific genetic codes and memories. They come out of the chambers fully grown and ready to take on the responsibilities of their genetically programmed occupation. This type of reproduction method while very efficient for a civilization down plays considerably personal development and freedom. It is in fact a flaw. A Technophage caught outside his realm of expertise will function very poorly and will constantly strive, to the best of his abilities, to restore normalcy.

Fraal scientists have recently uncovered new data about the Technophage. The individuals encountered up to now are only Light Infantry. Technophage do not hesitate to manipulate their own DNA to create individuals for specific tasks. Lawford reports having seen these variations : Laborers, Technicians, Caretakers, Scientists, Leaders, Winged Infantry and Heavy Infantry.
#72

kronos182

Mar 19, 2012 15:40:33
Question about the damage reduction to beam weapons: would this be ALL beam weapons? or just ones that are similar to lasers? So lasers, x-ray lasers? What if someone made a beam weapon from plasma, instead of standard bolts or pulses? What about ion beams? 
#73

Shesheyan

Mar 19, 2012 19:48:39
Question about the damage reduction to beam weapons: would this be ALL beam weapons? or just ones that are similar to lasers? So lasers, x-ray lasers? What if someone made a beam weapon from plasma, instead of standard bolts or pulses? What about ion beams? 



Anything beam weapon that cannot be refracted by the exoskeleton crystal structure will bypass the damage reduction. My understanding of plasma and ion weapons is that they would not be refracted.
#74

kronos182

Mar 19, 2012 20:22:41
Question about the damage reduction to beam weapons: would this be ALL beam weapons? or just ones that are similar to lasers? So lasers, x-ray lasers? What if someone made a beam weapon from plasma, instead of standard bolts or pulses? What about ion beams? 



Anything beam weapon that cannot be refracted by the exoskeleton crystal structure will bypass the damage reduction. My understanding of plasma and ion weapons is that they would not be refracted.



So pretty much lasers and other laser based weapons, or other forms of 'light' weapons. So particle beam weapons, ion, plasma, and any other type of energy we can think of aren't refracted unless using some form of light spectrum, like lasers. 
m'kay. Which would make these guys particularly effective against anyone who's using lasers exclusively. 
#75

kronos182

Apr 11, 2012 11:22:29
For those wanting more xenomorph stuff, I found the site that had a pdf for xenomorphs, which included stats for established movie canon aliens, plus a template (and examples) for hybrid xenomorphs, but doesn't include the alien hybrid from Aliens Resurrection.
It's different from the xenomorphe dron posted already here, and has higher challenge ratings, with the drone being a CR9.
It can be found here .

Also this site has a listing of variant alien hybrids or types.
#76

kronos182

Aug 11, 2012 20:15:58

Banded Howler


Type: Animal
Size: Large
CR: 3
Hit Points: 4d8
Mas:
Init: +8 (+4 Dex, +4 Improved Initiative)
Speed: 50 ft
Defense: 16 (-1 size, +4 Dex, +3 natural)
BAB/Grp: +3/+7
FS/Reach: 5 ft by 10 ft / 5 ft
Attacks: +10 melee Bite (1d8+10)
Special Attacks: Echoing Howl
Special Qualities: Scent
Allegiances:
Saves: Fort +7, Reflex +8, Will +1
Reputation:
Abilities: Str 24, Dex 18, Con 16, Int 2, Wis 10, Cha 6
Skills: Intuit Direction +4, Listen +8, Spot +4, Sense Motive +2
Feats: Improved Initiative
Possessions:
Advancement: 5-8 HD (Large)

Banded howlers resemble large wolves with glowing, yellowish green eyes and have deep banana yellow fur with bold, dark brown, banded stripes. These creatures use a  combination of initiative, aggressiveness, and cunning to overpower their prey and opponents.
When that fails, they use their eerie, reverberating howl to leave the normally intelligent babbling, trembling, and lying curled up in a fetal position. It is the belief of many that banded howlers are the walking essence of dark, evil insanity. The truth is, banded howlers aren’t really evil by nature, and the issue of insanity is debatable.
Adult howlers can be trained, with a great degree of determination and wax earplugs, but the domestication of the pups is much easier. Banded howler pups have a constant bark and yelp that reverberates much like the echoing howl of the adults but the noise does not take on its supernatural ability to send fear through the intelligent until the beast matures to an adult. Once the pups have matured, they tend to reserve this special noise for combat purposes only. The typical bark of an adult banded howler more or less resembles that of a wolf.
Banded howlers are prized for both its unique ability as well as its use as a riding mount. Often they are sent ahead of the army with a sole rider who’s either particularly daft in the head or has adequate ear protection. Banded howlers are carnivorous and eat much of the same thing dogs and wolves eat.
Banded howler females can have one litter a year, a full eight months of pregnancy from time of conception until birth. A litter normally yields one to four (1d4) pups. Banded howler pups reach full maturity at three years of age and usually reach an age between thirty to forty-one years (Max Age: 30 +1d10).
Carrying Capacity: A light load for a banded howler is up to 699 lbs; a medium load is 700 to 1398 lbs; and a heavy load is 1399 to 2100 lbs. A banded howler can drag 10500 lbs. An exotic saddle is required to ride a banded howler.


Banded howlers are found on a world full of forests and grasslands. The natives used the banded howlers as riding mounts and as guard animals. Colonists discovered the usefulness of the banded howlers after the natives attacked them. After peace was achieved after years of fighting, the colonists have managed to domesticate banded howlers and export them for sale to interested parties.
 


Combat


The banded howler is a cunning creature, preferring to use its initiative to rush into an area, howl, and then start picking off the weakest of the affected targets.


Echoing Howl (Su): Instead of choosing to bite, the banded howler can raise its head and belt forth a reverberating howl. So unsettling is this sound that those within 30 ft with an Intelligence score of 9 or higher and can hear the howl must succeed with a Will save (DC 14) or be paralyzed with a gibbering, mad fear for 2 to 5 (1d4+1) rounds or until the banded howler or another creature or individual attacks them. Whether or not the save is successful, the target opponents cannot be affected again by the echoing howl of the banded howler for one full day.

#77

kronos182

Aug 27, 2012 23:26:13
Berserker Wasp
Berserk wasps are four-inch long insects with red bodies and double sets of shiny black wings. When enraged, their wings produce a deep, raspy buzzing, which in swarms of a hundred or more produces a bone-shaking drone that panics even well-trained beasts.
Berserker wasps are a hardy, adaptive breed of insect that does not build nests, but rather attacks and paralyzes large animals, using them as living hosts for their eggs and as nourishment for the hatchlings when they emerge. The wasps are dormant in the winter, emerging from burrows in the ground during the second week of spring. Queens then take to the air, attracting as many males as possible, and proceed to travel through the forests and grasslands, looking for a place to lay their eggs. Scouts range up to a mile ahead of the swarm, seeking out possible victims. Berserker wasps are drawn exclusively to the scent of blood, and their sensitive olfactory bulbs can sense a wounded person or animal up to a league away. When a victim is found, the swarm envelops it, stinging it hundreds of times until the insects' paralyzing poison takes effect. Then the queen and her males burrow into the still-living body and make their nest, laying eggs and feeding on the victim's tissues until the young hatch, up to a week later. After another week, the young have developed wings and the swarm moves on, leaving little more than a skeleton to mark their passing.

Berserker Wasp
Type: Vermin (Swarm)
Size: Diminutive
CR: 5
Hit Points: 10d8-20 (25 hp) (swarm)
Mas:
Init: +1 (+1 Dex)
Speed: Fly 60 ft
Defense: 15 (+4 size, +1 Dex)
BAB/Grp: +1/-8
FS/Reach: 5 ft by 5 ft / 0 ft
Attacks: Sting +9 melee 1d10 plus poison
Special Attacks: Distraction, Drone, Poison sting
Special Qualities: Vulnerable to cold, vermin traits
Allegiances:
Saves: Fort +0, Reflex +2, Will -1
Reputation:
Abilities: Str 1, Dex 13, Con 6, Int 1, Wis 8, Cha 2
Skills: None
Feats: Combat Reflexes, Track
Possessions:
Advancement: 11-14 HD (swarm)

Combat
Berserker wasps depend on speed and sheer numbers to bring down their prey, summoned by pheromones broadcast from their wide-ranging scouts and raring down upon victims seemingly out of nowhere.
Drone: If the swarm takes any damage, the berserker swarm becomes high agitated and their wings begin to emit a deep, raspy buzzing, causing animals and people to panic. Creatures within 50 feet of the swarm must make a Will Save DC 14 or be panicked for 1d4 rounds. This is a sonic based attack.
Distraction (Ex): Any living creature that begins its turn with a berserker wasp swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round.
Poison Sting (Ex): Berserker wasps inject a powerful paralytic poison with each sting. Every time a victim is successfully stung, he must succeed at a Fortitude save (DC 17) or suffer 2 points of Dexterity ability damage per sting. This loss is temporary.
Vulnerable to Cold (Ex): Berserker wasps take double damage from cold-based attacks.
#78

kronos182

Aug 28, 2012 9:24:02
I made a slight edit to the Berserker Wasps, I forgot the drone and distraction abilities.
#79

kronos182

Aug 30, 2012 14:52:39
Firedrake
The firedrake is a large lizard that's found on a thermal world, near sources of geothermal heat such as geysers, dormant volcanoes and subterranean lava flows. The skin of a firedrake is knobby and black, like newly-forged iron, with numerous small, oval nodules running along its back that glow like rubies when exposed to firelight.
Firedrakes are fierce and aggressive, staking out a territory that supplies them with a ready source of heat and attacking any who violate their domain.
Occasionally, when a volcano becomes active and begins spewing lava, there are reports of firedrakes following flows and attacking anything in their path, apparently driven into a murderous frenzy by the volcano's activity.
The crystalline nodules on a firedrake's back are very rare and highly prized as forms of jewelry, and some weapon designers are experimenting with using the nodules in weapons such as lasers.
Some people have managed to domesticate some firedrakes to use as guard animals on warm planets, such as desert or other thermal planets. Although firedrakes can survive on planets that aren't really warm, they become lethargic and slow when the average temperature is below 30 degrees Celsius.

Firedrake
Type: animal
Size: Large
CR: 5
Hit Points: 8d10+48 (81 hp)
Mas: 22
Init: +3 (+3 Dex)
Speed: 90 ft
Defense: 16 (-1 size, +3 Dex, +4 natural)
BAB/Grp: +6/+10
FS/Reach: 5 ft by 10 ft / 5 ft
Attacks: Bite +9 melee (1d10+3) and two claws +4 melee (1d6+3)
Special Attacks: Living furnace, fiery death
Special Qualities: fire immunity, cold vulnerability
Allegiances:
Saves: Fort +12, Reflex +9, Will +0
Reputation:
Abilities: Str 16, Dex 17, Con 22, Int 2, Wis 7, Cha 6
Skills: Balance +6, Climb +4, Hide +6, Jump +5, Listen +7, Move Silently +5, Spot +6
Feats: Cleave, Combat Reflexes
Possessions:
Advancement: 6-10 HD (Large)

Combat
The firedrake attacks its victims with tooth and claw and inflicts horrible damage simply from the heat radiating from its body. When cornered in its own territory, the reptile tries to force opponents to fight dangerously close to scalding steam and lava flows, where it clearly has the advantage.

Living Furnace (Ex): Heat radiates from a firedrake like a blazing forge, and its touch ignites combustible material such as paper, wood and clothes. Also, its claws and bite inflict an additional 2d8 points of heat-related damage with each successful hit.

Fiery Death (Ex): When it dies, a firedrake releases its heat energy in a final explosion that causes 3d8 damage to all victims within 30 feet (Reflex save DC 16 for half). Unfortunately, this explosion destroys or renders worthless most of the ruby-like nodules on its body. Roll 1d8-6 to determine how many remain intact.

Fire Immunity (Ex): The firedrake is immune to fire-based attacks, such as from flamethrowers, lava, fire and even plasma weapons. Lasers deal half damage.

Cold Vulnerability (Ex): The firedrake requires heat to be comfortable, and suffers double damage from cold based attacks. Also when in environments with a temperature of less than 30 degrees Celsius, the firedrake becomes slow and lethargic, suffering a -20 feet to speed, -2 Dex penalty, and all skills and attacks suffer a -2 penalty. These penalties remain even if returned to a warmer environment. It must rest in a warmer environment for at least 2 hours before the penalties are negated.

The ruby-like nodules on the back of the firedrake are difficult to collect and are highly valued, gaining a possible PDC equivalent sale price of around PDC 25 each or more. It is possible to build a weapon that uses a firedrake nodule in a weapon that deals fire-based energy weapon, such as a laser, which would enhance its capabilities, but the Craft DC would be increased by +5.
#80

kronos182

Aug 30, 2012 16:53:21

Uoobin
The Uoobin are a race of tall, lanky humanoids with a canine-like head, corded muscles, hairless bodies with grey skin, and another interesting feature. This feature is their DNA is missing sections, which gladly accept DNA from other sources. The Uoobin gain these missing bits of DNA from eating creatures that they kill. After killing an opponent, the Uoobin must eat at least 10 pounds, and if the target has a feature the Uoobin finds desirable, such as claws, wings, incredible reflexes, speed, or other feature, the Uoobin must eat at least 25% of organ(s) that control or are that feature, and later will develop that feature.


This practice of eating the dead has made the Uoobin an undesired race to be around, with many rumours that Uoobin will eat those they dislike, or as stories to scare children. The Uoobin don't mind, as it just adds to their reputation, which works well for them. Most Uoobin sell their services as mercenaries or guards, although some wander and sign up with exploratory groups to act as both protection and a way to study new lifeforms.

Homeworld: The Uoobin homeworld is covered in dense forests and jungles on two large continents, with two polar continents covered in ice. A third continent has rainforests and deserts covering it. The Uoobin live on all but the polar continents, with only a few small settlements and bases on those continents. The flora and fauna is greatly varied, and highly adaptable to changes, much like the Uoobin themselves.

System: The Uoobin system has a blue dwarf star with 4 planets and three asteroid belts. A living rock planet, with highly active volcanos is the closest, followed by two dense asteroid belts, then the Uoobin homeworld followed by a thin asteroid belt. The last two planets are airless rocks filled with heavy metals. Uoobin have small mining outposts on both of these planets to mine the heavy metals, and sends ships to mine the closest inner asteroid belt for other minerals and light metals.

Society: Uoobin society is loosely based on clan structure, where one lives and works for the clan. Each clan works for another clan, or owns companies. The government is a democratic elected senate with representatives from all major clans or organizations. Every member of the Uoobin society also joins the military for a period of about 3 to 5 years, which allows the Uoobin military to draw upon a very large pool of soldiers in the case of emergencies and planetary defense.

Language: Uoobin speak a language that is a series of guttural growls, clicks and whistles which extend into the ultrasonic ranges, making it impossible for many other races to communicate with Uoobin without translators. However, Uoobin are quite capable of speaking many other languages, however they may not let others know they can speak other languages.

Religion: Uoobin religion is ancestral based, where they seek guidance, strength and wisdom from their ancestors, seek council from their elders. The exact practices of how an Uoobin worships their ancestors varies from clan to clan, and can even vary from person to person within a clan. Worship and seeking guidance is a very personal thing and is usually done in private, except for some matters that concern the whole clan then small groups will gather to seek guidance.

Uoobin Racial Traits
+2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma: Uoobin are strong and resilient creatures, although a little low in intelligence, and due to the nature of eating creatures for purposes of gaining abilities, leads their social skills amongst other races somewhat strained.
Size: Medium. As medium sized creatures, Uoobin don't gain any benefits or penalties due to size.
Uoobin have a base land speed of 30 feet.
Incredible Hearing: Uoobin have incredible hearing abilities, hearing ultrasonic and infrasonic ranges, gaining +4 racial bonus to Listen checks. They can even make Listen checks while sleeping, but at half penalties.
Natural Hunters: Uoobin are natural hunters, gaining a +2 racial bonus to Survival checks, and gain the Track feat for free.
Adaptable DNA: When an Uoobin kills, then eats at least 10 pounds of a creature, they can temporarily gain one feature of the creature eaten. The Uoobin must also eat at least 25% of the organ that is responsible for the feature. For example, to gain wings and flight, the Uoobin must parts of the wings as well, or for increased speed, must eat parts of the legs. GM use own judgment for strange or unusual features or abilities. After eating the organs and body parts, which takes between 1 and 10 minutes (1d10 minutes), the Uoobin must rest for 1d4+1 hours as their body processes the DNA from the eaten creature and grows the organs and limbs, if any, for the new feature to work. The new feature lasts for 1d4+1 days before the organ and limbs start to degrade and painlessly break down. An Uoobin can have a maximum of 1+ Con modifier new features at a time. A Uoobin can make a feature permanent, but must eat the entire body, but eating the organ of the desired feature first, and gives up 5 hit points and 100 XP x level, but can not loose enough experience to go down a level. The hit points given up can not be regained, they are gone permanently. The Uoobin must rest for 8 hours for the feature to become permanent. Once a feature is permanent, it can be passed on to any future children they might have.
Languages: Uoobin speak their own language called Uoobet, which is nearly impossible for most races to speak, except for those that can speak and hear ultrasonic ranges.
ECL: +1

Technology: Uoobin technology is about the equivalent of PL6, having only had launched their first manned space mission about 200 years ago, but with meeting other races, and hiring their services as soldiers of fortune, Uoobin can import many technologies they have not made themselves. Uoobin have developed laser technology, and have bases on other worlds within their home system, and have a space fleet used for transporting and protecting troops, and a sizable defensive fleet.

Uoobin Mercenaries
As Uoobin hire themselves out as mercenaries quite often, an entire clan could be dedicated to mercenary life, with half the clan rotating off world for service, and bringing back genetic samples or permanent new features which they pass on to future generations, while the other half takes care of contract negotiations, maintaining equipment, finances, and other affairs that those away on missions do not have the time to.
Some clans specialize in certain types of combat, and will send out troops to find species to gain abilities to better aid them in their type of fighting or services.

#81

kronos182

Sep 01, 2012 23:13:52

Bjorn

Bjorn are large, bipedal ursines, who resembles bears in appearance. They are covered in fur and possess sharp fangs and a muzzle. They tend to be very strong and usually have a deep, resonant voice. They have a very short tail. They normally stand between 6'2" and 7 feet, weighing 220 to 340 lbs.
Their fur comes in white, brown and black varieties and their nose is typically black or pink. Eye colour is generally black, brown, blue, grey, yellow, or red. A Bjorn has very sharp claws on both its feet and its hands.
Bjorn have the ability to hibernate for extended periods of time, if desired. During hibernation they neither need to eat  nor drink. They are generally lethargic during this time and mostly oblivious to events happening around them, though they can be readily awaken if disturbed.
Bjorn are typically excellent swimmers and can climb well. Their main forte is physical combat. Possessing strong bodies, they excel at grappling, and are very fearsome to go up against. Some bjorn have such a thick hide that some ranged attacks occasionally bounce off them.
Bjorn speak a language that is surprisingly very close to ancient Norse on Earth, with many words sounding very close and having similar meanings, except some rolling of the R's and different emphasis on vowels.

Homeworld: The Bjorn homeworld is a large planet, about 75% larger than Earth, with about 1.5 G, which makes most of the lifeforms on the planet quite strong. The surface is covered in temperate forests, with the artic regions being cool plains and grass lands. Bjorn cities blend in with the forests as much as possible, which from a casual glance from the air, smaller towns and villages disappear completely among the thick forests. Bjorn call their planet Rikr Mooir, which translates to Great Mother. There are two small moons that orbit the planet. Both are airless but both are fairly rich in minerals, with a colonies that mine the minerals.

System: The Bjorn home system is quite small, with a yellow dwarf that exhibits stronger than normal gravitational pull, keeping the planets fairly close. There are only two planets, the Bjorn homeworld, Rikr Mooir, and a small planet that orbits in a perpendicular orbit to Rikr Mooir, further out. There are 4 planetoids in their own orbits further out, but they have very close orbits. These planetoids lack atmospheres, but are quite rich in heavy and semi precious metals. The Bjorn have small mining operations on the first two.

Society: Bjorn society is based around the family and honour. Threats to a Bjorn's family or their honour can enrage a Bjorn and they can become unstoppable berserkers until the threat is gone. Government, they are ruled by an elected All Father, which is essentially similar to a king, with a council of advisors and ministers in charge of things like finance, defense, research, etc. Otherwise, many would consider Bjorn society to model medieval or feudal eras on ancient Earth, with its simplicity and very little automation. Farming is all done with higher technological versions of hand tools, with groups of Bjorn tilling fields by hand or fishing using small boats with nets and minor sonic devices to lure groups of fish towards the nets.

Language: Bjorn speak a language that is surprisingly very close to ancient Norse on Earth, with many words sounding very close and having similar meanings, except some rolling of the R's and different emphasis on vowels. Anyone who learns ancient Norse could very easily learn the Bjorn native tongue with very little difficulty, with the Bjorn seeing it as a respect to them that an effort was made to learn their language, although with a funny accent.

Religion: Bjorn don't have a widely practice religion anymore, but there are still some who practice the old spiritual ways, with Rikr Mooir being the most prominent spirit that is their world, and gave birth to all life, and pay respect to the various spirits that rule over the animals, rivers, and crops.

 


Bjorn Racial Traits
+2 Strength, +2 Wisdom: Bjorn are strong of both body and spirit.
Size: Medium. As mediums sized creatures they suffer no penalties nor any benefits.
Speed: 30 feet
Bjorn gain +2 racial bonus to Intimidate and Survival checks.
Fearless: Bjorn are very difficult to scare, gaining a +5 racial bonus against fear effects.
Fearsome: Intimidate is considered a class skill
Hibernate: Bjorn are able to hibernate for an extended amount of time. While hibernating any diseases they might have do not deal any further damage, or increase any penalties, and if they slumber for at least 1 week, when they awaken they are cured of the disease.
Ursine Toughness: Bjorn gain +1 hit point per level.
High-G Planetary Adaptation: Living on a planet with a higher than 1 G gravity, Bjorn don't suffer the effects of a high gravity world unless the gravity is over 3 G.
Natural Weapons: Bjorn have 2 claw attacks that deal 1d4 points of slashing damage, and a bite that deals 1d4 points of piercing damage, which are used as natural weapons, automatically proficient in their use.
Lifespan: Live to be about 150 years old. Use human age categories, increase by about 25% for each category.

Technology: Bjorn technology is on par with most PL6 societies, getting close to PL7, however their robotics is lacking, seeing it as dishonourable, preferring to do the work themselves. Bjorn have advances in melee weaponry, with swords, axes and similar weapons being quite popular, and highly advanced. They also have many advanced forms of the classic shield for defense, many incorporating advanced technologies such as energy shields, repulsion fields, and even built in weapons.

Bjorn Racial Feats
Bear Claws [Bjorn]
Prerequisites: Bjorn
Benefit: You gain a +2 bonus to attacks when making a claw attack. In addition, your claw attacks add double your Strength modifier instead of your normal Strength modifier.

Bear Hug [Bjorn]
Prequisites: Bjorn
Benefit: You gain a +5 to attack rolls to initiate a grapple check, and +5 to maintain grapples. In addition, grappled targets suffer a -2 to Escape Artist checks to escape the grapple.

Snarling Roar [Bjorn]
Prerequisites: Bjorn, 2 ranks in Intimidate
Benefit: You gain a +5 bonus to Intimidate skill checks by roaring.

Tough Mind [Bjorn]
Prerequisites: Bjorn
Benefit: You gain a +2 bonus against any psychic attack or ability.

Ferocious Roar [Bjorn]
Prerequisites: Bjorn, Snarling Roar
Benefit: As an attack action, you let out a terrifying roar, frightening your enemies. You make an Intimidate check, with a +3 bonus, and all enemies within 10 x Con modifier +1 feet must make a Will, or be panicked for 1d4 rounds. A successful save means they are only shaken for 1 round.