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2009-08-22, 10:09 PM
Protoss

Protoss Khalai (commoner)
Large Humanoid (light protoss)
Hit Dice 3d8+6 + 1d4+2 (24 hp)
Speed 40ft. (8 squares)
Initiative: +0
Armor Class 11; touch 10; flat-footed 11
(Natural Armor +1)
Base Attack/Grapple +2/+8
Attack Standard attack claw +4 (1d4+2, 20/x2)
Full-Attack Full attack claw +4 (1d4+2, 20/x2)
Space 10ft.; Reach 10ft.
Special Attacks Powers
Special Qualities Khala, Telepathy 60ft., Psi Sense, Manifester Levels, Wild Talent, Endurance
Saves Fort +3 Ref +3 Will +5
Abilities Str 14, Dex 10, Con 15, Int 11, Wis 13, Cha 8
Skills Autohypnosis +5, Survival +5, Profession: (insert Khalai occupation here) +5
Feats Iron Will, Narrow Mind
Environment Any, Aiur (jungle) or Shakuras (dry tundra)
Organisation Protoss of Aiur and the Conclave (entire government); usually group that includes higher level Khalai with up to three more levels in commoner (8 - 300+)
Challenge Rating 2
Treasure Standard gold & gems; half-standard art (rare but valuable); Never magical items
Alignment Usually Lawful (any)
Advancement by character class; Favored Class Any Psychic
Level Adjustment +2

Combat

Khalai, like most commoner humanoids, are generally not obliged to fight, however if pressed to do so, they fight with unbridled ferocity while making use of whatever psychic powers their wild talent and manifester levels offer them.

Protoss Khalai represent the entirety of the workforce of the Protoss of Aiur. Protoss in general are long and lithe, with varying skin tones, some scaled and others smooth. Protoss have no facial features - aside from the odd ridges and sometimes bony 'crowns' - except for large luminescent eyes. Protoss cannot speak and do not eat and instead communicate telepathically. The Protoss of Aiur are all interlinked via a psychic network known only as the 'Khala', upon a depth which few other races can imagine or approach (even psychic ones).
In general, all Protoss are stoic, graceful, but practically robotic in mannerisms. Most, if not all, behave in a powerfully logical manner and habitually think ahead - although sometimes they forget to request input from other species and as such are often viewed as arrogant in this sense.

Protoss lead a simple life, less vibrant and varied than what terrans have to offer in art and entertainment and more traditionally immersed. Servants are painfully loyal. Protoss generally range from 7 - 9ft. tall but are very lanky. One of their most distinctive features apart from humans (aside from their mysterious wild talent), are their hands which feature two thumbs and two fingers, as well as their three hearts. Because Protoss do not speak, they begin knowing only their own language which can only be communicated telepathically. Even though they may not understand the languages of others, they are able to communicate via psychic emotions and imagery complex enough that a sapient creature can take instruction, but not those with intelligence of 2 or less (does not function as wild empathy). Protoss do not eat, but sleep and breathe. At GM discretion, a protoss must be immersed in sunlight as often as a human eats and drinks and for as long or they will starve/dehydrate as a human does. Although protoss lack typical facial features such as ears and noses, they can still smell (via some other means) and make listen checks ordinarily (by way of hearing and a combination of psychics via some other means), however they cannot taste.

Template

Light Protoss have the following racial features:

- +4 STR, +4 CON, +2 WIS, -2 CHA

Not only are Protoss naturally strong, but the combined might of their three hearts offer great vitality. They have a tendency to think ahead and be aware of the state of others and of their minds but their stoic and direct nature leaves something to be desired upon first impressions.

- Size Large

- Natural Armor +1

- Natural Attacks (two claws; 1d4 each)

- Khala (Ex)

The Khala is a great union of all Light Protoss minds. Protoss are always aware of one another up to several miles. If one is not flatfooted, none of them are. Protoss receive a +12 to diplomacy checks when interacting with other Light Protoss. Finally, a Light Protoss can send a missive (without sentence limitations) to any other Light Protoss, assuming they know their location, but must take a standard action to 'single them out' amidst the flurry of other interlinked minds. Once an individual Light Protoss has been singled out however, they need not take another standard action and each further missive sent to that specific Light Protoss becomes a free action.

- 3d8 racial HD (humanoid levels)

- Telepathy 60ft. (Su)

Protoss can read the minds of any sapient creature (creature with higher than 2 int) as ordinary telepathy. By taking a standard action to concentrate, they also receive a +4 to sense motive checks against that creature, even if the creature can find a way to conceal their thoughts.

- Psi Sense (Ex)

Protoss can sense the presence of psychic emissions and other psychic creatures up to several miles (Khala range), however they must know something distinctive about that specific creature (such as name or physical appearance). Assuming these requirements are met, a Protoss can know the location of that creature. A Protoss emits 'detect psionics' as a continuous aura that can be activated/de-activated at will, at a range of 120ft.

- Manifester Levels

Light Protoss are natural psions whose ancestors have attuned themselves to an entire way of life revolving around this supernatural capability. All protoss are treated as having at least two manifester levels, regardless of HD or class. They may also select powers as if having two levels in a psychic class(es) of their choice upon reaching adulthood.

- Wild Talent

Light Protoss have 'Wild Talent' as the feat descriptor in the D20SRD.

- Endurance

Light Protoss have 'Endurance' as the feat descriptor in the D20SRD.

Protoss rarely tire before others.
-----
http://images.animanga.nu/fanart/627/protoss_zealot.jpg
Honor guide me!
- Protoss Zealot

Zealot (Warrior 2, Templar 2)
Large Humanoid (light protoss)
Hit Dice 7d8+14 (45 hp), 45 temporary hp (plasma shields)
Speed 40ft. (8 squares)
Initiative: +0
Armor Class 38; touch 12; flat-footed 36
(Deflection +20, Armor +6, DEX +2)
Base Attack/Grapple +6/+12
Attack Standard attack psi-blade (1d8+4 Piercing/Force, 20/x3)
Full-Attack Psi-blade +9/+9/+6 or +7/+7/+7/+7/+4/+4 if flurry
Space 10ft.; Reach 10ft.
Special Attacks Powers
Special Qualities Light Protoss Qualities
Saves Fort +9 Ref +5 Will +5
Abilities Str 21, Dex 14, Con 15, Int 11, Wis 13, Cha 6
Skills Autohypnosis +11, Tumble +7, Knowledege (Martial Lore) +5
Feats Two Weapon Fighting, Two Weapon Defense, Evasion
Environment Any, Aiur (jungle) or Shakuras (dry tundra)
Organisation Protoss of Aiur and the Conclave (entire government); usually group that includes higher level Templar with up to three more levels in warrior or one more in templar (8 - 300+)
Challenge Rating 7
Treasure Whatever they are carrying
Alignment Usually Lawful (any)
Advancement by character class; Favored Class Any Psychic
Level Adjustment +2

Templar Armor
Proficiency: Martial if Light Protoss (exotic if not)
AC Bonus: +6
Special: +4 Equipment bonus to STR, Environ Adaptation (prevents suffocation up to a week and adjusts to temperature range -140 - 800 degrees celsius), Plasma Shields

The Templar

The Templar is a substitution level that usually requires both the ability to manifest psi-powers and a martial class to take up.

Templar advance across about 5 levels. Usually a ritual or extensive special training is required to finish the 'process' needed to substitute.

Saves: Good will and Fort
Skills: 2+int
BAB: Full
Special: Templar get access to specific martial psi powers that can be purchased with discipline points (to be detailed later).

Examples

Flurry
Prerequisite: Templar first level.

By expending your focus, you can double the amount of attacks you make in a full attack action. Each attack is at a -2 penalty and must directed at a single target. This attack costs no power points.

Psionic Charge
Prerequisite: Templar first level

Similar to the U-shaped charge psi-power, however if this maneuver is added in combination with it, then you can make a full attack action at the end of your charge.

Rage of the Templar
Reeeeeaaaauuuugh!
- Protoss zealot raging

Prerequisite: Templar second level

By expending your psionic focus for 1d6 rounds (unable to regain it until the rolled duration has passed), you may rage. Rage of the Templar works just like a barbarian's rage, however it also makes you invulnerable to psi powers that affect the mind.

Zealot Equipment

Psi Blades
Class: Martial if associated with templar (exotic otherwise)
Wield: Light
Special: Bypass all material hardness and DR.

Psi blades are actually purchased in pairs. To wield them requires a neural connection to their mechanism (mounted on the wrists like bracers), which can be accessed psionically with assistance from cybernetic implants (must have at least wild talent as a feat).

Psi blades can be drawn simultaneously (one or the other) as a swift action. They are each about the length of a longsword and are light weapons, meaning they can be wielded with the two weapon fighting feat. A wielder can also strike with both simultaneously, a maneuver made capable through advanced cybernetics and the coordination proficiency offers.

Special (again): Psi blades can be upgraded to be more efficient, offering a +1 to attack and +3 to damage per upgrade.

Templar Armor
Class: Medium
AC benefit: +6
Max DEX: +5
AC penalty: -2

Templar armor is durable and light, allowing incredible room to maneuver. Those proficient in its use can wear it like a second skin.

Special: Templar Armor has the ability to fuel a plasma shield, which surrounds its wearer when activated. The plasma shield offers a +20 deflection bonus which applies to touch and flatfooted AC. When an enemy misses the templar because of this bonus, the attack affects the shield instead.

The shield recovers at a rate of 1 hp/round. If the shield is overloaded, any other damage does not transfer over the wearer itself. A wearer with an active shield cannot be flanked. The shield itself is a construct.

Shields and armor can be upgraded. Initially, they have no damage reduction, however this increases by DR 1/- per upgrade, up to a maximum of DR 3/-

Leg Augmentations

By undergoing selective surgery, a light protoss warrior, should their association choose (or should they pay themselves), will gain stronger legs.

This powerful upgrade will double their speed.
--------
Dark Templar (Psychic Warrior 4)

http://i177.photobucket.com/albums/w219/yagaminoue/DarkTemplar.jpg
Zerashk gulida!
- Protoss Dark Templar

Large Humanoid (dark protoss)
Hit Dice 7d8+7 (38 hp), 20 temporary hp (plasma shields)
Speed 40ft. (8 squares)
Initiative: +0
Armor Class 34; touch 12; flat-footed 34
(Deflection +20, Armor +2, DEX +2)
Base Attack/Grapple +6/+12
Attack Standard attack warp blade (2d6+3 Slashing/Force, 19-20/x3)
Full-Attack Warp blade +8/+3
Space 10ft.; Reach 10ft.
Special Attacks Powers, Void Strike
Special Qualities Light Protoss Qualities
Saves Fort +5 Ref +4 Will +4
Abilities Str 15, Dex 14, Con 13, Int 11, Wis 15, Cha 6
Skills Move Silently +9, Knowledge (psionics) +10, Sense Motive +7, Hide +4
Feats Evasion, Stealthy, Power Attack, Combat Expertise
Environment Any, Shakuras (dry tundra)
Organization Protoss of Shakuras; usually group that includes higher level Dark Templar with up to three more levels in psychic warrior or other psionic class (8 - 300+)
Challenge Rating 7
Treasure Whatever they are carrying
Alignment Usually Chaotic or Neutral (any)
Advancement by character class; Favored Class Any Psychic
Level Adjustment +2

Dark Protoss

Dark Protoss have the following racial features:

- +4 STR, +2 CON, +4 WIS, -2 CHA

Dark Protoss are similar to Light in strength and detachment, but the severence from the Khala has physically wrought Dark Protoss to some extent. However, Dark Protoss tend to be more introspective, as they are 'unblinded' by the khala (or so they claim).

- Size Large

- Natural Armor +1

- Natural Attacks (two claws; 1d4 each)

- Access to special dark protoss powers

- 3d8 racial HD (humanoid levels)

- Telepathy 90ft. (Su)

Protoss can read the minds of any sapient creature (creature with higher than 2 int) as ordinary telepathy. By taking a standard action to concentrate, they also receive a +4 to sense motive checks against that creature, even if the creature can find a way to conceal their thoughts. Dark Protoss, while equally interested in internal answers as the Light Protoss are, also search for answers externally and have thus expanded the range of their immediate telepathy. A Dark Protoss can also send a missive to anyone they know about, as Khala missive, although how the individual reacts to this cannot be controlled directly. Finally, Dark Protoss have a +2 racial bonus to knowledge (psionics) checks, due to their knowledge of how psychic conscious affects the void (essentially, the universe itself/dark energy)

- Psi Sense (Ex)

Protoss can sense the presence of psychic emissions and other psychic creatures up to several miles (missive range), however they must know something distinctive about that specific creature (such as name or physical appearance). Assuming these requirements are met, a Protoss can know the location of that creature. A Protoss emits 'detect psionics' as a continuous aura that can be activated/de-activated at will, at a range of 120ft.

- Manifester Levels

Dark Protoss have researched the void to a great extent, making great use of discovering the full psychic potential of their race. All protoss are treated as having at least two manifester levels, regardless of HD or class. They may also select powers as if having two levels in a psychic class(es).

- Wild Talent

Dark Protoss have 'Wild Talent' as the feat descriptor in the D20SRD.

- Endurance

Dark Protoss have 'Endurance' as the feat descriptor in the D20SRD.

Protoss rarely tire before others.

- By performing a special ritual in the dark templar association (usually acquiring one or two levels of a martial or psychic class), dark protoss may gain permanent greater invisibility as an extraordinary ability.

- Void Strike (Ex)

A dark protoss receives an additional 6d6 damage when expending a full action to make a single attack, however they must have greater invisibility granted to them by their Dark Templar association (and it must apply to the specific character). This damage even applies when the enemy isn't flatfooted, due to the warp blade's ability to harness the warp space and create a perfect cut (hence the name, 'warp blade'). Finally, the attack can only be performed with a warp blade or similar weapon, like a scythe.

Warp Blade
Class: Martial if associated with dark templar (exotic otherwise)
Wield: One handed
Special: Bypasses all material hardness and DR
Special (again): Psi blades can be upgraded to be more efficient, offering a +2 to attack and +6 to damage per upgrade.

Although warp blades glow (usually a gaseous, green color), they cannot be seen if the wielder uses their special permanent greater invisibility granted by dark templar association.

Dark Templar Associated Powers

Shadow Shield

You envelop yourself in curling shadows.

Level: Psion/wilder 2, psychic warrior 3
Display: Auditory
Manifesting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 minute/ level or until failed concetration check versus enemy damage
Power Points: 3
Special: Dark Templar Association

Although the enemy can see you, the shadows that cover and follow you grant a 50% miss chance. Each time the enemy misses, they damage the shadows instead. If the attack damages the manifester, then they must make a concentration check equal to damage dealt/2 or lose the benefits of concealment.


Zerg
http://images4.wikia.nocookie.net/wowwiki/images/thumb/9/9d/Zergling.jpg/180px-Zergling.jpg

Zergling

Skraaahhhg!
- Zerg Zergling

Medium Aberration (zerg)
Hit Dice: 5d8+5 (27hp)
Initiative: +5
Speed: 100' (20 squares), Climb Speed (always half)
Armor Class: 21 (+5 DEX, +5 Natural Armor, +1 Speed), 16 (touch), 15 (flatfooted)
Base Attack/Grapple: +10/+3 (BAB)
Attack: (2 claws, 2 talons, 1 gore/1 bite... only applies when grappling), 1d6+3 (per claw); 1d4+3 (gore), 1d8+4 (1 bite); 1d6+3 (per talon and claw), 1d10+3(both talons simultaneously); All damage is increased by +3 for every sub-evolutional 'melee' augmentation provided by hive mind (max of 3 provide-able); all attacks threaten 19-20/x2
Full Attack: Talons +10/+10, Bite or Gore +8, Claws +10/+10 (if grappling)
Space/Reach: 5ft./5ft.
Special Attacks: Pounce, Rend Armor
Special Qualities (feats included): Hive Mind of the Swarm, Fast Healing (CON modifier), Improved Natural Multi-Attack, Improved Grapple, Boundless Pathing, Metabollic Synthesis, Fire Resistance 1, Zerg Qualities, Damage Reduction 5/Neosteel
Saves: Fort +4, Ref +8, Will +0
Abilities: Str 16, Dex 21, Con 12, Int 2, Wis 10, Cha 4
Skills: Tumble +11, Balance +10, Jump +31, Climb +11
Feats: Rush, Improved Grapple
Environment: Any (including vacuum)
Organization: Scout (1 zergling), Pair (2 zerglings), Pack (24 zerglings), Horde (100 zerglings), Swarm (1000+ zerglings)
Challenge Rating: 4
Treasure: At GM discretion
Alignment: N/A (Any if 'rogue' (not a part of the swarm); hive mind removes alignment but does not apply if rogue)
Advancement: 4-7HD (medium), 8-12HD (large); also advances in attack, damage and DR with genetic add-ons (upgrades associated with the game) up to a maximum of 3 times - +1 attack, +3 damage for every attack upgrade, and +1 DR/- for every armor upgrade
Level Adjustment: +4

Description/background/characteristics

Originally evolved from dune runners on the planet Zz'gash, zerglings attack in great numbers, acting as scouts or make for excellent cannon fodder for the swarm as a whole. Their tough chiton gives them the confidence that they can rend through anything that stands in their way.

Combat

Zerglings will often unburrow, and/or swarm from all sides upon a helpless army or single high priority target. Other times they will attack a fortification in waves, wearing it down, despite what seem to be incredible losses for them. They will fight to the death unless ordered away, even if not under the effects of hivemind.

A lone zergling has no problem handling a single target, but if said target proves mighty, they will usually swarm it with the bulk of their forces to get rid of it quickly before it causes further problems in other rounds.

Ability descriptions

Natural Weapons

The number of attacks a zergling may make is limited by its natural weapons. Removing weapons from the zerglings body during combat (cutting off limbs, ie.) limits the attacks it may make.

As a general rule, zerglings have one bite, one gore, two talon attacks (or one if talons are used simultaneously, in which case they count as a two handed weapon), and two attacks of an interchangeable weapon (claw or scythe). They may only bite and use their claws and scythes while grappling or while occupying the same space as their target.

A zergling is limited to three attacks when not grappling (pounce = three attacks), but may make utilize all six natural weapons on a rake when grappling.

Chitin: A feature of all creatures of the zerg subtype, chitin acts as both armor and a weapon for the zergling, for it is a material type - in addition to natural armor, it provides DR/neosteel against all physical attacks + 1 for every genetic add-on assigned by the zerg cerebrate that is associated with zerg carapace. Light creatures get DR 5/neosteel, medium's DR 10, while heavy's can have anywhere from DR 15 to as much as 30 or more!

As a weapon, chitin allows all attacks of a zergling to bypass hardness up to neosteel (hardness 100).

Chitin has hardness 100 and 5hp per inch of thickness.

Adaptation:

Creatures of the zerg subtype can persist in any environment, including vacuum. If there is a DC to survive in an environment over a period of time, zerg apply WIS mod of the cerebrate (commander) + half actual DC to survive in environment to their roll.

Creep

Creep, a material that formulates among and beyond zerg domain (and notifies enemies and of zerg presence (and vice versa); hardness 200/regeneration 50) and provides food for the zerg (which breaks down in their metabolism; and is telepathically softened at feeding time). Even if a creature manages to bite through the impossibly tough material of creep, the material itself is highly poisonous (treat as poison of the highest degree).

Even without creep, consuming even the deadliest of poisons will subsume said poisons in a zerg's phenomenal metabolism.

Hive Mind (racial trait):

Offers the affect of alertness and an additional +1 in the skill bonuses provided by alertness as well as will saves for every creature of the same affect within a mile up to five additional creatures. Additionally, all creatures under the affect have a +20 morale bonus against fear effects.

Zerg under the hive mind affect are typically considered to be a part of the swarm. Zerg that are under this affect feel completely compelled to obey anything above them in the greater hierarchy (treat as if dominated; emotions a zerg feels directly imitate those of its cerebrate and obey orders as if it is their lifeblood with literal machine intensity). Other hive minds could include powerful telepaths, however strange they may be.

The presence of an overlord within one mile grants a zerg a +4 to spot and listen per overlord, up to a maximum of +12.

All zerg within 50 miles of an overlord are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are (up to a mile). No zerg in a group is considered flanked unless all of them are.

The only thing that can overcome the effect of hive mind on an individual is Dominate (psion/divine/arcane equivalents) which must compete with the boosted will saves granted by hive mind.

Rogue Zerg:

Because zerg have always been known to be under some sort of greater, god-like power, they are typically referred to as 'rogue zerg' should they be completely autonomous over themselves and without hive mind as a trait.

Impossible Endurance: A zerg's metabolism allows it to never ever tire, except through magical means. A zerg can run indefinitely, and does not require the need to make cumulative fortitude saves when a situation would otherwise demand it (ie. when holding breath), unless at GM discretion (ie. resist being blown away by winds that pick up in speed each round). A zerg never sleeps and in the case of a campaign in which a GM rules that LA races have age categories, a zerg will never age.

Burrow 20': May burrow in materials up to whatever hardness a zergling's attacks ignore.

Genetic Add-ons
Genetic Add-ons are provided by a greater power that supposedly controls all zerg.

Add-ons apply to different zerg creatures of different muta-genic strains (different creature templates). An individual zerg does not have control over what genetic add-ons it recieves (may not apply as a feat, spell, supernatural buff, spell-like ability, trait, etc.). Instead, only the upper hierarchy that control's the hive(s) from which the brood and thus the individual zerg originates, may apply genetic add-ons.

In other words, a GM chooses what genetic add-ons a player might have if she chooses to create a zerg PC. If a player is controlled by a cerebrate whom is also a player, that player chooses what genetic add-ons the former has (after consulting GM of course).

Genetic add-ons usually apply to all zerg within a brood rather then to an individual creature.

Burrow

With this add-on, a zerg may burrow a number of feat listed (usually 20' per size from medium). See burrow descriptor above.

Adrenal Glands

A zergling with this add-on may grapple and make twice as many claw attacks in the same round, or have twice as many attacks on a full attack action (only a full attack action). The zergling provided in the template did not have adrenal glands.

Metabollic Synthesis

The zergling's speed is doubled. The zergling provided in the template had metabollic synthesis (wherein move speed was originally 50').

Sub-Evolutions

Sub-Evolutions are a special feats that can be granted to creatures of the zerg template in place of all other feats.

The zergling provided had no sub-evolutions.

Natural Armor Spikes: Treat as if you have armor spikes. You must have at least +1 natural armor bonus to acquire this sub-evolution.

Poisonous Armor Spikes: Your spikes are naturally poisoned. Poisoned victims lose there constitution over a period of days (equal to poisoner's ECL/their total CON mod at point of poisoning).

Corrosive Natural Weapon: Your natural weapon deals acid damage as well as its initial damage. Items damaged in such a way add +5 to the DC to repair them.

Rend Armor

A zerg may rend armor as the rend armor ability.

Writhe

A zerg receives a +20 circumstantial modifier to escape artist checks when not otherwise impeded in any way, however this only counts as a +4 intuition bonus on grapple checks to escape being grappled.

Disparrate Action: Your severed limbs have a life of their own. Their speed is equal to your speed/10 (ie., 150' speed = 15' speed in each limb). Limbs can attack and deal natural attack damage according to what they are (ie. a severed claw deals natural damage according to what the claws on the template are said to do and have the same attack bonuses). Severed limbs also have hp equal to total hp of creature/10 if smallest (tiny for a medium creature) and twice that if largest (small for a medium creature). They will also die after a three minutes + CON mod of creature. They do not re-attach to creature unless the creature has regeneration.

Severed limbs are treated as tiny or small for medium creatures, medium and small for large creatures, etc.

Their are plenty of other sub-evolutions available as well.

NOTE: Psionic sub-evolutions only apply to psionic zerg. A zerg that receives psionic sub-evolutions is considered psychic.

- Improved Natural Multi-attack
- Boundless Pathing
- Augmented Critical
- Quicken ability (from list of template abilities)
- Improved Fast Healing
- Improved Natural Attack
- Improved Natural Armor
- Rush (Ex)
- Natural Weapon Focus (body part)
- Greater Natural Weapon Focus (body part)
- Natural Weapon Specialization (body part)
- Greater Natural Weapon Specialization (body part)
- Improved Diehard
- Multi-pin
- Walk-over Pin
- Extraneous resistance (additional resistance/ECL to any chosen damage type except alignment based damage)

Some sub-evolutions are also subtype specific traits:
- Wings
- Change natural weapon (arguably with ups and downs in comparison to the previous one)

Sample

Rush (Ex):

Prerequisite: Pounce

Upon a successful pounce (at least one attack hitting), a zerg may initiate a grapple instead of its usual attacks. If the check succeeds, the opponent is automatically pinned (or knocked prone and held, whichever seems applicable). If the check fails, then the opponent may make an opposed check to grapple the zergling, however this provokes a given zerg's AoO for that round.

Lock Jaw:

Prerequisite: Bite as a natural attack

Upon a successful bite attack, the zerg may automatically initiate a grapple with its victim although this will provoke an attack of opportunity. The zergling recieves a +4 to all grapple checks performed in this manner.
-=-=-=-=-=-=-

Zerglings as PCs

- +5 natural armor

- Size Medium

- Alignment is N/A if given the hive-mind of the swarm trait (no traits indicates 'rogue', in which case, alignment can be any although undercut by a baser animal instinct, such as to attack anything it fears rather then run away)

- Climb Speed half normal movement and all the usual benefits of climb speed.

- +6 str, +10 dex, +2 CON, -6 CHA, INT becomes 2

- +3 BAB, five levels of aberration and two feats

- Fire resistance 1 (replaces any racial subtype associated fire resistance)

- Zerglings retain all the special attacks and qualities prior to acquiring PC levels (burrow, chitin, etc.) as well as the zerg template

- Subject to genetic add-ons at GM discretion (the cerebrate associated upgrades)

- Non-humanoid

- Vocally Limited (racial trait)

Zerglings communicate in telepathic emotions; only telepaths may communicate with a zerg directly (wild empathy checks will yield nothing) and even then, a zerg's emotions are so foreign that it can be at times impossible to make sense of it. It has been theorized that this is perhaps due to its wholly alien nature. In reality, life without hive mind hasn't properly been coded into it's genetic structure, from a scientific stand point; it must as such learn to adapt. A zergling cannot learn new languages with an int modifier except perhaps new means of telepathy (at GM discretion, a zergling might learn to communicate in common, but only telepathically to telepathic individuals).


Behavior

A zergling may communicate telepathically with other zerglings as part of a hunting pack mentality, however it's often exceptionally low charisma makes the hive mind method of communication much more convenient for even non-trifling purposes.

Hive mind indicates that a zergling is under the command of a greater power. Hive mind for zerg is particularly strong in that it can cut out even the basic emotions of fear and lust in an individual zerg and instead create rage and a raw desire for destruction from these emotional 'building blocks'. This is further augmented by genetic engineering which hard codes an animal-like kill instinct in otherwise sentient creatures.

As such, all zerg generally operate the same under hive mind (aside from their designated specification, ie. that of a zergling over that of a drone), however no one zerg is completely alike as some of the same creatures may utilize separate tactics from one another for the greater will of the swarm if ordered to.

If a cerebrate has not made a decision about a particular entity that a zerg discovers, they will usually attack it on sight.

Plot Hook/Story if any

A zergling is the byproduct of many theories as to how it came to be (from demons, magical creation; or the most accurate of all: an inter-dimensional interruption, etc.), when in reality it may have broke off in the warp at one point and landed in a village. A zergling could also be a part of the swarm in its goal to infest the galaxy (in which case, it has 'hive mind' as a trait) and has arrived on a planet to further this goal along with thousands/millions of others of its subtype that will soon appear.

Zerg Subtype

Zerg Template

- All zerg have fast healing equivalent to their CON modifier (at least 1 no matter any penalties)

- Burrow 20'

- All zerg have bones as hard as neosteel unless listed otherwise. They have Damage Reduction/lethal 50 and resistance to bludgeoning 10.

- Scent (unless listed otherwise)

- Darkvision 160'

- Impossible Endurance (Never ever tire, except indirectly through starvation)

- Adaptation; Can persist in any environment, hot or cold, or gravity dense. Since zerg do not breathe and are seemingly pressure proof, they can exist in vacuum as well (unless listed otherwise).

- Cold, electric, sonic, acid, and fire resistance 10

- Zerg cannot be affected by disease except magically and may consume anything without affect to their body's rapid metabolism (even the deadliest of poisons unless specified otherwise by GM houserule)

- Zerg do not sleep, or breathe. They feed themselves with creep, which only their rapid metabolism is capable of processing. Creep, softening when a zerg telepathically communicates its desire to feed to an overlord, keeps a zerg fed for up to two weeks/meal.

- May recieve genetic add-ons according to their creature (view genetic add-ons section for more info)

- May select from a list of sub-evolutions (zerg bonus feats) instead of regular feats, when selecting feats. Lists can be customized at GM discretion, and the sub-evolutions are essentially anything applied to the specific zerg creature that makes it more grotesque, scary, bashy, etc. Some examples include redundant organs which work like fortification or mandibles that grant reach.

- Chitin (natural armor becomes adamantine; NA bonus is at least +4 unless listed otherwise)

- Hivemind of the Swarm; except under special circumstances at GM discretion, all creatures of the zerg template have hivemind of the swarm. Intelligence also shifts to 2 if hivemind applies. Higher heirarchical zerg may be subject to this exception (but must be listed as such; ie. as is the case with Kerrigan).

- Most zerg have non-humanoid as the racial trait unless listed otherwise

- Vocally Limited (racial trait)

You cannot speak traditional language (the musical rhythms of human language) due to a natural limitation (or variety of such limitations), however you may still make other sounds beyond traditional language. You are also subject to other exceptions. All languages are replaced by the automatic language, zerg. If your creature has an INT above 2, then they may speak in other languages as well. 'Zerg', as a language is universal among the swarm and involves empathic communication of simple, rapid instructions. Only cerebrates receive 'higher zerg' automatically, which is a far more complicated empathic and exclusive language that allows communication of ideas, right down to simulated word use. All zerg are vocally limited unless listed otherwise.

- Zerg recieve all the basic benefits ordinarily acquired from their new ECL upon acquiring the Zerg template

Ie. If a goblin is assimilated into the swarm, then it becomes ECL 9. It recieves an additional 4d8 hit die (assuming it was a warrior at its pre-zerg state) and an additional +4 BAB as well as two new feats and saving throws as if it were a warrior of 5th level however it does not receive any other benefits suited to the warrior if the warrior had acquired any other abilities. A cerebrate may apply flaws to the zerg goblin in order to grant it additional abilities - essentially tricks that are taught as handle animal but more intricate and often times immediately applicable - however these must be sub-evolutions.

- Apply one perk to the zerg - offensive, tough, volatile, or strong. An offensive has a +4 intuition bonus to all natural attacks. A tough has regeneration instead of fast healing or +2 Natural Armor. A volatile has +3 natural armor and will explode for damage equal to its HD*5 in an area of effect 5 times its size. A strong increases its size by one step (and recieves all the attribute modifications of such), and can either awesome blow, power attack or use sundering cleave. Alternatively, a zerg can be exempt from this in return from one additional sub-evolution.

While any creature can be infested, it takes years, or even centuries to perfect a particular strain.

Perfecting strains isn't covered by these rules and assumes that a cerebrate is making slight modifications to the reproducing infested creatures every now and then over the months (which can be anything at GM discretion).

- LA +4

- CR +3


Hypothetical Ancestor

Z'gashi Dunerunner

Medium Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 50' (10 squares land)
Armor Class: 14 (+3 DEX, +1 Natural Armor), 13 (touch), 11 (flatfooted)
Base Attack/Grapple: +0/+0 (+4 to checks to escape being grappled)
Full Attack: 2 Talon-like Claws (+0 1d4/+0 1d4)
Space/Reach: Adjacent
Special Attacks: Pounce, Rake
Special Qualities: Improved Endurance, +4 to escape grapples, Preservation
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 11, Dex 16, Con 10, Int 2, Wis 10, Cha 8
Skills: Tumble +7, Jump +8
Feats: Run
Environment: Z'gashi Dunes
Organization: Pack (24 Dune Runners), Routing (100+ Dune Runners)
Challenge Rating: 1
Treasure: Nothing
Alignment: True Neutral
Advancement: 1-4 HD (medium), 5-8 (large)
Level Adjustment: -

Z'gashi Dunerunners, or zerglings before assimilation into the swarm, were carnivorous creatures that inhabited the dunes of the planet Z'gash. Despite physical weakness, they were highly coordinated and hunted in packs with alarming tactical efficiency. Their ability to hibernate and persist in extremes of temperature was what allowed them to propagate and so please the overmind.

Improved Endurance (Ex)

With this ability, a creature can force march for 16 hours instead of 8. They can go for a week without suffering from lack of sleep and can hustle for 12 hours before taking nonlethal damage, or run for 2 hours given a four hours interval of walking (by travel, not necessarily limited in combat) in between, after which they can either hustle or run again.

Preservation (Ex)

Dunerunners can live for up to a week without food or hydration, able to conserve energy in much the same way as they can function without sleep.

HCL
2009-08-22, 11:13 PM
I think your zergling is too strong, it should just be a little 1 HD thing. I consider marines to be level 1 warriors (though they would get some impressive gear).

Ashtagon
2009-08-23, 12:49 AM
Why does your zergling have "as class" as an advancement option? That generally requires the creature be above animal intelligence.

blazinghand
2009-08-23, 06:21 AM
I'd put zerglings around 3 HD and the Terran Marine around 5 HD. The Marine is a hardened soldier and one of him can take down two zerglings if he plays his cards right. A zergling should be able to tear the average commoner limb from limb, despite being weaker than the Terrain infantry and mechanized units.

HCL
2009-08-23, 10:38 AM
right, but if a zergling is small, has a natural armor of +2, and a dex modifier of +3, then its' AC should be 16.

If we model a marine as a first level human warrior with a +1 dexterity modifier he will have a +2 attack bonus (maybe a bit more if he has a tracking device in his helmet or something, and assume his guass rifle does something like 3d6 or 4d6, he should be killing a zergling every 4-5 rounds (assuming the zergling gets 4-5 hp). This is about in keeping with the game.

I would give the zergling weapon finesse and 2 natural claw attacks that do 1d4+1 or so damage, and allow them to pounce. A 1st level commoner would only be able to hit them 1 in 5 rounds, but most likely get one hit killed by a zergling making a charge given that they will have +5 or so attack bonus.

imp_fireball
2009-08-23, 11:37 AM
I'd put zerglings around 3 HD and the Terran Marine around 5 HD. The Marine is a hardened soldier and one of him can take down two zerglings if he plays his cards right. A zergling should be able to tear the average commoner limb from limb, despite being weaker than the Terrain infantry and mechanized units.

In the future, an outclassed enemy doesn't even exist. A zergling is a powerful mutant that can full out run and catch up to cars.

Also a guass rifle with expanding rounds can deal insane damage and zerglings don't drop right away, so that's why I put it down as 5HD - stronger than a hobgoblin with tentacles, which it's supposed to be... but not enough to be a tank on the battlefield. And it's a perfected strain too.

If they were as weak as dogs (only with sharper teeth and double speed), why use them on the battlefield when a fall or a bump to the head or an earth tremor can kill them? It just doesn't make sense.



I would give the zergling weapon finesse and 2 natural claw attacks that do 1d4+1 or so damage, and allow them to pounce. A 1st level commoner would only be able to hit them 1 in 5 rounds, but most likely get one hit killed by a zergling making a charge given that they will have +5 or so attack bonus.

In the future where technology makes a drastic difference to just about everything, a marine would probably get a higher attack bonus (his BAB + tracking device + whatever resoc offers). Also gauss rifles are automatic, meaning they always at least deal half damage to any zergling without evasion (3 marines shooting at a single zergling can waste it in one round, which reflects game mechanics). A single warrior with a sword should really struggle against a zergling, is all I'm putting up with.

By modeling starcraft off D&D, there's also the opportunity for plentiful more equipment for marines, such as wrist rockets and impact grenades (wired to fists). Oh and fireproof barriers. Sounds a bit like warhammer, but at least there's actual tact involved. :smallbiggrin:

Finally, a zergling is quite strong. How else do they tear apart steel (it isn't only their chitin). A hydralisk is, of course, stronger.

Ashtagon
2009-08-23, 12:33 PM
One other issue is, if the zergling is a 5HD monster, what are your 1st level PCs going to face? It's going to be a TPK for a 1st level party.

I'd stat up the non-upgraded zergling as no more than 3 HD, and use the D&D advancement rules to represent the SC upgrades.

imp_fireball
2009-08-23, 12:39 PM
This isn't a regular D&D adventure though. What I'm thinking of involves a lot more in the way of tactics (if players face zerg, then they're gonna want A LOT of weapons... I mean c'mon, it's zerg). Also if I were GMing, I'd provide all sorts of powerful equipment that works in different tactical situations. Player associations would offer access to unique equipment (being a part of an association is required to be a ghost, ie., although they can leave later).

Also, hired help can come in a greater variety. A single party of adventurers can't expect to wade into dangerous territory and live because they're awesome. Also, they wouldn't be using swords or armor (unless you count vibro swords and powered armor).


use the D&D advancement rules to represent the SC upgrades.

Good idea.


what are your 1st level PCs going to face

How about infested zombies, broodlings, that sort of thing? Also, natural planetary predators and terran thugs. You can't expect an SC adventure to be all that straight forward that 1. weakest is zergling, most powerful is kerrigan 2. your always fighting a war and 3. Rinse/repeat.

Johel
2009-08-23, 01:13 PM
I agree with the whole "Zergling are 5HD".

Zergs being biological weapons, even the weakest of them will be a monster with tons of HD, powerful natural weapons and inhuman strength, dexterity and constitution.

Humans, on the other hands, will be your average 1HD commoner...but they have access to insane amount of equipement.

Powersuit improve your Strength, AC, land speed and accuracy (Attack bonus through computer-assisted aim). It might also give you damage reduction.
Gauss rifle is the most horrific infantry weapon evermade, too heavy to be used by your regular soldier. It fires hundreds of 8mm uranium bolts at supersonic speed in a matter of seconds. The recoil alone would knock off your average marine if it wasn't for his powersuit.
Stimpack pushes things further. They could be the equivalent of a mix between "Haste", "Rage" and a wisdom+constitution poison, making its use something dangerous but curable.

So, yeah. Most humans are actually fair game for Zergs. But correctly trained and equipped, they stand a chance. A 1st level party could fight against other terrans, as there are hundreds of factions.

Mongoose87
2009-08-23, 02:04 PM
One other issue is, if the zergling is a 5HD monster, what are your 1st level PCs going to face? It's going to be a TPK for a 1st level party.


They fight wounded Zerglings, ala the Diseased Gibberlings at the beginning of Baldur's Gate.

imp_fireball
2009-08-23, 08:53 PM
They fight wounded Zerglings

Zerglings have fast healing though. What about genetically deformed zerglings that resulted from some tampering in a lab?

Mongoose87
2009-08-23, 10:24 PM
Zerglings have fast healing though. What about genetically deformed zerglings that resulted from some tampering in a lab?

You say "tomato", I say "graaaargghghghgh!".

imp_fireball
2009-08-23, 10:36 PM
Added more protoss stuff.

Eventually, would like to play test this.

SlaadLord
2009-08-23, 10:41 PM
Possible Zergling Build:

ZERGLING
Small Aberration (Zerg)
Hit Dice: 3d8 + 3 (16 hp)
Initiative: +1
Speed: 50ft.
Armor Class: 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
Base Attack/Grapple: +2/+0
Attack: Claw +5 (1d3 + 2) or Gore +5 melee (1d4 + 2)
Full Attack: 2 Claws +5 (1d3 + 2) and Gore +3 melee (1d4 + 1)
Space/Reach: 5ft./5ft.
Special Attacks: -
Special Qualities: Darkvision 60ft.
Saves: Fort +2, Ref +2, Will +3
Abilities: Str 14, Dex 13, Con 12, Int 1, Wis 10, Cha 3
Skills: Listen +5, Spot +5
Feats: Alertness, Power Attack
Environment: Any
Organization: Solitary, Pair, Pack (24), Horde (100), Swarm (1000+)
Challenge Rating: 2
Treasure: -
Alignment: Always Neutral
Advancement: 4-7HD (medium), 8-12HD (large)
Level Adjustment: -

What do you think?

imp_fireball
2009-08-23, 10:46 PM
Possible Zergling Build:

ZERGLING
Small Aberration (Zerg)
Hit Dice: 3d8 + 3 (16 hp)
Initiative: +1
Speed: 50ft.
Armor Class: 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
Base Attack/Grapple: +2/+0
Attack: Claw +5 (1d3 + 2) or Gore +5 melee (1d4 + 2)
Full Attack: 2 Claws +5 (1d3 + 2) and Gore +3 melee (1d4 + 1)
Space/Reach: 5ft./5ft.
Special Attacks: -
Special Qualities: Darkvision 60ft.
Saves: Fort +2, Ref +2, Will +3
Abilities: Str 14, Dex 13, Con 12, Int 1, Wis 10, Cha 3
Skills: Listen +5, Spot +5
Feats: Alertness, Power Attack
Environment: Any
Organization: Solitary, Pair, Pack (24), Horde (100), Swarm (1000+)
Challenge Rating: 2
Treasure: -
Alignment: Always Neutral
Advancement: 4-7HD (medium), 8-12HD (large)
Level Adjustment: -

What do you think?

Meh, not as fun.

imp_fireball
2009-10-13, 09:59 PM
I think your zergling is too strong, it should just be a little 1 HD thing. I consider marines to be level 1 warriors (though they would get some impressive gear).

Man where would the zerg be without their 1HD rodents seizing entire star systems in minutes then?

Apologies for the sarcasm, but the zerglings are a little more than mere ugly dogs with goofy appendages. They can survive in space. They can bite through metal (and not sheet metal... like friggen metal that's 20 times as strong as steel called neosteel). They survive having their organs spilled out in front of them and keep moving without slowing (read the novels).

A zergling leaped at a marine in powered armor, slammed its body against his suit and knocked him over. Also in the cinematic for brood war a zergling leapt on top of a guy in powered armor, knocking him over before quickly tearing into him.

Said powered armor is CMC armor - stuff that can withstand falls of like 100 feet and merely bruise the wearer. It probably weighs 600 - 1000 pounds with the wearer inside.

Zerglings die quickly enmasse in starcraft, because anything with flesh will die that fast when up against a wall of hypersonic spikes or obliterated by ar****e plasma discharge or melted by superheated plasma or annihilated by dual autocannon (that's right autocannon... it takes like 3 shots from a goliath's twin autocannons to kill a zergling; I'm being nice and ruling that zerglings succeed on their reflex saves, halving damage until dying because two combined light autocannon do more than 9 damage/round which is more comparable to two pistols).

Hydras die slightly less quickly than zerglings because they are higher echelon warriors and can actually survive splash damage from a non-upgraded siege tank ar****e cannon.
-----


Powersuit improve your Strength, AC, land speed and accuracy (Attack bonus through computer-assisted aim). It might also give you damage reduction.

I don't know about DR. I'm thinking of giving the power suit it's own hp and letting it get affected instead of the wearer when hit. It's temporary hp in the form of an equipment bonus. Also, critical hits will still affect the wearer reflecting the fact that sometimes a stray shot in a joint or stab through the visor (or anything under the sun) can kill the pilot outright.

Also the suit doesn't take nonlethal damage, but the wearer does. So the suit might give the wearer DR 10/lethal with the footnote specifying that if the suit suffers enough nonlethal damage to take nonlethal damage, the wearer takes the damage. Because the suit is a construct, nonlethal damage does not apply to it, but it applies to the wearer.

This rule will continue to be used for all powered armor. Mecha will involve slightly different rules on par with sit-down vehicles. Namely, you can't be proficient with mecha to use it and must actually make skill checks to pilot it. Anything can be piloted with skill checks, except powered armor and the like which requires proficiency.