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Zaydos
2011-02-12, 01:18 PM
For those of you who have played M:tG you probably know what slivers are. Well one of my friends/players loves slivers (he has two sliver decks; fortunately neither is all that good as they rely almost exclusively on 1 or at most 2 ofs and have no search cards except a single homing sliver which usually comes when he's emptied his hand; another friend has a much faster and more consistent sliver deck that is actually rather scary). That said I decided to make slivers and put them in a D&D game mostly just to mess with him and also to make sure no one suspects I'm secretly planning to have phyrexians invade both of my 2 current campaigns. Either way I mentioned this in my dragon's thread and people said I should post them so here are my attempts at slivers (I haven't written any fluff since the players have a passing familiarity with the subject as do I, although I haven't read extensively on it).

Sliver Subtype:
This subtype comes with the following traits.
Sliver Traits:

Grant and gain abilities from other slivers nearby.
All slivers within 100-ft are considered to have are neither flat-footed nor flanked unless all slivers within 1 mile of the queen are flat-footed or flanked.


After one battle with winged and reflex slivers they were easily beaten; but this was against Lv 8 gestalt characters (3; one PC ran away at first sight since he metagamed that they were slivers :smallsmile::smallmad:).
*Edit*: As a funny addition to that one he was trying to get me to show him the sliver stats and when I told him a player shouldn't look up the stats of monsters he knows he's about to fight his response was "You can trust me not to metagame."

I couldn't help but bring up his flight. His answer, "You know you enjoyed it."

Zaydos
2011-02-12, 01:19 PM
Sidewinder Sliver
Small Aberration (Sliver)
HD 2d8+4 (13 hp)
Speed 50 ft. (10 squares)
Init: +2
AC 14; touch 13; flat-footed 12 (+1 size, +2 Dex, +1 Natural)
BAB +1; Grp -2
Attack Claw +4 melee (1d3+1)
Full-Attack Claw +4 melee (1d3+1), claw +4 melee (1d3+1), and bite -1 melee (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks: Trip, Improved Flanking
Special Qualities: Sliver traits.
Saves Fort +2 Ref +2 Will +4
Abilities Str 12, Dex 15, Con 14, Int 1, Wis 12, Cha 11
Skills: Spot +5, Listen +5
Feats: Weapon Finesse (B), Alertness
Environment: Dominaria
Organization -
Challenge Rating 1
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Trip (Ex): With claw, -3 on trip attempt.
Improved Flanking (Su): Sidewinder slivers gain an additional +2 to hit targets they are flanking and deal +1d6 precision damage. This ability is granted to all other slivers within 100-ft. If this ability is granted by multiple sidewinder slivers increases by +1 to hit per additional sidewinder sliver, and +1d6 precision damage per two additional sidewinder sliver.

Harmonic Sliver
Medium Aberration (Sliver)
HD 5d8+15 (37 hp)
Speed 30 ft. (6 squares)
Init: +1
AC 17; touch 11; flat-footed 16 (+1 Dex, +6 Natural)
BAB +3; Grp +6
Attack Claw +6 melee (1d4+4)
Full-Attack Claw +6 melee (1d4+4), claw +6 melee (1d4+4), and bite +4 melee (1d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks: Dispelling Strike.
Special Qualities: Sliver traits.
Saves Fort +6 Ref +2 Will +5
Abilities Str 16, Dex 13, Con 16, Int 1, Wis 12, Cha 11
Skills: Spot +5, Listen +5
Feats: Multiattack, Great Fortitude
Environment: Dominaria
Organization -
Challenge Rating 3
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Dispelling Strike (Su): Whenever a harmonic sliver strikes a target it dispels magical effects on the target as per the area version of greater dispel magic but it may dispel the effects of magic items. The dispel check is made with a bonus equal to their effective hit dice. This ability is shared with all slivers within 60-ft. Each harmonic sliver within the area beyond the first increases their dispel checks by +1.

Winged Sliver
Small Aberration (Sliver)
HD 3d8+6 (19 hp)
Speed 10 ft. (2 squares), fly 60-ft (good)
Init: +4
AC 17; touch 15; flat-footed 13 (+1 size, +4 Dex, +2 Natural)
BAB +2; Grp -2
Attack Bite +6 melee (1d4)
Full-Attack Bite +6 melee (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks: -
Special Qualities: Sliver traits, flight.
Saves Fort +3 Ref +5 Will +4
Abilities Str 10, Dex 19, Con 12, Int 1, Wis 12, Cha 11
Skills: Spot +4, Listen +4
Feats: Weapon Finesse, Flyby Attack
Environment: Dominaria
Organization -
Challenge Rating 2
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Flight (Su): All slivers within 100-ft of a winged sliver gain flight with 60-ft speed and average maneuverability. For every additional winged sliver this speed increases by +10-ft. If there are 5 or more winged slivers the flight maneuverability improves to good.


Reflex Sliver
Medium Aberration (Sliver)
HD 5d8+10 (32 hp)
Speed 60 ft. (12 squares)
Init: +9
AC 17; touch 15; flat-footed 12 (+5 Dex, +2 Natural)
BAB +3; Grp +3
Attack Claw +8 melee (1d4)
Full-Attack Claw +8 melee (1d4), claw +8 melee (1d4), and bite +3 melee (1d6)
Space 5 ft.; Reach 5 ft.
Special Attacks: -.
Special Qualities: Sliver traits, enhance speed, evasion.
Saves Fort +3 Ref +7 Will +7
Abilities Str 11, Dex 21, Con 14, Int 1, Wis 12, Cha 11
Skills: Spot +5, Listen +5
Feats: Improved Initiative (B), Weapon Finesse, Iron Will
Environment: Dominaria
Organization -
Challenge Rating 3
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Enhance Speed (Su): All other slivers within 100-ft of the Reflex sliver gain a +2 bonus to Dex and a +10-ft bonus to all speed. In addition they gain Improved Initiative as a bonus feat. Except for the bonus feat the effect of multiple reflex slivers stack.


Crystalline Sliver
Medium Aberration (Sliver)
HD 6d8+18 (45 hp)
Speed 40 ft. (12 squares)
Init: +2
AC 20; touch 12; flat-footed 18 (+2 Dex, +8 Natural)
BAB +4; Grp +7
Attack Claw +7 melee (1d4+3)
Full-Attack Claw +7 melee (1d4+3), claw +7 melee (1d4+3), and bite +2 melee (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: -.
Special Qualities: Sliver traits, SR 21, Shrouding Aegis.
Saves Fort +7 Ref +6 Will +10
Abilities Str 17, Dex 14, Con 16, Int 1, Wis 16, Cha 15
Skills: Spot +7, Listen +8.
Feats: Great Fortitude, Iron Will, Lightning Reflexes
Environment: Dominaria
Organization -
Challenge Rating 4
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Shrouding Aegis (Su): Other slivers within 100-ft gain SR equal to 10 + their HD. For every Crystalline Sliver beyond the first granting this benefit their SR increases by an additional 4.

Watcher Sliver
Medium Aberration (Sliver)
HD 6d8+24 (51 hp)
Speed 30 ft. (12 squares)
Init: +1
AC 28; touch 18; flat-footed 27 (+1 Dex, +10 Natural, +7 deflection)
BAB +4; Grp +7
Attack Claw +7 melee (1d4+3)
Full-Attack Claw +7 melee (1d4+3), claw +7 melee (1d4+3), and bite +5 melee (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: -.
Special Qualities: Sliver traits, DR 5/-, Shielding Aegis, +4 resistance bonus to saving throws
Saves Fort +9 Ref +7 Will +10
Abilities Str 17, Dex 12, Con 16, Int 1, Wis 12, Cha 11
Skills: Spot +7, Listen +8
Feats: Multiattack, Improved Toughness, Alertness
Environment: Dominaria
Organization -
Challenge Rating 4
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Shielding Aegis (Su): All slivers within 100-ft gain DR 2/-, a +4 Deflection bonus to AC, and a +2 resistance bonus to all saving throws; or existing DR improves by 1, and an existing deflection bonus to AC improves by 1 and resistance bonus to saves improves by 1.

Blade Sliver
Medium Aberration (Sliver)
HD 6d8+18 (45 hp)
Speed 40 ft. (8 squares)
Init: +
AC 15; touch 12; flat-footed 13 (+2 Dex, +3 Natural)
BAB +4; Grp +7
Attack Claw +8 melee (1d6+3; 18-20/x3)
Full-Attack Claw +8 melee (1d6+3; 18-20/x3), claw +8 melee (1d6+3; 18-20/x3), and bite +2 melee (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: Augmented Critical.
Special Qualities: Sliver traits, enhance edge.
Saves Fort +4 Ref +5 Will +6
Abilities Str 17, Dex 14, Con 15, Int 1, Wis 12, Cha 11
Skills: Spot +5, Listen +6
Feats: Improved Natural Weapon (Claw) (B), Weapon Focus (Claw), Combat Reflexes, Vexing Flanker.
Environment: Dominaria
Organization -
Challenge Rating 4
Treasure None.
Alignment Always True Neutral
Advancement by HD ()
Level Adjustment –

Augmented Critical (Ex): A blade sliver’s claw scores a critical hit on an 18-20 and deals x3 damage on a critical hit.

Enhance Edge (Su): All other slivers within 100-ft of the Blade Sliver gain Improved Natural Weapon (Claw) as a bonus feat, in addition the threat range of any claw attacks that they possess increase by 1 (this is applied after multiplication from feats, spells, or effects). If the sliver already has improved natural weapon (Claw) (either due to having the feat, or the presence of another Blade sliver) then they gain an enhancement bonus to claw attacks equal to the number of blade slivers present above the required number to give them Improved Natural Weapon (Claw). If the sliver lacks natural claw attacks it instead gains them as secondary natural weapons dealing the damage appropriate for their size.

Metallic Sliver
Small Construct (Sliver)
HD 2d10+10 (21 hp)
Speed 30 ft. (6 squares)
Init: +0
AC 15; touch 11; flat-footed 15 (+1 size, +4 Natural)
BAB +1; Grp -2
Attack Claw +3 melee (1d3+1)
Full-Attack Claw +3 melee (1d3+1), claw +3 melee (1d3+1), and bite +1 melee (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks: -
Special Qualities: Sliver traits, Construct traits.
Saves Fort +0 Ref +0 Will +0
Abilities Str 12, Dex 10, Con -, Int 3, Wis 10, Cha 10
Skills: Spot +2, Listen +2
Feats: Multiattack
Environment: Dominaria
Organization -
Challenge Rating 1
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Artificially created slivers that are able to move into the hive and sometimes influence it from within following their creators orders.

Mesmeric Sliver
Medium Aberration (Sliver, Psionic)
HD 8d8+16 (52 hp)
Speed 40 ft. (8 squares); 50-ft when psionically focused.
Init: +1
AC 18; touch 11; flat-footed 17 (+1 Dex, +7 Natural)
BAB +6; Grp +8
Attack Claw +9 melee (1d4+2)
Full-Attack Claw +9 melee (1d4+2), claw +9 melee (1d4+2), and bite +3 melee (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: Psi-like Abilities
Special Qualities: Sliver traits, Psionic Mind, Psionic Birth.
Saves Fort +4 Ref +3 Will +8
Abilities Str 15, Dex 13, Con 14, Int 5, Wis 14, Cha 11
Skills: Concentration +13
Feats: Psionic Fist, Speed of Thought, Weapon Focus (Claw)
Environment: Dominaria
Organization -
Challenge Rating 4
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Psi-like Abilities: 3/day; Defensive Precognition, Offensive Precognition. Manifester Level 8.

Psionic Mind (Su): All other slivers within 100-ft gain power points equal to their hit dice and the psionic subtype. They also gain the ability to use Defensive Precognition, and Offensive Precognition 1/day with a manifester level equal to their hit die. If a sliver already has the ability to use Defensive Precognition, and Offensive Precognition as psi-like abilities they gain +1 to ML for every (additional) mesmeric sliver granting this ability. If they already have psionic power points they gain an extra power point per two hit die for every mesmeric sliver granting this ability. If there are 4 or more mesmeric slivers all granting this ability (or 3 mesmeric slivers granting it to a fourth mesmeric sliver) all slivers within the overlap gain Psionic Divination as a psi-like ability 1/day with the same manifester level as Defensive Precognition and Offensive Precognition.

Psionic Birth: A mesmeric sliver has power points equal to its hit dice.

Crypt Sliver
Small Aberration (Sliver)
HD 2d8+9 (18 hp)
Speed 40 ft. (8 squares)
Init: +2
AC 16; touch 13; flat-footed 14 (+1 size, +2 Dex, +3 Natural)
BAB +2; Grp +0
Attack Claw +5 melee (1d3+2)
Full-Attack Claw +5 melee (1d3+2), claw +5 melee (1d3+2), and bite +0 melee (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: Negative Energy Surge
Special Qualities: Sliver traits, Fast Healing 2, Tainted Spirit, Negative Energy Healing.
Saves Fort +3 Ref +1 Will +4
Abilities Str 15, Dex 12, Con 17, Int 1, Wis 12, Cha 10
Skills: Spot +3, Listen +3
Feats: Toughness
Environment: Dominaria
Organization -
Challenge Rating 2
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Combat:
Negative Energy Surge (Su): As a standard action a crypt sliver may issue out a surge of negative energy dealing 2d6 negative energy damage (this heals undead the same amount) with a will save (DC 11; Cha based) for half. This does not require an attack roll, but has a range of 20-ft.

Tainted Spirit (Su): All slivers within 100-ft are healed by negative energy instead of damaged by it and gain the ability to release a surge of negative energy dealing 1d6 damage per hit die with a range of 10-ft per hit die. This attack always hits, but allows a Will save (DC 10 +1/2 hit dice + cha modifier) for half. If more than one crypt sliver is within the area (or if a crypt sliver would be affected by another crypt sliver's Tainted Spirit) all slivers that would be doubly affected gain Fast Healing 1 or have their existing fast healing improved by 1. Every additional crypt sliver improves this fast healing by another 1 each.

Negative Energy Healing (Su): Crypt slivers are healed by negative energy as if they were undead.

Quilled Sliver
Small Aberration (Sliver)
HD 2d8+2 (11 hp)
Speed 30 ft. (6 squares)
Init: +3
AC 15; touch 14; flat-footed 12 (+1 size, +1 Natural, +3 Dex)
BAB +1; Grp -3
Attack Claw +2 melee (1d3); special (see below) Quill +5 ranged (1d4)
Full-Attack Claw +2 melee (1d3), claw +2 melee (1d3), and bite -3 melee (1d4); special (see below) Quill +5 ranged (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks: Quill Spray
Special Qualities: Sliver traits, Quill Hide
Saves Fort +1 Ref +3 Will +4
Abilities Str 11, Dex 16, Con 13, Int 1, Wis 12, Cha 10
Skills: Spot +3, Listen +3
Feats: Point Blank Shot
Environment: Dominaria
Organization -
Challenge Rating 1/2
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Combat:
Quill Spray (Ex): 1/round as a swift action a quilled sliver may fire a single barbed spike up. This is a ranged attack with a range increment of 10-ft, and is treated as a thrown weapon and a primary natural weapon (even if they used another primary natural weapon during the same turn) and deals damage as a bite for an appropriately sized creature.

Quill Hide (Su): All other slivers within 100-ft gain the Quill Spray ability of the Quilled Sliver. If they already have this ability the range increment is increased by 5-ft and they gain a +1 enhancement bonus to attack or damage (alternating so +1 to attack for 1 additional bonus, +1 to attack and damage for 2, and +2 to attack and +1 to damage for 3).

Necrotic Sliver
Medium Aberration (Sliver, Psionic)
HD 8d8+24 (60 hp)
Speed 40 ft. (8 squares).
Init: +0
AC 18; touch 10; flat-footed 18 (+8 Natural)
BAB +6; Grp +8
Attack Claw +9 melee (1d4+2)
Full-Attack Claw +9 melee (1d4+2), claw +8 melee (1d4+2), and bite +3 melee (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: Deadly Touch
Special Qualities: Sliver traits, Necrosis.
Saves Fort +4 Ref +2 Will +8
Abilities Str 15, Dex 11, Con 14, Int 3, Wis 14, Cha 11
Skills: Spot +7, Listen +8
Feats: Improved Initiative, Improved Toughness, Weapon Focus (claw)
Environment: Dominaria
Organization -
Challenge Rating 5
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Deadly Touch (Su): When a necrotic sliver touches an opponent, either through a melee touch attack, or as part of a successful claw or bite attack, it may deal negative energy damage equal to its current health +10 to the attacked creature; a successful Fort save (DC 16; the DC is Con based) halves this damage. This immediately kills the necrotic sliver.

Necrosis (Su): All other slivers within 100-ft of the necrotic sliver gain the ability to use Deadly Touch as the necrotic sliver (DC is based on their hit die and Con not the necrotic sliver's). If they already have Deadly Touch they instead gain a +1 bonus to the save DC and deal an extra 5 damage when using it.

Talon Sliver
Small Aberration (Sliver)
HD 2d8+2 (11 hp)
Speed 40 ft. (6 squares)
Init: +7
AC 15; touch 14; flat-footed 12 (+1 size, +1 Natural, +3 Dex)
BAB +1; Grp -1
Attack Claw +5 melee (1d3+2)
Full-Attack Claw +5 melee (1d3+2), claw +5 melee (1d3+2), and bite +0 melee (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: Immediate Strike
Special Qualities: Sliver traits, Talon Aura, Never Flat-Footed
Saves Fort +1 Ref +3 Will +4
Abilities Str 15, Dex 16, Con 13, Int 1, Wis 12, Cha 10
Skills: Spot +3, Listen +3
Feats: Weapon Finesse (B), Improved Initiative
Environment: Dominaria
Organization -
Challenge Rating 1
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Immediate Strike (Ex): 1/round as an immediate action a talon sliver may make a claw attack against any creature that moves into a square it threatens, moves out of a square it threatens, casts a spell (even on the defensive), or attacks it.

Talon Aura[b] (Su): Other slivers within 100-ft gain the ability to, 1/round as an immediate action make a primary natural weapon attack against any creature that moves into a square they threaten, moves out of a square they threaten, cast a spell (even on the defensive), or attack them. If they already have this ability, or the immediate strike ability listed above, they gain a +1 enhancement bonus to attack or damage with claws for every extra instance of this ability (alternating between attack and damage so +1 attack for 1 extra, +1 attack and damage for 2, +2 attack and +1 damage for 3, etc) or their already existing enhancement bonus improves by one.

[b]Spitting Sliver
Medium Aberration (Sliver)
HD 12d8+36 (90 hp)
Speed 40 ft. (6 squares)
Init: +6
AC 22; touch 16; flat-footed 16 (+6 Dex, +6 natural))
BAB +8; Grp +10
Attack Claw +14 melee (1d4+2) or Acid Spit +14 ranged touch (6d6 acid)
Full-Attack Claw +14 melee (1d4+2), claw +14 melee (1d4+2), and bite +9 melee (1d6+1) or Acid Spit +14 ranged touch (6d6 acid).
Space 5 ft.; Reach 5 ft.
Special Attacks: Acid Spit
Special Qualities: Sliver traits, Acidic Heart, Acid Immunity
Saves Fort +9 Ref +10 Will +9
Abilities Str 15, Dex 22, Con 17, Int 1, Wis 12, Cha 10
Skills: Spot +8, Listen +9
Feats: Weapon Finesse (B), Great Fortitude, Point Blank Shot, Far Shot.
Environment: Dominaria
Organization -
Challenge Rating: 8
Treasure None.
Alignment Always True Neutral
Advancement by HD (13-15 HD large, 16-20 HD huge)
Level Adjustment –

Acid Spit (Su): A spitting sliver may spit acid as a ranged touch attack with a range of 10-ft per hit die. This acid deals 1d6 damage per two hit die the spitting sliver possesses.

[b]Acidic Heart[b] (Su): Other slivers within 100-ft gain the spitting sliver's acid spit ability and acid resistance 30. If they already have the acid spit ability they gain +1 damage per additional copy of the ability that they would gain. If they already have acid resistance 30 or better it improves by +5.

Toxin Sliver
Large Aberration (Sliver)
HD 12d8+48 (102 hp)
Speed 50 ft. (10 squares)
Init: +1
AC 18; touch 10; flat-footed 17 (-1 size, +1 Dex, +8 natural))
BAB +8; Grp +18
Attack Claw +14 melee (1d6+6 and poison)
Full-Attack Claw +14 melee (1d6+6 and poison), claw +14 melee (1d6+6 and poison), and bite +11 melee (1d8+3 and poison).
Space 10 ft.; Reach 5 ft.
Special Attacks: Poison
Special Qualities: Sliver traits, Spreading Toxin
Saves Fort +7 Ref +5 Will +9
Abilities Str 23, Dex 12, Con 19, Int 3, Wis 12, Cha 10
Skills: Spot +4, Listen +5, Hide +5, Move Silently +9
Feats: Ability Focus (Poison), Multiattack, Weapon Focus (Claw)
Environment: Dominaria
Organization -
Challenge Rating: 7
Treasure None.
Alignment Always True Neutral
Advancement by HD (13-15 HD large, 16-20 HD huge)
Level Adjustment –

Poison (Ex): A toxin sliver's natural weapons also carry a deadly poison which has initial and secondary damage of 1d4 Con and 1d6 Str (Fort DC 22).

[b]Spreading Toxin[b] (Su): Other slivers within 100-ft gain poison dealing 1d4 Con damage on all their natural weapons (Fort save negates, DC is Con based) or have their existing poison's save DC increased by +1.

Battering Sliver
Huge Aberration (Sliver)
HD 16d8+96 (168 hp)
Speed 30 ft. (6 squares), burrow 30-ft
Init: -1
AC 22; touch 7; flat-footed 22 (-2 size, -1 Dex, +15 natural))
BAB +12; Grp +31
Attack Bite +21 melee (3d6+11)
Full-Attack Bite +21 melee (3d6+11), claw +21 melee (2d6+5), claw +21 melee (2d6+5), and Claw +16 melee (2d6+5)
Space 15 ft.; Reach 10 ft.
Special Attacks: Mighty Charge, DR Breaker
Special Qualities: Sliver traits, Aspect of Destruction, Tremorsense 60-ft, Blind, Blindsight 60-ft, DR 10/adamantine
Saves Fort +11 Ref +4 Will +11
Abilities Str 33, Dex 9, Con 22, Int 5, Wis 12, Cha 10
Skills: Spot +10, Listen +11
Feats: Improved Natural Weapon (Bite, Claw) (B), Multiattack, Power Attack, Improved Multiattack, Rapidstrike (Claw), Large and in Charge, Hold the Line
Environment: Dominaria
Organization -
Challenge Rating: 12
Treasure None.
Alignment Always True Neutral
Advancement by HD (13-15 HD large, 16-20 HD huge)
Level Adjustment –

Mighty Charge (Ex): A battering sliver deals x2 damage on a charge.

DR Breaker[b] (Ex): A battering sliver's attacks ignore DR (including DR /-).

[B]Burrow: A battering sliver may burrow through solid stone and leaves usable tunnels behind.

Aspect of Destruction (Su): All other slivers within 100-ft of a battering sliver ignore the first 5 points of DR from targets and deal +1d6 damage on a charge. These effects are cumulative for multiple battering slivers.


Heart Sliver
Small Aberration (Sliver)
HD 2d8+4 (13 hp)
Speed 60 ft. (10 squares)
Init: +8
AC 16; touch 15; flat-footed 12 (+1 size, +4 Dex, +1 Natural)
BAB +1; Grp -2
Attack Claw +6 melee (1d3+1)
Full-Attack Claw +6 melee (1d3+1), claw +6 melee (1d3+1), and bite +1 melee (1d4)
Space 5 ft.; Reach 5 ft. (10 ft with claws)
Special Attacks: Extendable claws, Limited Pounce
Special Qualities: Sliver traits, Surging Heart
Saves Fort +2 Ref +4 Will +4
Abilities Str 12, Dex 19, Con 14, Int 1, Wis 12, Cha 11
Skills: Spot +3, Listen +3
Feats: Weapon Finesse (B), Improved Initiative
Environment: Dominaria
Organization -
Challenge Rating 2
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –
Combat:
Lesser Pounce (Ex): A heart sliver may make a full attack at the end of a charge (or partial charge) made as its first action during an encounter.

Surging Heart: All other slivers within 100-ft of a heart sliver gain Lesser Pounce and +2 Dex.

Fury Sliver
Large Aberration (Sliver)
HD 12d8+36 (90 hp)
Speed 80 ft. (10 squares)
Init: +9
AC 18; touch 14; flat-footed 13 (-1 size, +5 Dex, +4 natural))
BAB +8; Grp +18
Attack Claw +13 melee (1d8+6)
Full-Attack Claw +13 melee (1d8+6), claw +13 melee (1d8+6), and bite +13 melee (1d8+3 and poison).
Space 10 ft.; Reach 5 ft.
Special Attacks: Pounce, Blade Barrage
Special Qualities: Sliver traits, Fury Aura, Never Flat-Footed
Saves Fort +7 Ref +9 Will +9
Abilities Str 23, Dex 20, Con 17, Int 3, Wis 12, Cha 10
Skills: Spot +8, Listen +9
Feats: Multiattack, Improved Multiattack, Weapon Focus (Claw), Improved Natural Weapon (Claw), Improved Initiative, Combat Reflexes (B), Hold the Line (B)
Environment: Dominaria
Organization -
Challenge Rating: 8
Treasure None.
Alignment Always True Neutral
Advancement by HD (13-15 HD large, 16-20 HD huge)
Level Adjustment –

Blade Barrage (Ex): As an immediate action a fury sliver may make 2 claw attacks.

[b]Fury[b] (Su): Other slivers within 100-ft gain the ability to pounce and use blade barrage as the fury sliver. If they already have both of these abilities they gain the ability to Rage as a barbarian with a level equal to 1/2 their hit dice + the number of extra times this ability is applied to them.

Sliver Queen
Huge Aberration (Sliver)
HD 22d8+220 (319 hp)
Speed 50 ft. (10 squares)
Init: +9
AC 28; touch 13; flat-footed 23 (-2 size, +5 Dex, +15 natural)
BAB +16; Grp +35
Attack Bite +25 melee (3d6+11)
Full-Attack Bite +25 melee (3d6+11), claw +25 melee (2d6+5), claw +25 melee (2d6+5), Claw +20 melee (2d6+5), Claw +15 melee (2d6+5), and Claw +10 melee (2d6+5).
Space 15 ft.; Reach 10 ft.
Special Attacks: -
Special Qualities: Sliver traits, Tremorsense 60-ft, Blindsight 60-ft, DR 10/adamantine, Telepathy, Share Powers, Hivemind, +4 on saves versus Charm and Compulsion.
Saves Fort +23 Ref +12 Will +22
Abilities Str 33, Dex 21, Con 30, Int 19, Wis 24, Cha 22
Skills: Spot +32, Listen +32, Diplomacy +33, Sense Motive +32, Use Magic Device +31, Spellcraft +29.
Feats: Improved Natural Weapon (Bite, Claw) (B), Multiattack, Improved Multiattack, Rapidstrike (Claw), Improved Rapid Strike (Claw), Iron Will, Great Fortitude, Improved Initiative, Epic Fortitude
Environment: Dominaria
Organization Unique
Challenge Rating: 15
Treasure None.
Alignment True Neutral
Advancement -
Level Adjustment –

Share Powers (Su): The sliver queen is considered to be within 100-ft of any and all slivers within 1000-ft of her for the effects of their abilities. In addition other slivers within 100-ft of the queen gain all effects that the queen gains through this power.

Telepathy (Su): The sliver queen can communicate telepathically with any creature with a language within 100-ft.

Hivemind (Su): All slivers within 100 miles of the sliver queen can hear her telepathic commands and will obey them. All slivers (including the queen) within 1 mile are considered to have her mental ability scores or the best of all slivers within the area for all saves, skill checks, ability checks, or other effects dependent upon mental ability scores and are neither flat-footed nor flanked unless all slivers within 1 mile of the queen are flat-footed or flanked.

Shifting Sliver
When corporeal
Medium Aberration (Sliver)
HD 6d8+18 (45 hp)
Speed 50 ft. (10 squares)
Init: +3
AC 16; touch 13; flat-footed 13 (+3 Dex, +3 Natural)
BAB +4; Grp +4
Attack Claw +5 melee (1d4)
Full-Attack Claw +5 melee (1d4), claw +5 melee (1d4), and bite -1 melee (1d6)
Space 5 ft.; Reach 5 ft.
Special Attacks: -.
Special Qualities: Sliver traits, Shifting, Shifter's Gift.
Saves Fort +7 Ref +5 Will +8
Abilities Str 10, Dex 17, Con 16, Int 5, Wis 12, Cha 17
Skills: Spot +7, Listen +8.
Feats: Dodge, Lightning Reflexes, Weapon Focus (Claw)
Environment: Dominaria
Organization -
Challenge Rating 5
Treasure None.
Alignment Always True Neutral
Advancement by HD (7-9 HD medium, 10-15 HD large)
Level Adjustment –

Incorporeal
Medium Aberration (Sliver, Incorporeal)
HD 6d8+18 (45 hp)
Speed 50 ft. (10 squares)
Init: +3
AC 16; touch 13; flat-footed 13 (+3 Dex, +3 Deflection)
BAB +4; Grp -
Attack Claw +8 incorporeal touch (1d4+3)
Full-Attack Claw +8 incorporeal touch (1d4+3), claw +8 incorporeal touch (1d4+3), and bite +2 incorporeal touch (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks: -.
Special Qualities: Sliver traits, Shifting, Shifter's Gift, Incorporeal traits.
Saves Fort +7 Ref +5 Will +8
Abilities Str -, Dex 17, Con 16, Int 5, Wis 12, Cha 17
Skills: Spot +7, Listen +8.
Feats: Dodge, Lightning Reflexes, Weapon Focus (Claw)

Shifting (Su): As a free action a shifting sliver may become incorporeal, or become corporeal once more. It may use this ability any number of times during its turn.

Shifter's Gift (Su): Other slivers within 100-ft gain the ability to become incorporeal or corporeal as a free action usable any number of times on their turn. While incorporeal they lose their natural armor and have no Strength stat (they use their Dexterity modifier to hit) but gain a deflection bonus to AC equal to their charisma modifier and cannot be damage by non-magical sources and even magical effects and weapons (except for force and ghost touch) only have a 50% chance of affecting them. In addition all slivers within 100-ft gain +2 Charisma. They cannot use their natural weapons while incorporeal except against other incorporeal foes.

If more than one shifting sliver is granting this ability they also gain the ability to use their natural weapons against corporeal foes as incorporeal touch attacks and deal bonus damage equal to their charisma modifier.

CR Note: Due to the really nasty defensive buffs from incorporeal all other slivers encountered with a shifting sliver get +1 to their CR.


Sliver Larvae Swarm
Tiny Aberration (Sliver, Swarm)
HD 12d8+48 (102 hp)
Speed 30 ft. (6 squares)
Init: +1
AC 13; touch 13; flat-footed 12 (+2 size, +1 Dex)
BAB +9; Grp -
Attack Swarm (2d6)
Full-Attack Swarm (2d6)
Space 10 ft.; Reach 0 ft.
Special Attacks: Distraction
Special Qualities: Sliver traits, Swarm Traits, Half Damage from Weapons
Saves Fort +7 Ref +7 Will +11
Abilities Str 12, Dex 12, Con 12, Int 1, Wis 12, Cha 10
Skills: Spot +7, Listen +7
Feats: Improved Toughness x3, Lightning Reflexes, Great Fortitude.
Environment: Dominaria
Organization -
Challenge Rating: 6
Treasure None.
Alignment Always True Neutral
Advancement -
Level Adjustment –

Distraction: Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 17 Fortitude save or be
nauseated for 1 round. The save DC is Constitution-based.

Poultice Sliver
Medium Aberration (Sliver)
HD 5d8+28 (50 hp)
Speed 30 ft. (6 squares)
Init: +1
AC 16; touch 11; flat-footed 15 (+1 Dex, +5 Natural)
BAB +3; Grp +5
Attack Claw +5 melee (1d4+2)
Full-Attack Claw +5 melee (1d4+2), claw +5 melee (1d4+2), and bite +0 melee (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: -.
Special Qualities: Sliver traits, Healing Aura, Healing Blessing.
Saves Fort +5 Ref +4 Will +5
Abilities Str 14, Dex 13, Con 18, Int 1, Wis 12, Cha 11
Skills: Spot +5, Listen +5
Feats: Improved Toughness (B), Lightning Reflexes, Toughness
Environment: Dominaria
Organization -
Challenge Rating 3
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Healing Aura (Su): All other slivers within 60-ft of a poultice sliver heal 1 hp per round. This is a positive energy effect.

Healing Blessing (Su): All other slivers within 100-ft of a poultice sliver gain its healing aura ability. For every 2 additional instances of this ability after the first the amount of damage this ability heals is doubled.

Armor Sliver
Medium Aberration (Sliver)
HD 6d8+30 (57 hp)
Speed 30 ft. (12 squares)
Init: -1
AC 23; touch 9; flat-footed 23 (-1 Dex, +6 Natural, +8 armor)
BAB +4; Grp +7
Attack Claw +7 melee (1d4+3)
Full-Attack Claw +7 melee (1d4+3), claw +7 melee (1d4+3), and bite +2 melee (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: -.
Special Qualities: Sliver traits, DR 10/magic, DR 5/-, Armoring Aegis, Natural Phalanx
Saves Fort +5 Ref +1 Will +6
Abilities Str 17, Dex 8, Con 16, Int 1, Wis 12, Cha 11
Skills: Spot +7, Listen +8
Feats: Improved Toughness x2, Alertness
Environment: Dominaria
Organization -
Challenge Rating 4
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Armoring Aegis (Su): All slivers within 100-ft gain DR 2/-, a +4 Armor bonus to AC; or existing DR improves by 1, and an existing armor bonus to AC improves by 1 and resistance bonus to saves improves by 1. They also gain the armor sliver's natural phalanx ability.

Natural Phalanx (Ex): An armor sliver gains a shield bonus to AC equal to the number of slivers adjacent to it.


Clot Sliver
Small Aberration (Sliver)
HD 2d8+7 (16 hp)
Speed 60 ft. (10 squares)
Init: +2
AC 14; touch 13; flat-footed 12 (+1 size, +2 Dex, +1 Natural)
BAB +1; Grp -2
Attack Claw +3 melee (1d3+1)
Full-Attack Claw +3 melee (1d3+1), claw +3 melee (1d3+1), and bite -2 melee (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks: -
Special Qualities: Sliver traits, Clotting Wounds, Fast Healing 5
Saves Fort +2 Ref +2 Will +4
Abilities Str 12, Dex 15, Con 14, Int 1, Wis 12, Cha 11
Skills: Spot +3, Listen +3
Feats: Toughness
Environment: Dominaria
Organization -
Challenge Rating 2
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –
Combat:
Clotting Wounds (Su): All other slivers within 100-ft of a heart sliver gain fast healing equal to 1 + 1/2 their hit dice. If they already have fast healing it increases by 1 + 1/2 their hit dice.

Essence Sliver
Large Aberration (Sliver)
HD 12d8+48 (102 hp)
Speed 60 ft. (12 squares)
Init: +1
AC 18; touch 10; flat-footed 17 (-1 size, +1 Dex, +8 natural))
BAB +8; Grp +18
Attack Claw +13 melee (1d6+6)
Full-Attack 2 claws +13 melee (1d6+6) and bite +8 melee (1d8+3).
Space 10 ft.; Reach 5 ft.
Special Attacks: Life-Draining Strike
Special Qualities: Sliver traits, Draining Aura
Saves Fort +7 Ref +5 Will +9
Abilities Str 23, Dex 12, Con 19, Int 3, Wis 12, Cha 10
Skills: Spot +8, Listen +9
Feats: Weapon Focus (Claw), Multiattack, Improved Multiattack
Environment: Dominaria
Organization -
Challenge Rating: 7
Treasure None.
Alignment Always True Neutral
Advancement by HD (13-15 HD large, 16-20 HD huge)
Level Adjustment –

Life-Draining Strike (Su): When an essence sliver successfully deals damage with an attack it heals damage equal to the damage it dealt (this cannot raise its hp to above its normal maximum).

Draining Aura[b] (Su): Other slivers within 100-ft gain the essence sliver's life-draining strike ability. If they already have this ability they also heal any other sliver within 100-ft 1 hp per additional instance of this ability.

[b]Homing Sliver
Medium Aberration (Sliver)
HD 5d8+10 (32 hp)
Speed 40 ft. (12 squares)
Init: +2
AC 15; touch 12; flat-footed 13 (+2 Dex, +3 Natural)
BAB +3; Grp +3
Attack Claw +6 melee (1d4+3)
Full-Attack Claw +6 melee (1d4+3), claw +6 melee (1d4+3), and bite +1 melee (1d6+1)
Space 5 ft.; Reach 5 ft.
Special Attacks: -.
Special Qualities: Sliver traits, summon sliver, summoning field
Saves Fort +5 Ref +5 Will +5
Abilities Str 17, Dex 15, Con 14, Int 1, Wis 12, Cha 11
Skills: Spot +5, Listen +5
Feats: Great Fortitude, Lightning Reflexes
Environment: Dominaria
Organization -
Challenge Rating 4*
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Summoning Field (Su): All other slivers within 100-ft of the homing sliver gain its summon sliver ability except they use their CR instead of CR 3 for determing how powerful a creature they can summon. Each extra copy of this ability grants them one extra use of this ability per hour.

Summon Sliver (Sp): 1/hour as a full round action a homing sliver may summon any sliver (non-swarm) with an equal to or lower than 3. A summoned sliver may not summon more slivers, and a summoned homing sliver does not have the summoning field ability. A summoned sliver vanishes after 1 minute. This is the equivalent of a spell with a level of 1/2 the CR of the sliver using it (rounded up).

CR: Other slivers encountered with a homing sliver have their CR increased by 1 for EL and XP determination but not for abilities dependant on their CR (truenaming, or Summon Sliver).


Screeching Sliver
Small Aberration (Sliver)
HD 2d8+4 (13 hp)
Speed 50 ft. (10 squares)
Init: +2
AC 14; touch 13; flat-footed 12 (+1 size, +2 Dex, +1 Natural)
BAB +1; Grp -2
Attack Claw +4 melee (1d3+1)
Full-Attack Claw +4 melee (1d3+1), claw +4 melee (1d3+1), and bite -1 melee (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks: Screech
Special Qualities: Sliver traits, Cacophany, Cacophany's Source, Blindsense.
Saves Fort +2 Ref +2 Will +4
Abilities Str 12, Dex 15, Con 14, Int 1, Wis 12, Cha 11
Skills: Spot +5, Listen +9* (* +4 racial bonus on listen checks)
Feats: Weapon Finesse (B), Alertness
Environment: Dominaria
Organization -
Challenge Rating 2
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Screech (Su): As a standard action a screeching sliver may release a terrifying screech which harms nearby creatures. All creatures adjacent to the screeching sliver take 2d6 sonic damage. A successful Fort save DC 13 halves this damage (the DC is Con based).

Cacophany (Su): A screeching sliver may, as a standard action each round, release a series of screams. For 1 round any creature within 100-ft attempting to perform an action that requires concentration must make a Concentration check DC 18 or fail at the task. If this is a spell, spell-like ability, or similar ability the DC is increased by the spell level or equivalent as appropriate. This DC is Con based and includes a +5 racial bonus. If a creature is affected by more than one use of this ability then they still only make one check but the DC is increased by 2 for each additional check they would normally have to make.

Cacophany's Source (Su): All other slivers within 100-ft gain the screeching sliver's Cacophany ability. If they already have the ability the DC is increased by 2 for each extra rendition of this ability.

Hibernation Sliver
Medium Aberration (Sliver)
HD 4d8+19 (34 hp)
Speed 20 ft. (12 squares)
Init: +1
AC 14; touch 11; flat-footed 12 (+1 Dex, +3 Natural)
BAB +3; Grp +3
Attack Claw +7 melee (1d4+4)
Full-Attack Claw +7 melee (1d4+4), claw +7 melee (1d4+4), and bite +2 melee (1d6+2)
Space 5 ft.; Reach 5 ft.
Special Attacks: -.
Special Qualities: Sliver traits, hibernation field, hibernation
Saves Fort +5 Ref +2 Will +5
Abilities Str 17, Dex 13, Con 18, Int 3, Wis 12, Cha 11
Skills: Concentration +14
Feats: Toughness, Skill Focus (Concentration)
Environment: Dominaria
Organization -
Challenge Rating 3
Treasure None.
Alignment Always True Neutral
Advancement by HD (5-6 HD medium; 7-12 HD large)
Level Adjustment –

Hibernation Field (Su): All other slivers within 100-ft of the hibernation sliver gain its hibernation ability. If they already have the hibernation ability they gain Fast Healing 2 or their existing fast healing increases by 2 and they gain a +4 on concentration checks to remain in the healing trance when they take damage or would otherwise have to make a concentration check.

Hibernation (Su): A hibernation sliver may, as a full round action that provokes attacks of opportunity, enter a healing trance. While in this trance it is considered stunned. If it takes damage while in this trance it must make a Concentration check (DC = 5 + damage dealt) or the trance ends. If they suffer from another effect that would require a spellcaster to make a succesful concentration check then they must make one as well, treat this ability as a spell of -10 level for determining the DC of the concentration check. After 1 round in this trance it is healed as per the Heal spell with a CL equal to their hit die.

dethkruzer
2011-02-12, 02:49 PM
When i saw the topic, i was like :eek: Silvers? Slivers?!!! (I have some pretty nasty experiences about slivers in MTG)

Then I read this, and I have to admit, these are totally, absolutely, undeniably....


*Dramatic Pause*



MADE. OF. WIN.
So anyways, looking forward to seeing more.

Calmar
2011-02-12, 03:28 PM
Hey :smallsmile:

Are not the CRs a bit low? It seems to me the slivers are stronger than other creatures with similar CRs, especially when they begin to improve each other's fighting skills.

This MtG wiki (http://wiki.mtgsalvation.com/article/Sliver) says that slivers share a hive mind. In case it's true you could give them a hive mind ability similar to the formians' (http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/monstersEtoF.html#formian).

Zaydos
2011-02-12, 03:39 PM
Well so far I only got to test out Winged and Reflex and a group of 8 of them was no challenge for three level 8 gestalt characters (actually they did hurt the rogue, but that was mostly because she was riding the druid and kept provoking AoOs for moving) but you might be right. Comparing to CR 1 air elementals the winged slivers are slower, same AC, better to hit (+7 compared to +5) with more attacks per round, but deal much lower damage (5 less points on average). As for when they start adding up... I don't think the CR system is actually built to handle that well. Mostly though I kind of guessed at the later ones (I made them while people were picking spells for their spellbook and I was distracted :smallredface:)I need to make Might, Muscle, and Sinew Slivers... but I'm a little uncertain on how to go about it. I also think I tested them with my weakest two slivers :smallredface:

On the hive mind what would be a good range for it? I know some of the stuff about slivers (from MtG wiki mainly) including that the hivestone was used to replace the queen, but I need a descent range on the hive mind and also wondered if it should be an ability of slivers or the queen herself (so that slivers too far from the queen weren't affected by it at all).

Thanks for the replies :smallsmile: It's always nice to have encouragement on these projects.

boomwolf
2011-02-12, 04:57 PM
As far I understand the slivers don't have the "normal" hivemind, but more of a "leadership" hivemind, where one "mind" rules them all, be it the queen, overlord, hivestone or later legion. the strongerst min rules all other minds he is aware of.

Calmar
2011-02-12, 05:17 PM
On the hive mind what would be a good range for it? I know some of the stuff about slivers (from MtG wiki mainly) including that the hivestone was used to replace the queen, but I need a descent range on the hive mind and also wondered if it should be an ability of slivers or the queen herself (so that slivers too far from the queen weren't affected by it at all).

As far I understand the slivers don't have the "normal" hivemind, but more of a "leadership" hivemind, where one "mind" rules them all, be it the queen, overlord, hivestone or later legion. the strongerst min rules all other minds he is aware of.

How about 5 ft. or 10 ft. radius per sliver HD, emanating from the sliver with the most HD? That should cover all slivers that participate in a typical CR-appropriate encounter (without alerting each and every sliver in the surrounding area).

Land Outcast
2011-02-12, 05:41 PM
Love the idea, though I'd admit they're a bit over their CR (compare to the Ogre, CR 3) except for the first one, particularly in AC and/or hp:
And certainly over their CR when one considers their generally greater mobility and their synergies.
But I really like the idea.


Slivers
CR1: AC14 hp13 / AC17 hp19
CR2: AC17 hp37 / AC17 hp32
CR3: AC20 hp45
CR4: AC28 hp51
[Note: In the CR4 I realize high defense for its CR is offset by low attack power, but a party level 4 can be diced at leisure while they try to get that "18" in the d20... or the wizard tries to get that "14" to land a ranged touch]

Compare to:
CR1: Ghoul AC14 hp13
CR2: Bugbear AC17 hp16
CR3: Ogre AC16 hp29
CR4: Griffon AC17 hp59

Fable Wright
2011-02-12, 09:28 PM
As far I understand the slivers don't have the "normal" hivemind, but more of a "leadership" hivemind, where one "mind" rules them all, be it the queen, overlord, hivestone or later legion. the strongerst min rules all other minds he is aware of.

Actually, that's somewhat true, but not completely. My understanding is the following: Each sliver can read the mind and capability of each sliver it can see subconsciously, by seeing the patterns in it's movement. They see this pattern in another sliver, and then shift their own organs to mimic the traits of the other one. How there's one leading mind is not clearly covered. However, it's by viewing each other that they communicate. But, on the other hand, this fluff given by Wizards of the Coast (somewhere, not sure where) conflicts with their fluff about the Mirari acting as a sort of pulse on Dominaria that drew them, as if it were the queen. So, my understanding is this: The slivers have one "leader", which gives off a psychic pulse of a sort which draws the sliver, and causes them to acknowledge that one force as the true leader of them. The other slivers are used to relay messages to each other, having some kind of body behavior that causes the message the sliver bears to come directly from the leader. This started with the Sliver Queen. However, after she died, there were no ruler's messages to direct the mindless slivers, who are only able to have rational thoughts as a group when their messages interact. After the queen was slain, they were leaderless, and they were attracted to the pulse of the Mirari. They went to it, and several of them were fused into the Sliver Overlord, who began sending off a leadership pulse. After it disappeared, the remaining slivers lacked a pulse. Eventually, the remaining commands interacted in the though-patterns as described before, and formed a new, but rational, mind. This mind replicates the pulse and acts as the leaders of the slivers. That's my understanding, anyways. Use it as you will.

NineThePuma
2011-02-13, 12:08 AM
CR4: AC28 hp51
[Note: In the CR4 I realize high defense for its CR is offset by low attack power, but a party level 4 can be diced at leisure while they try to get that "18" in the d20... or the wizard tries to get that "14" to land a ranged touch]

I dunno about anyone else, but that doesn't seem that high. Yes, it's dangerous. Yes, it's CR might be too low. But I can see it getting chewed up and spit out against an optimized group.

Zaydos
2011-02-13, 02:37 AM
Added: Blade Slivers. Tell me what you think I guess.

Changed: Upped most of their CRs by 1.

Also any specific slivers I ought to do next? I'll add some form of telepathy/hive mind/something when people better versed in the lore come to a consensus.

Necro_EX
2011-02-13, 04:30 AM
This is an amazing idea, and I love you for it.

How 'bout some Poultice Sliver and some Mesmeric Sliver?

Also, what about that black one that makes all slivers do damage to their controller? (Or whatever it was that it did, I just remember it messed up anyone with a sliver deck.)

Debihuman
2011-02-13, 10:07 AM
Zaydos, had you seen this thread? http://www.giantitp.com/forums/showthread.php?t=45685

Debby

Zaydos
2011-02-13, 11:22 AM
This is an amazing idea, and I love you for it.

How 'bout some Poultice Sliver and some Mesmeric Sliver?

Also, what about that black one that makes all slivers do damage to their controller? (Or whatever it was that it did, I just remember it messed up anyone with a sliver deck.)

Any advice on how to do any of those? Mesmeric Sliver especially stumps me (poultice sliver might cause all other slivers nearby to heal or even gain temp hp when a sliver dies; plague sliver might have a deadly miasma).


Zaydos, had you seen this thread? http://www.giantitp.com/forums/showthread.php?t=45685

Debby

No; if I had known about it I'd have probably not bothered starting. Having started I'm going to continue. My ex-roommate had started working on slivers before, but didn't get really far. I knew I could mess with him with slivers, though.

The Mentalist
2011-02-13, 01:52 PM
No; if I had known about it I'd have probably not bothered starting.

But I like yours better (no offense to the Demented One) I'll probably use both.

This is a seriously nice effort, I've been statting up magic cards for 3.5 and this may inspire me to skip slivers (or maybe make them a template that grants all creatures of the same type the ability... Goblin Slivers.... Yummy)


Edit: As for the Mesmeric sliver, how about Detect Thoughts or Divinations? The Divinations wouldn't be as combat useful but having a mass of Slivers that could for example get this:

Mesmeric Sliver: Each sliver within 100ft (or however you end up doing it) gains the ability to cast Divination, Augury, or Hyper-cognition once per round as a free action. This ability stacks.

Has a lot of thematic effect for the Sliver overlords.

Zaydos
2011-02-13, 02:03 PM
Well when my roommate leaves the room again (so I can play music loudly without feeling like a jerk) and I finish the dragon I'm making, I'll make another sliver or two.

Zaydos
2011-02-13, 03:00 PM
Edit: Consolidated slivers into earlier post.

Necro_EX
2011-02-13, 03:29 PM
Definitely dig the Mesmeric. :D

Perhaps the Poultice Sliver could instantly stabilize any dying slivers? That could make for a pretty nasty trap, because if they don't kill every single one of them they'll have to fight some of them again on their way back. D:

How about some Armor Sliver? Just adds a bit to each sliver's natural armor?

Some Quilled Sliver? Gives every sliver a ranged attack?

Screeching Slivers could have some ability to counterspell, or perhaps stun the enemy?

Maybe some of the ones with sacrifice abilities could have death throes?
Like the acidic sliver, right? Basically gives all slivers the Mane's acidic cloud ability.

Opaline could have spell absorption. Virulent could grant all their natural attacks some poison, which could be pretty nasty coupled with the Quilled Sliver.

Perhaps a prc could be made to make sense of the mana ability possessing slivers?

Just did a google image search for sliver to take a look at some, and I hadn't seen the Grixis Sliver before. Ew.

Well, hope that helps. :D

Zaydos
2011-02-13, 03:38 PM
Perhaps a prc could be made to make sense of the mana ability possessing slivers?

Just did a google image search for sliver to take a look at some, and I hadn't seen the Grixis Sliver before. Ew.

Well, hope that helps. :D

I think I'm just avoiding gemhide till I have (most) all the others completed and I'm going to make up my own slivers before I use other people's unofficial ones (and Naya sliver would be so thoroughly broken).

Necro_EX
2011-02-13, 03:56 PM
Ah, the Grixis one was a fake?

That's good to hear. I thought I somehow missed an entire set of Slivers for a minute, there.

Zaydos
2011-02-13, 03:59 PM
Ah, the Grixis one was a fake?

That's good to hear. I thought I somehow missed an entire set of Slivers for a minute, there.

Yeah, so was the Darksteel (which my friend wants them to really make and was the relatively unbroken one of the three) and Naya (by Crom no).

Also added Crypt Sliver and Quilled Sliver. I should probably go about spoilering things if I add another 2 or so and move all of them (or most of them) to the initial post of slivers.

Edit: Added talon sliver, and necrotic sliver. I guess I need to make a 3/3 next... but I'm wary of that.

Necro_EX
2011-02-13, 04:59 PM
Nice, I really like the quilled.
Especially with such a low CR, that means I can send them out in droves.
Now all they need is the ability to have all those quills poisoned. :D

Completely unrelated to the topic at hand, but I noticed you have a certain...fondness of dragons. If you're looking for illustration for all those homebrews, I might know a guy. ...and by know a guy I mean I watched him on Sheezyart. :p

Zaydos
2011-02-13, 05:21 PM
Nice, I really like the quilled.
Especially with such a low CR, that means I can send them out in droves.
Now all they need is the ability to have all those quills poisoned. :D

Completely unrelated to the topic at hand, but I noticed you have a certain...fondness of dragons. If you're looking for illustration for all those homebrews, I might know a guy. ...and by know a guy I mean I watched him on Sheezyart. :p

Just be careful about any type of sliver swarm as they tend to synergize better than most creatures (now imagine an army that fields a unit of 20 quilled slivers :smallsmile: +10 to hit, +9 damage; use the volley rules from Heroes of Battle to do area attacks that deal 1d4+9 damage to each creature within the area). But that's the problem with these how do you assign CR that represents all the possible (and mostly not yet created) combination? Virulent could really, really hurt if I give it to quills (I might just apply it to claws for 1. game balance, and 2. sticking closer to M:tG which is becoming less and less important to me).

On the unrelated topic; I wouldn't mind, but I wouldn't ask either.

Necro_EX
2011-02-13, 06:13 PM
Yeah, it definitely seems like they could become disgusting in swarms. Damn...just 20 and they become that gross? Perhaps each of their abilities (well, not every single one, but ones like the quilled) could include a clause that limits their synergy. Something like it can only stack so far, to prevent them from becoming so horribly gross. Perhaps it could synergize more slowly with large amounts of them? Something like it could go so far before it requires 2 or more to get the same effect?

On the unrelated - Dragons are basically all the guy does, so I could probably see if he wants to just out of his spare time. Seriously, the guy's gallery is just full of different dragon sorts that have spawned from his boredom, and the quality's consistently high.

Zaydos
2011-02-13, 06:20 PM
Yeah, it definitely seems like they could become disgusting in swarms. Damn...just 20 and they become that gross? Perhaps each of their abilities (well, not every single one, but ones like the quilled) could include a clause that limits their synergy. Something like it can only stack so far, to prevent them from becoming so horribly gross. Perhaps it could synergize more slowly with large amounts of them? Something like it could go so far before it requires 2 or more to get the same effect?

On the unrelated - Dragons are basically all the guy does, so I could probably see if he wants to just out of his spare time. Seriously, the guy's gallery is just full of different dragon sorts that have spawned from his boredom, and the quality's consistently high.

That's the reason I made it alternate between attack and damage instead of both at once. I'm thinking about restricting it further, but I also like the idea that 1 or 2 would be a challenge at 1st level but even at 15th level they can be a terror (the above was also combining it with mass combat rules from Heroes of Battle). Without Heroes of Battle they'd just have a +15 to hit and 1d4+9 damage each with a 1/round attack; which makes them still pretty terrifying but also means that they are vulnerable to AoE attacks and a single cloudkill can take them all out.

Also remember that EL breaks down with more than 12 creatures period, so a better comparison would be 12 of them (+11 to hit and 1d4+5 damage 1/round) which is still extremely dangerous for the EL. Which is why I need to figure out how much they add to each others' CR when together.

And if he'd want to I really wouldn't mind (be flattered yes; mind no).

Zaydos
2011-02-14, 12:08 PM
Added spitting sliver, toxin sliver, and battering sliver.

Toxin + Battering might be mean, I think (Battering would have 4 attacks with 1d4 Con poison and a mere DC 22 save). I made battering CR 12 at least...

Edit: Added heart and fury slivers. Anyone got a suggestion on how to differentiate Shadow, Shifting and Spectral Slivers... all of them beg for Incorporealness. I'm thinking allow shifting to become corporeal as a free action at will, shadow just incorporeal, and spectral incorporeal plus some means of temporary buffing?

Necro_EX
2011-02-14, 02:27 PM
Shifting sliver's kinda nasty...

Maybe Shadow sliver could grant incorporealness, shifting could grant blinking or perhaps the displacer beast's ability, and the spectral could be incorporeal itself, but grant some sort of buff?

I was also thinking maybe one of them could essentially grant the brilliant energy property to all their natural attacks, but I can't really think of how that would stack...:/

Fable Wright
2011-02-14, 03:07 PM
Added spitting sliver, toxin sliver, and battering sliver.

Toxin + Battering might be mean, I think (Battering would have 4 attacks with 1d4 Con poison and a mere DC 22 save). I made battering CR 12 at least...

Edit: Added heart and fury slivers. Anyone got a suggestion on how to differentiate Shadow, Shifting and Spectral Slivers... all of them beg for Incorporealness. I'm thinking allow shifting to become corporeal as a free action at will, shadow just incorporeal, and spectral incorporeal plus some means of temporary buffing?

Also etherealness for the Shadow sliver. Add etherealness. Spectral sliver might be invisibility, and shadow is incorporeality.

Debihuman
2011-02-14, 03:41 PM
Subyptype should be Extraplanar not Sliver. There isn't a Sliver subtype unless you plan on making one.

Debby

tuesdayscoming
2011-02-15, 12:46 AM
Don't really have much input as of yet. Only read through a few of these.

But I wanted to simply say 'Thank You!' for the excellent work. I may have to use these in a game some time.

Zaydos
2011-02-15, 12:48 AM
Don't really have much input as of yet. Only read through a few of these.

But I wanted to simply say 'Thank You!' for the excellent work. I may have to use these in a game some time.

:smallsmile::smallbiggrin:

:smallbiggrin::smallbiggrin::smallbiggrin:

I need to start on the next one... hopefully I'll do it tomorrow (I get the feeling my creativity is out till then).

Edit: Went ahead and made the Queen... really not sure on the CR and I am disappointed that I didn't actually give her a game mechanic ability to spawn slivers, but I decided doing it in battle would break verisimilitude for why there aren't X slivers if she can spawn Y each round/5 rounds/minute/day.

Eurus
2011-02-15, 07:34 AM
:smallsmile::smallbiggrin:

:smallbiggrin::smallbiggrin::smallbiggrin:

I need to start on the next one... hopefully I'll do it tomorrow (I get the feeling my creativity is out till then).

Edit: Went ahead and made the Queen... really not sure on the CR and I am disappointed that I didn't actually give her a game mechanic ability to spawn slivers, but I decided doing it in battle would break verisimilitude for why there aren't X slivers if she can spawn Y each round/5 rounds/minute/day.

What if the sliver "tokens" that she spawns in combat automatically die off in a few hours, explaining the lack of ludicrous swarms within a day?

Silverscale
2011-02-15, 07:50 AM
Or instead of spawning per day, perhaps she has a new clutch once a month and perhaps the PC's are trying to get to her before she births another clutch. Besides according to the Lore I've read on Slivers the Queen gives birth to little Sliver Larva that do not yet posses the Share Evolution trait and would therefore only be annoying little 1-2hp things that the PC's could easily one-shot......if they can get close enough.

Necro_EX
2011-02-15, 08:20 AM
Oh? You've made the queen?

Perhaps she could be accompanied by a couple low CR swarms of sliver larvae?
Kinda like the Demonhive Queen is always seen with a couple attendants and a swarm or two of her fresh spawn.

EDIT: And now I must find a way for a rogue to catch them all flat-footed or to have flanking on everything in a mile.

Good thing I like a challenge. :D

Zaydos
2011-02-15, 11:12 AM
What if the sliver "tokens" that she spawns in combat automatically die off in a few hours, explaining the lack of ludicrous swarms within a day?

That could work, but I don't think I'm going with it.


Or instead of spawning per day, perhaps she has a new clutch once a month and perhaps the PC's are trying to get to her before she births another clutch. Besides according to the Lore I've read on Slivers the Queen gives birth to little Sliver Larva that do not yet posses the Share Evolution trait and would therefore only be annoying little 1-2hp things that the PC's could easily one-shot......if they can get close enough.

And that's why I left the time undefined so DMs could make sliver hives grow as fast or as slow as they desire. That and her spawn would be at most 2 HD and inconsequential to the PCs if they were using AoEs (you know what they need to use to kill the nearby slivers.


Oh? You've made the queen?

Perhaps she could be accompanied by a couple low CR swarms of sliver larvae?
Kinda like the Demonhive Queen is always seen with a couple attendants and a swarm or two of her fresh spawn.

EDIT: And now I must find a way for a rogue to catch them all flat-footed or to have flanking on everything in a mile.

Good thing I like a challenge. :D

Now that I might do. If for no other reason than stating out a sliver swarm would give me an idea on how to make Sliver Legion.

PS: They aren't the first creatures to have such a hivemind ability, just probably have the biggest. Flat-footed isn't too hard (unless the hive is fighting multiple battles) but flanking... that I'd like to see.

Necro_EX
2011-02-15, 01:15 PM
I'll need either a crazy-awesome illusionist to create sooo many illusory allies, or raise an army of displacer beasts. Either option is pretty awesome, and gives me that little chance of victory. :D

I can only imagine how gross sliver legion will be. Having one of those around the queen could be pretty damn nasty.

Zaydos
2011-02-15, 01:42 PM
I'll need either a crazy-awesome illusionist to create sooo many illusory allies, or raise an army of displacer beasts. Either option is pretty awesome, and gives me that little chance of victory. :D

I can only imagine how gross sliver legion will be. Having one of those around the queen could be pretty damn nasty.

Thankfully it's impossible by the M:tG fluff for those two to co-exist (as the Sliver Legion is the Hivemind evolving beyond the Queen do to the absence of a Queen).

Unfortunately (or fortunately if you're a DM) the DM can refluff Sliver Legion however he wants :smallbiggrin:

Since the player who I started this project to "torment" keeps wanting to fight the Sliver Legion I might make it and couple it with the Queen. Then again that's when they'd need an army. A massive army of warmages and fog specialized casters.

Also thanks; you made me check how I worded the Share Powers ability and I realized my wording was unclear and had an unintended result (which made that horribly breakable). Although I might change it back to the original version if people liked it better.

Necro_EX
2011-02-16, 05:30 PM
I'm thinking of throwing these at my group next session. I had already written up an NPC that would be perfect for using these, I can't wait to see how the combat will pan out with 'em.

I feel like a kid in a candy shop picking these out. :D


Let's see...they're around level 6, so...

I'll take 1 heart sliver, 3 sidewinders...that's about a CR 6 group, right there.

Then, for a harder fight...

A crystalline sliver surrounded by 8 quilled, so a CR 8 challenge. :D

Sunday's gonna be fun.

flabort
2011-02-16, 06:10 PM
Oh! These. Are. Awesome.

These actually make swarms of lesser creatures, ganging up on the players, viable.
A blade + heart combo sounds nasty. 7 CR, and if you add sidewinders until it equals whatever your players level is... Say, like, throw 13 sidewinders in, for a 20th level party. :smallbiggrin:

Zaydos, there is a small problem though. It's called [b]broken bolding[b].

Dragonus45
2011-02-16, 06:40 PM
Im in love with these guys, i even linked the thread on my FB to share it with all of my friends and players. But how well do you think they would work converted to pathfinder, or would it even need a lot of work to do so?

fil kearney
2011-02-16, 11:35 PM
I think you will get a sliver feeling better in general if you made them swarms.
Cranium rats are a good example of scaling power and intellligence3 with hive mind when the gather in larger numbers.

There is a good thread about them on ENWorld... I think it would translate to your version of sliver well.

http://www.enworld.org/forum/homebrews/87226-xph-cranium-rats-gone-wild.html#post1522201

Zaydos
2011-02-17, 12:13 PM
I'm thinking of throwing these at my group next session. I had already written up an NPC that would be perfect for using these, I can't wait to see how the combat will pan out with 'em.

I feel like a kid in a candy shop picking these out. :D


Let's see...they're around level 6, so...

I'll take 1 heart sliver, 3 sidewinders...that's about a CR 6 group, right there.

Then, for a harder fight...

A crystalline sliver surrounded by 8 quilled, so a CR 8 challenge. :D

Sunday's gonna be fun.

Let me know how it goes... I might need to up the CRs a bit or figure out how to do the change between CR to EL.


Im in love with these guys, i even linked the thread on my FB to share it with all of my friends and players. But how well do you think they would work converted to pathfinder, or would it even need a lot of work to do so?

:smallbiggrin: Thanks.


I think you will get a sliver feeling better in general if you made them swarms.
Cranium rats are a good example of scaling power and intellligence3 with hive mind when the gather in larger numbers.

There is a good thread about them on ENWorld... I think it would translate to your version of sliver well.

http://www.enworld.org/forum/homebrews/87226-xph-cranium-rats-gone-wild.html#post1522201

I chose not to make them swarms because of several reasons, one of which is I don't like making swarms that much and another is that to really get the sliver feel you'd have to make a mixed swarm (which is interesting). That said I'd like to see some well done slivers as a swarm. Also I do intend on making a larval sliver swarm and sliver legion as a kind of swarm (I want to make it a swarm of small creatures so I need to work out the kinks in that) and will check the thread out on ideas about how to make those two work.


But I like yours better (no offense to the Demented One) I'll probably use both.

Sorry for not responding to this earlier... my brain must have registered it as an illusion or phantasm of some sort. :smallbiggrin::smallbiggrin::smallbiggrin: Seriously I can't think of higher praise. Thanks :smallbiggrin:

DracoDei
2011-02-17, 05:13 PM
No; if I had known about it I'd have probably not bothered starting. Having started I'm going to continue. My ex-roommate had started working on slivers before, but didn't get really far. I knew I could mess with him with slivers, though.
Just because something has been done before, even done WELL, doesn't necessarily mean it isn't worth doing. Especially when it comes to outside sources, people have different perspectives on things. I do believe that using a Google site search (go to the advanced tab and enter www.giantitp.com for the site along with your keyword) is a good first step in many projects.

Dragonus45
2011-02-17, 05:21 PM
A thought, for the campaign i want to use them in im going to replace the metal slivers with zombie slivers as the control point for the non sliver big bad. They have all the normal stats as the sliver they were made from, but make all slivers in range count as undead and evil as well as all other types. As the maker of the slivers here, i thought i would ask how you liked the idea or if you had any other ideas. In fact i was thinking of adding slivers who's only purpose is to give nearby slivers different typing. Instead of just giving bonus stats. But im not sure if i want them to be big beefy high hd alone leader style slivers, or tiny easily killed to get rid of the bonus slivers.

fil kearney
2011-02-17, 08:27 PM
The link I provided shows combining swarms: from very small through absolutely massive.
if one swarm is the smallest unit of swarm having one set of properties
and then tier-stepped up through combination to the largest; we are talking 16 different breeds of sliver in a single massive swarm.. breaking the swarm forces them to become two separate swarms of the next lower order, that would have only 12 types of slivers each
then both of those swarms would have to be broken up into 4 smaller swarms, having 8 sliver types each
those 4 have to be broken up into 8 groups of 4 sliver types each
and then once all 8 of those are broken up, the 16 small sliver swarms would be 1 type each.... and swarms of any size could recombine at will... major pain in the ass.

I can meet your challenge to demonstrate... would you prefer it here in this thread, or a separate one, referencing your designs?

TechnOkami
2011-02-17, 10:12 PM
...just in case you're interested in taking on all the slivers out there: http://gatherer.wizards.com/Pages/Search/Default.aspx?type=+[sliver]||subtype=+[sliver]

Zaydos
2011-02-19, 01:28 AM
Before I respond to comments two things.
1. Do you the playground think allowing a sidewinder sliver as an improved familiar would be too powerful, and if not what would be a good minimum level? (I think one of my players would love this option).

2. I've made all the ones I really wanted for my personal use and don't know what to build next other than a larval swarm and legion sliver (which is stumping me), so I guess I'll just start taking requests till I'm no longer got a creative block on those two sliver legion (despite larval swarm being something that I know I could whip up in 5 7 minutes if when I could motivate myself to). I believe Necro Ex has requested poultice sliver, any other requests?


Just because something has been done before, even done WELL, doesn't necessarily mean it isn't worth doing. Especially when it comes to outside sources, people have different perspectives on things. I do believe that using a Google site search (go to the advanced tab and enter www.giantitp.com for the site along with your keyword) is a good first step in many projects.

I very rarely think about checking if something's been done yet before doing it. I have a theory onto why this is (that I'll lose motivation).


A thought, for the campaign i want to use them in im going to replace the metal slivers with zombie slivers as the control point for the non sliver big bad. They have all the normal stats as the sliver they were made from, but make all slivers in range count as undead and evil as well as all other types. As the maker of the slivers here, i thought i would ask how you liked the idea or if you had any other ideas. In fact i was thinking of adding slivers who's only purpose is to give nearby slivers different typing. Instead of just giving bonus stats. But im not sure if i want them to be big beefy high hd alone leader style slivers, or tiny easily killed to get rid of the bonus slivers.

What would they grant of the undead type? Or more importantly would they give the others Con -? If they keep their Con and only gain the immunities of being undead that's really powerful. If they lose their Con that's just as powerful for ones with Con 14 or less, but starts to be a double edged sword for ones with higher Con (although not too noticeably for ones with 16-19 Con or even 20). As for the other I can see them as either; but I think I'd go with tiny ones (although it really depends upon the necromancer).


The link I provided shows combining swarms: from very small through absolutely massive.
if one swarm is the smallest unit of swarm having one set of properties
and then tier-stepped up through combination to the largest; we are talking 16 different breeds of sliver in a single massive swarm.. breaking the swarm forces them to become two separate swarms of the next lower order, that would have only 12 types of slivers each
then both of those swarms would have to be broken up into 4 smaller swarms, having 8 sliver types each
those 4 have to be broken up into 8 groups of 4 sliver types each
and then once all 8 of those are broken up, the 16 small sliver swarms would be 1 type each.... and swarms of any size could recombine at will... major pain in the ass.

I can meet your challenge to demonstrate... would you prefer it here in this thread, or a separate one, referencing your designs?

I looked over it, it looks quite interesting. I think a separate thread would make things simpler for commenting and reading them than posting them in the middle of page two as it might get a little lost.


...just in case you're interested in taking on all the slivers out there: http://gatherer.wizards.com/Pages/Search/Default.aspx?type=+[sliver]||subtype=+[sliver]

Yeah I've been using that a lot. I didn't even know about some of the ones I've made before I started this.

Zaydos
2011-02-20, 05:03 PM
Added poultice sliver; so any more requests?

Also a question on polymorph and subtypes: do you keep Su abilities from your subtype or not? You keep Su abilities but you lose your subtype so I was left a little confused. As I have a transmuter PC with a sliver familiar, this may become interesting. I'll make a ruling if I have to but I'd like to know the RAI and RAW.

Necro_EX
2011-02-21, 01:42 AM
I could definitely see a sidewinder as an improved familiar, but as far as appropriate level for that, I don't really have much of an idea...That improved flanking is pretty hefty lifting for a familiar and almost goes into the area of animal companion kind of power.

As far as more requests go, I'm sure I could think of another one or two that would be really boss to have, but I'll wait and see if anyone else requests anything first.

Lookin' at the poultice...

Holy hell, that's awesome. That power's gotta be just so horribly nasty with a whole bunch of 'em.

Sadly my group did not get nearly as far as I thought they would this session, and didn't make it to the slivers just yet. :/
...and our next session is two weeks from now because one of them won't be able to show up. :/

As far as your current quandary...I would think you would lose anything granted by your subtype, as you've lost it. I think you keep any supernatural abilities gained by merit of class features or somesuch, but I think you would lose anything related to subtype, but I'm not certain of that.

Debihuman
2011-02-21, 09:44 AM
Why is the acid spit of the Spitting Sliver a ranged touch attack? Shouldn't this work work as a normal ranged attack? From my understanding, usually only spells have ranged touch attacks. Spitting is more like a breath weapon. See Ankheg for how this normally works.

However, if you wanted it as a Supernatural ability based on acid fog, you could do that. You would have to note that it is a 100-ft. line emanating from the sliver's mouth rather than the standard spread.

Nevertheless, you have to pick one or the other. Either way you need to advise how often it can use this ability (once every 1d4 rounds?). You should also note whether the target gets a save or not. I'd say a Reflex save for half (Con based) but you need to decide.

Debby

Zaydos
2011-02-21, 10:33 AM
Why is the acid spit of the Spitting Sliver a ranged touch attack? Shouldn't this work work as a normal ranged attack? From my understanding, usually only spells have ranged touch attacks. Spitting is more like a breath weapon. See Ankheg for how this normally works. However, if you wanted it as a Supernatural ability based on acid fog, you could do that. Nevertheless, you have to pick one or the other. Either way you need to advise how often it can use this ability. You should also note whether the target gets a save or not. I'd say a Reflex save for half but you need to decide.

Debby

I'll probably make it a supernatural, and up the CR one or two. As for the other unless otherwise stated Su abilities are a standard action, usable at will, with no save so that should cover it.

And I thought there was an acid spitter in MMIII that used a ranged touch; couldn't find it (although MMIV has one but I'm not scraping that low for legitimacy).

Sorry if this is curt, or rude, or mean, or anything. I'm feeling terrible and if it is any of the above I apologize in advance.

flabort
2011-02-21, 11:20 AM
Just looking at that list technOkami posted, I'm seeing a distinct lack of armor slivers (Grant DR? kinda a flat bonus, but interesting), Basal slivers (dunno how to do this one. sacrificing it added mana to your pool, so some sort of death-activated ability), clot sliver (seems like it would go with poultice sliver pretty well), and essence sliver (vampirism, or something).
There's a whole ton of others on that list you don't have, but those four are ones I'd like to see soon, myself. just saying.

Debihuman
2011-02-21, 01:07 PM
Sorry if this is curt, or rude, or mean, or anything. I'm feeling terrible and if it is any of the above I apologize in advance.

None of the above; and I hope you feel better.

Debby

Zaydos
2011-02-22, 03:44 PM
Just looking at that list technOkami posted, I'm seeing a distinct lack of armor slivers (Grant DR? kinda a flat bonus, but interesting), Basal slivers (dunno how to do this one. sacrificing it added mana to your pool, so some sort of death-activated ability), clot sliver (seems like it would go with poultice sliver pretty well), and essence sliver (vampirism, or something).
There's a whole ton of others on that list you don't have, but those four are ones I'd like to see soon, myself. just saying.

Armor, clot, and essence done. Not sure how to do basal yet (explosion of negative energy is my best idea so far and I'm going to toy with more first). So any more requests?

dethkruzer
2011-02-22, 04:40 PM
I just noticed you actually have two heart slivers, just wanted to point that out. Oh, and very job there, maybe I'll be using them.

flabort
2011-02-23, 03:57 PM
I don't see two heart slivers.
I do see you wrote heart sliver in the entry of the clot sliver.

...I also keep typing "silver" in place of "sliver". :smallannoyed:

DracoDei
2011-02-23, 09:50 PM
Before I respond to comments two things.
1. Do you the playground think allowing a sidewinder sliver as an improved familiar would be too powerful, and if not what would be a good minimum level? (I think one of my players would love this option).
Doesn't sound too horrible... Level 6? With 2 HD I wouldn't want it to be availible at level 3... but -6 seems a bit harsh and anything between that basically mean "Level 6, unless you are multi-classing"... actually level 4 might work in such a case.


2. I've made all the ones I really wanted for my personal use and don't know what to build next other than a larval swarm and legion sliver (which is stumping me), so I guess I'll just start taking requests till I'm no longer got a creative block on those two sliver legion (despite larval swarm being something that I know I could whip up in 5 7 minutes if when I could motivate myself to). I believe Necro Ex has requested poultice sliver, any other requests?
Since I don't know much about M:tG, I have no requests.


I very rarely think about checking if something's been done yet before doing it. I have a theory onto why this is (that I'll lose motivation).
Idea of unknown applicability:
Make it first, then do the research, tweak based on research (in a separate file) then post it?



Regarding the swarming: A swarm of slivers would be an encounter the way a horde of 200 orcs on the war-path would be an encounter. IE it isn't going to happen in most games... unless you use something like the mob and unit templates someone else created and I have a link to in my extended signature (which is the "everything else" link in my signature).

flabort
2011-03-04, 11:41 AM
You still working on this, or are you going to let it die?

If you are still working on it, is there any chance for... hibernation/brood/homing slivers?

Zaydos
2011-03-04, 01:25 PM
You still working on this, or are you going to let it die?

If you are still working on it, is there any chance for... hibernation/brood/homing slivers?

Mostly waiting for requests. Like I've said I've made all the slivers I'm likely to ever need but I enjoy making them if someone has specific requests. Brood sliver has the same difficulty as the Queen's creation of slivers but someday I will find a way. Homing slivers are going to be mean (Summon Slivers 1/hour like a mephit summons mephits). Hibernation slivers will require a little thought. So expect homing slivers soon and I'll be thinking about the other two and trying to figure out how to convert them.

Edit: Homing sliver up the other two are more complicated (maybe a full round healing ability with hibernation slivers).

flabort
2011-03-04, 10:25 PM
We won't rest until every (sliver) card, and then some, has been done :smalltongue:!

Actually, I thought those three might be a little difficult. Sort of why I picked them, to see if you could rise to and overcome the challenge. 1/3 so far, and it looks awesome.
I offer my appologies, thanks, and awe.

Also, just because they look challenging, Gemhide, mesmeric, screeching, And synapse. They have abilities which don't appear that they'd really translate well into D&D, so seeing them done would be pretty impressive.

Zaydos
2011-03-04, 10:29 PM
We won't rest until every (sliver) card, and then some, has been done :smalltongue:!

Actually, I thought those three might be a little difficult. Sort of why I picked them, to see if you could rise to and overcome the challenge. 1/3 so far, and it looks awesome.
I offer my appologies, thanks, and awe.

Also, just because they look challenging, Gemhide, mesmeric, screeching, And synapse. They have abilities which don't appear that they'd really translate well into D&D, so seeing them done would be pretty impressive.

Gemhide will be the last sliver I make from official sources. Basal I think was already requested and I have an idea but it isn't satisfying. Mesmeric some sort of fascinate ability (going by name instead of ability) or some sort of Deja Vu ability where they can force creatures to repeat actions (possibly broken). Screeching might go with a sonic attack, or a continuous sonic scream aura that disrupts concentration. Synapse... off the top of my head I have nothing.

Edit: Did screeching, going to bed soon or I'd do more.

ericgrau
2011-03-04, 10:52 PM
Slivers
CR4: AC28 hp51
I agree 28 is a bit high for CR 4. Level 4 PCs might have, what, 4+4+1+1=10 AB? And medium BAB won't hit at all. Meanwhile spell save DCs are around 16 while such slivers have ok saves.

Here are some average monster stats: http://www.giantitp.com/forums/showpost.php?p=9556126&postcount=5
I wouldn't deviate by more than 5 points on any stat or that d20+modifier could start failing utterly. Please also check similar monsters to help you ballpark the power level for the CR. Don't forget to include the boosts from a reasonably sized group of slivers. After all that's they're main strength; they're so-so without others and downright evil in large numbers.

Markus Darkmind
2011-03-22, 02:09 PM
Can't help but wondering, do you plan on doing the Sliver Overlord too? Or is the project on hiatus at the moment?

Zaydos
2011-03-22, 02:21 PM
Kind of. Just was busy for a bit, then didn't think about it for a while. I mostly intend to do all official slivers, but I kind of have stalled out. I do still intend to make more (or it wouldn't be in my sig at the moment), but I can't say when I will.

Canarr
2011-03-31, 10:41 AM
Okay, this is seriously awesome... :smallsmile: Looking forward to more!

grimbold
2011-04-01, 10:55 AM
in my opinion this is an amazingly cool idea
i would not want to fight these bad boys

flabort
2011-04-01, 01:00 PM
Yes you would. Your characters, on the other hand, wouldn't. :smalltongue:

Hey, Zaydos, would you be willing to do a non-card sliver?
Glacier Sliver, give it... Oh, some sort of heal-from cold damage? And increase the size category of slivers under a certain size?

also, looking at the cards, I'd like to see Mindlash, and hunter slivers next.
Assuming you want to get back to this project soon.

Zaydos
2011-04-04, 11:56 AM
Mindlash Sliver
Small Aberration (Sliver)
HD 2d8+4 (13 hp)
Speed 50 ft. (10 squares)
Init: +2
AC 14; touch 13; flat-footed 12 (+1 size, +2 Dex, +1 Natural)
BAB +1; Grp -2
Attack Claw +4 melee (1d3+1)
Full-Attack Claw +4 melee (1d3+1), claw +4 melee (1d3+1), and bite -1 melee (1d4)
Space 5 ft.; Reach 5 ft.
Special Attacks: Death throes
Special Qualities: Sliver traits, Mind Venom.
Saves Fort +2 Ref +2 Will +4
Abilities Str 12, Dex 15, Con 14, Int 1, Wis 12, Cha 11
Skills: Spot +3, Listen +3
Feats: Weapon Finesse (B), Ability Focus (Death Throes)
Environment: Dominaria
Organization -
Challenge Rating 1
Treasure None.
Alignment Always True Neutral
Advancement by HD (3-5 HD small, 6-10 HD medium)
Level Adjustment –

Death Throes (Su): When a mindlash sliver dies it releases a burst of mental energy. Creatures within 20-ft that do not have the sliver subtype lose one spell slot of their highest level, or power points equal to their manifester level. If they have neither they instead take 1d3 Wisdom damage. A successful Will save (DC 13; charisma based) negates this ability. If a mindlash sliver is reduced to 0 hp it can, as a free action made as part of taking the damage, die and activate this ability; they will instinctively do so unless a nearby sliver grants healing abilities.

Mind venom (Su): All other slivers within 100-ft gain the mindlash sliver's death throes ability. If they already have the ability the the number of spell slots/power points lost or Wisdom damage dealt is doubled for every 2 extra renditions of this ability.

flabort
2011-04-04, 01:15 PM
Awesome :smallbiggrin:.
A swarm of 5 of those could be nasty for a fifth level party: 15d3 wis for non casters/psions, or assuming the average for 1d3 is 2, 30 wis damage! And, or course, 15*5= 75 Powerpoints or 15 2nd/3rd level spells lost for casters/psions.

'Cause, Each grants it to the other, and so there are five renditions. Double for every two (I rounded 2.5 to 2), so double twice, equals times three. So, each removes three spells/powerpoints per manifester level/dice of Wis, and then since there are five of them, that's three times five!

Wait... When one dies... the others lose their ability.
So the first two deal... 3 each, so 6. The next two deal 2 each, so four, and the last one deals only one.

So I was wrong, they deal 11d3 wis (average 22?), or 55 powerpoints, or 11 spells lost, not what I said in the first paragraph. Still, though, that's probably enough that a fifth level party would try their very best to solve the encounter without killing the slivers.
This could be considered overpowered by some, but I consider this perfect.
Thankyouthankyouthankyouthankyou!

Edit: Messed up my math again: Only the first one gets 3, not the first 2. So... 3+2+2+1+1=9. So, 9d3 (av. 18), or 45 PP, or 9 spells. Less overpowered, still perfect.

Zaydos
2011-04-04, 01:44 PM
Will you get a Will save each time, but I will change it to Charisma damage so as to be less crippling to non-casters. They ought to have at least a +2 Will save by 5th (+1 bad Will, +1 cloak of resistance or something). So that would halve it from 9d3 (average 18) to on average 9.

flabort
2011-04-04, 08:12 PM
Aww.... Don't nerf it.... :smallfrown:
...
:smalltongue:
Don't get me wrong, zaydos, players would be pretty upset if they fought nothing but these, but they are pretty awesome, and frankly quite balanced.
however, I think charisma as the damaged stat is... underwhelming. Most characters who rely on it are casters, and since casters take a different penalty, who does charisma damage really hurt? only the rogue, and even then not much. It can put characters unconscious, but does not otherwise harm anyone as much as losing spells.
Perhaps that's how you intended it :smallconfused:, but I'd say wisdom is generally more important to non-spell casters than charisma, and they'd avoid taking damage to that more. And therefore I'd think wisdom damage would be better.

But, you're the one making them, who's got a better grasp on such things, and so on, so I guess you're the one who ultimately gets the final say. If you think charisma damage is better, by all means, make it charisma.

Zaydos
2011-04-04, 08:18 PM
I'm thinking. Charisma really does only really hurt casters, rogues, and paladins (who shouldn't be feeling it much due to divine grace). I lowered the die size to d3 (what you used in your calculations) but I'm still worried that the wis damage would be a little high for say an EL 5 encounter... then again slivers really need a +1 to EL for every few in the group so back to Wis it is (I could just up the CR by 1 on all of them but I'd rather use a CR that accurately represents the threat of 1 such creature with the note that a group is more dangerous than a similar less synergistic group but that comment about synergy makes the whole thing redundant as a good DM should know that).

flabort
2011-04-04, 08:20 PM
Wait... It wasn't a d3 before? :smallconfused:
I used a d3 to calculate because that's what I saw. Did I see wrong?

Zaydos
2011-04-04, 08:22 PM
Wait... It wasn't a d3 before? :smallconfused:
I used a d3 to calculate because that's what I saw. Did I see wrong?

Yep, it was one of the two things I changed after reading your initial analysis.

Nethian
2011-04-08, 09:59 AM
Could you possibly do Two-headed Sliver and Spinneret Sliver?

flabort
2011-04-08, 10:13 AM
I agree with the request for spinneret + two-headed slivers, also asking for fungus.
Just because they sound like a very hard-to beat team.