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NineThePuma
2011-12-16, 06:14 PM
Hey all, welcome to my latest homebrew project; converting The Zerg into a force that you can pit against players while also retaining their flavor.

I made a few changes to the baseline Zerg, simply for my own personal tastes, and will freely admit that I have a few issues (namely, estimating CR). Without further to do, I present the overview and the first strain!



The Swarm
Once upon a time, there was a group of mad wizards who sought to out do the gods and create Life. They sought out knowledge from beyond the Outer Planes, from the Aberrant Lords, and from the minds of those demons responsible for the Kython. Then they sought the most physically isolated region of the Material Plane, and set to work, shaping and mutating life. They worked tirelessly for decades, carefully keeping their creations from manifesting magical talent, and perfecting them to fulfill certain roles.
And then, after a careless attempt at improving the Swarm's ability to communicate internally, they accidentally gave birth to a malicious intelligence. This intelligence, born from the emotions and thoughts of the entirety of the swarm, rose up and slaughtered its creators. Only one person involved in the project escaped their wrath, herself innocent of wrong doing. This unfortunate girl was cared for by the swarm, protected and valued, all because of one act of caring she showed for one of their number.
She eventually gave the Swarm information on how to shape their development further, and so this brought about the High Strains. Psionic potential was found and enhanced, giving even the lowest members of the Swarm some psionic potential. But, to the Swarm, the world was merely their archipelago, and they saw no reason to expand.

Until an unfortunate party of adventurers shipwrecked on their island and started killing people. At that point, well, things got wild.

Zerg Subtype
Zerg are a collection of aberrations bred by a group of mad wizards.

Traits
A Zerg possesses the following traits (unless otherwise noted in a creature’s entry).
• Tremorsense out to 60 ft.
• Immunity to Poison
• Resistance 10 to Acid.
• Negative Energy Resistance (Ex): Zerg have a +4 bonus to saves to avoid damage from Negative Energy Effects (such as the Inflict Wounds spell set and Harm), and if the save is successful, they take no damage from the effect. The Zerg make fort saves against negative levels immediately upon "gaining" a negative levels. If the save is successful, they do not gain the negative level. If the save fails, they gain a negative level and must avoid permanent level drain 24 hours later as usual. Zerg gains a +2 racial bonus to saves against Negative Levels.
• Burrow (Ex): The Zerg digs underground and covers itself with a thin layer of strata. This provides it with partial cover and a +8 bonus to hide. Burrowing in this manner is a full round action that provokes an attack of opportunity. The Zerg can surface as a Move Action that does not provoke an attack of opportunity.
• Hive Mind (Ex): All zerg within 10 miles of a High Strain 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. No zerg in a group is considered flanked unless all of them are.

The Lesser Strains
The lesser strains of Zerg are typically not very intelligent and tend to be less diverse in terms of personality and behaviors. They can be mass produced with relative ease, and are often treated as disposable.

Zerglings
Zerglings are the bread and butter of the Swarm, used as scouts and light warriors. The strain is easily spawned en masse, though their numbers are generally kept low unless the Swarm expects to be running head first into a battle where the numbers are needed.

Zergling
Small Aberrations (Zerg, Psionic)
Hit Dice: 2d8+4
Initiative: +7
Speed: 40 ft (8 squares)
Armor Class: 18 (+3 Dex, +1 size, +4 natural), touch 14, flat-footed 15
Base Attack/Grapple: +1/-1
Attack: Claw +4 Melee (1d4+2)
Full Attack: 2 Claws +4 Melee (1d4+2)
Space/Reach: 5ft./5ft.
Special Attacks: Frenzy, Psionics, Pounce.
Special Qualities: Zerg Traits, Fast Healing 1, Scent
Saves: Fort +2, Ref +3, Will +3
Abilities Str 15, Dex 17, Con 14, Int 3, Wis 11, Cha 2
Skills: Hide +3*, Listen +2, Move Silently +3, Spot +2, Survival +1*
Feats: Hidden TalentB, Improved Initiative
Environment: Any
Organization: Pending
Challenge Rating: 2
Treasure: Nil
Alignment: Always Lawful Evil
Advancement: Pending
Level Adjustment: -

The normal Zergling is fast, but individually weak. They're quadrupedal with two clawed appendages sprouting from their back near their shoulders. They're thick skinned, with chitinous plates along their spine.

Combat
In combat, zerglings typically attack with their claws, rushing into combat without a care. Zerglings tend to favor ambush tactics on the defensive, burrowing underground and leaping out with their claws coated in poisons.

Frenzy (Ex): Once per day, a Zergling can fly into a berserk rage, granting it +4 strength and +2 dodge bonus to Armor Class and Reflex Saves. They may perform an extra Claw attack on a standard action, and an extra two claw attacks on a Full attack; the extra claw attacks on a full attack are made at a -5 penalty. This rage lasts 3 rounds + the Zerglings constitution modifier. The Zergling is considered Fatigued for 1 hour after entering a Frenzy.

Pounce (Ex): If a Zergling charges a foe, it can make a full attack.

Psionics (Psi): A Zergling has two power points, a manifester level of 1, and has Prevenom (2 Con, Fort DC 11 negates) as a power known.

Leapers
Small Aberrations (Zerg, Psionic)
Hit Dice: 2d8+6
Initiative: +7
Speed: 50 ft (10 squares)
Armor Class: 16 (+3 Dex, +1 size, +2 natural), touch 14, flat-footed 13
Base Attack/Grapple: +1/-1
Attack: Claw +4 Melee (1d4+2)
Full Attack: 2 Claws +4 Melee (1d4+2)
Space/Reach: 5ft./5ft.
Special Attacks: Frenzy, Psionics, Pounce.
Special Qualities: Zerg Traits, Leap, Fast Healing 1, Scent
Saves: Fort +3, Ref +3, Will +3
Abilities Str 15, Dex 17, Con 16, Int 3, Wis 11, Cha 2
Skills: Hide +3*, Jump +34, Listen +2, Move Silently +3, Spot +2, Survival +1*
Feats: Hidden TalentB, Improved Initiative
Environment: Any
Organization: Pending
Challenge Rating: 2
Treasure: Nil
Alignment: Always Lawful Evil
Advancement: Pending
Level Adjustment: -

Leapers are scouts, usually running ahead of the Swarm, and are good pack hunters, taking down prey. They have small winglets that help differentiate them from other Zerglings, and are faster covering ground and tougher than normal 'lings. However, they're not as thick skinned, giving up some of their protection.

Combat
In combat, zerglings typically attack with their claws, rushing into combat without a care. Leapers in particular try to attack from unexpected angles, laying in ambush, and leaping at foes to close distance unexpectedly quick.

Frenzy (Ex): Once per day, a Zergling can fly into a berserk rage, granting it +4 strength and +2 dodge bonus to Armor Class and Reflex Saves. They may perform an extra Claw attack on a standard action, and an extra two claw attacks on a Full attack; the extra claw attacks on a full attack are made at a -5 penalty. This rage lasts 3 rounds + the Zerglings constitution modifier. The Zergling is considered Fatigued for 1 hour after entering a Frenzy.

Leap (Ex): The Leaper has a +20 racial bonus to jump checks.

Pounce (Ex): If a Leaper charges a foe, it can make a full attack.

Psionics (Psi): A Leaper has two power points, a manifester level of 1, and has Burst as a power known.

Baneling
Small Aberrations (Zerg, Psionic)
Hit Dice: 2d8+6
Initiative: +1
Speed: 20 ft (4 squares)
Armor Class: 15 (+1 Dex, +1 size, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/-2
Attack: Bite +3 Melee (1d6+1 plus 1d6 Acid)
Full Attack: Bite +3 Melee (1d6+1 plus 1d6 Acid)
Space/Reach: 5ft./5ft.
Special Attacks: Detonate, Acidic Bite, Psionics
Special Qualities: Zerg Traits, Fast Healing 1
Saves: Fort +3, Ref +1, Will +3
Abilities Str 12, Dex 13, Con 16, Int 3, Wis 11, Cha 2
Skills: Listen +2, Spot +2,
Feats: Hidden TalentB, Ability Focus (Detonate)
Environment: Any
Organization: Pending
Challenge Rating: 3
Treasure: Nil
Alignment: Always Lawful Evil
Advancement: Pending
Level Adjustment: -

These mutations of the Zergling strain have internal acid sacks, and sacrifice speed and mobility for destructive power.

Combat
Banelings tend to rush into the midst enemies and attack until they're on their last leg, and then Detonate, spraying acid over their foes.

Acidic Bite (Ex): Banelings deal an extra 1d6 acid damage with their bite attack.

Detonate (Ex): Banelings can commit suicide as an immediate action by EXPLODING, dealing 2d10 acid damage over a 5 ft radius (centered on one of the corners of the square the Baneling occupies). (Reflex DC 16 half). The save DC is Constitution-based and includes a +2 bonus for the Ability Focus feat. They can also do this as a free action on their turn.

Psionics (Psi): A Zergling has two power points, a manifester level of 1, and has Skate as a power known.

Devouring Ones
Medium Aberrations (Zerg, Psionic)
Hit Dice: 3d8+9
Initiative: +7
Speed: 40 ft (8 squares)
Armor Class: 21 (+4 Dex, +7 natural), touch 14, flat-footed 17
Base Attack/Grapple: +2/+5
Attack: Claw +6 Melee (1d8+3)
Full Attack: 2 Claws +6 Melee (1d8+3)
Space/Reach: 5ft./5ft.
Special Attacks: Frenzy, Psionics, Pounce
Special Qualities: Zerg Traits, Fast Healing 3, Scent, High Strain, Tremor Sense 90 ft
Saves: Fort +3, Ref +5, Will +3
Abilities Str 17, Dex 18, Con 16, Int 8, Wis 11, Cha 5
Skills: Hide +4*, Listen +7, Move Silently +4, Spot +7,
Feats: Hidden TalentB, Improved Initiative, Weapon Focus (Claw)
Environment: Any
Organization: Pending
Challenge Rating: 4
Treasure: Nil
Alignment: Always Lawful Evil
Advancement: Pending
Level Adjustment: -

Devouring Ones are tougher, stronger and more intelligent Zerglings, usually bred to lead hunting or raiding parties.

Combat
In combat, zerglings typically attack with their claws, rushing into combat without a care. Devouring Ones are more cunning, utilizing hit and run tactics along with their ability to Burrow to drag conflicts out, wearing opponents down.

Frenzy (Ex): Twice per day, a Devouring One can fly into a berserk rage, granting it +6 strength and +3 dodge bonus to Armor Class and Reflex Saves. They may perform an extra Claw attack on a standard action, and an extra two claw attacks on a Full attack; the extra claw attacks on a full attack are made at a -5 penalty. This rage lasts 3 rounds + the Devouring One's constitution modifier. The Devouring One is considered Fatigued for 1 hour after entering a Frenzy.

Pounce (Ex): If a Zergling charges a foe, it can make a full attack.

High Strain (Ex): A Devouring One is a variant of the Zergling that is considered a member of the High Strains for the purposes of the Zerg Hive Mind.

Psionics (Psi): A Devouring One has twelve power points, a manifester level of 3, and has Prevenom, Vigor, and Body Adjustment as powers known.

Dreadling
Medium Aberrations (Zerg, Psionic)
Hit Dice: 3d8+8
Initiative: +6
Speed: 20 ft (4 squares)
Armor Class: 15 (+1 Dex, +1 size, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Bite +4 Melee (1d8+2 plus 2d6 Acid)
Full Attack: Bite +4 Melee (1d8+2 plus 2d6 Acid)
Space/Reach: 5ft./5ft.
Special Attacks: Detonate, Acidic Bite, Psionics
Special Qualities: Zerg Traits, Fast Healing 1, High Strain, Tremor Sense 90 ft
Saves: Fort +4, Ref +2, Will +3
Abilities Str 14, Dex 14, Con 18, Int 8, Wis 11, Cha 5
Skills: Listen +7, Spot +7,
Feats: Hidden TalentB, Ability Focus (Detonate), Improved Initiative
Environment: Any
Organization: Pending
Challenge Rating: 5
Treasure: Nil
Alignment: Always Lawful Evil
Advancement: Pending
Level Adjustment: -

Dreadlings are what happen when you combine the Devouring One strain with the Baneling mutation. They are, however, extraordinarily rare, given the low life expectancy of Banelings and an unwillingness to waste a valuable Devouring One in this manner.

Combat
Dreadlings tend to rush into the midst enemies and attack until they're on their last leg, and then Detonate, spraying acid over their foes. They also

Acidic Bite (Ex): Dreadlings deal an extra 2d6 acid damage with their bite attack.

Detonate (Ex): Dreadlings can commit suicide as an immediate action by EXPLODING, dealing 3d10 acid damage over a 10 ft radius (centered on one of the corners of the square the Baneling occupies). (Reflex DC 17 half). The save DC is Constitution-based and includes a +2 bonus for the Ability Focus feat. They can also do this as a free action on their turn. Those caught within the blast who do not make their save are entangled for 1d6 rounds and take an additional 2d6 damage the following turn.

Psionics (Psi): A Dreadling has twelve power points, a manifester level of 3, and has Skate, Dimension Hop, and Body Adjustment as powers known.



Hydralisks
Hydralisks are the 'most human' strain in the Swarm, though even that is a stretch. Resembling Yuan-ti in general build, the Hydralisk are used by the Swarm as more formidable warriors, and for ranged support, though they're capable of melee combat.

Hydralisks
Medium Aberrations (Zerg, Psionic)
Hit Dice: 4d8+8
Initiative: +3
Speed: 30 ft (6 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Bone Scythe +4 Melee (1d8+1) OR Spine +7 (1d6+1)
Full Attack: 2 Bone Scythe +4 Melee (1d8+1)
Space/Reach: 5ft./5ft.
Special Attacks: Augmented Critical, Psionics, Spines, Spine Volley
Special Qualities: Zerg Traits, Fast Healing 2, Hide in Plain Sight
Saves: Fort +3, Ref +4, Will +4
Abilities Str 12, Dex 16, Con 14, Int 5, Wis 11, Cha 4
Skills: Hide +10, Spot +7
Feats: Hidden TalentB, Point Blank ShotB, Precise Shot, Weapon Focus (Spines)
Environment: Any
Organization: Pending
Challenge Rating: 4
Treasure: Nil
Alignment: Always Lawful Evil
Advancement: Pending
Level Adjustment: -

Standard Hydralisks are, well, already described. I'm gonna be lazy, m'kay?

Combat
Hydralisks usually prefer to spray their spines over an enemy, softening them up before switching over to melee attacks when necessary.

Spines: The hydralisk can loose a volley of needle-like spines from its body with a flexing of muscles in its torso/shoulders. Hydralisks add their strength bonus to damage, and have a range increment of 80 ft. These spines are treated as a Bow for the purpose of feats such as Many Shot and Rapid Shot, but are otherwise treated as a Natural Weapon.

Spine Volley (Ex): As a full round action a Hydralisk may perform 4 spine attacks against a single target, though each is made at a -4 penalty.

Augmented Critical (Ex): A hydralisk’s bone scythe threatens a critical hit on a natural attack roll of 19-20, dealing triple damage on a successful critical hit.

Psionics (Psi): A Hydralisk has two power points, a manifester level of 1, and has Chameleon as a power known.

Hunter Killers
Large Aberrations (Zerg, Psionic)
Hit Dice: 7d8+28
Initiative: +2
Speed: 30 ft (6 squares)
Armor Class: 20 (+3 Dex, -1 size, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +5/+14
Attack: Bone Scythe +4 Melee (1d8+5) OR Spine +9 (2d6+5)
Full Attack: 2 Bone Scythe +4 Melee (1d8+5)
Space/Reach: 5ft./5ft.
Special Attacks: Psionics, Spines, Spine Volley
Special Qualities: Zerg Traits, Fast Healing 4, Hide in Plain Sight, High Strain
Saves: Fort +3, Ref +3, Will +4
Abilities Str 20, Dex 16, Con 18, Int 11, Wis 13, Cha 8
Skills: Hide +9, Spot +10
Feats: Hidden TalentB, Point Blank ShotB, Precise Shot, Weapon Focus (Spines), Improved Natural Attack (Spines)
Environment: Any
Organization: Pending
Challenge Rating: 8
Treasure: Nil
Alignment: Always Lawful Evil
Advancement: Pending
Level Adjustment: -

Hunter Killers are larger, more vicious variants of Hydralisks, and largely considered to be the primary "field commanders" among the Lesser Strains.

Combat
Hunter Killers not only hunt, they favor ambush tactics, using their spines to deal damage at range before concealing themselves. They're fairly adept at disabling foes, however, and are often deployed to do such.

Spines: The hydralisk can loose a volley of needle-like spines from its body with a flexing of muscles in its torso/shoulders. Hydralisks add their strength bonus to damage, and have a range increment of 80 ft. These spines are treated as a Bow for the purpose of feats such as Many Shot and Rapid Shot, but are otherwise treated as a Natural Weapon.

Spine Volley (Ex): As a full round action a Hunter Killer may perform 6 spine attacks against a single target, though each is made at a -6 penalty.

Psionics (Psi): A Hunter Killer has twelve power points, a manifester level of three, and has Chameleon, Vigor, and Painful Strike as powers known.

Augmented Critical (Ex): A hydralisk’s bone scythe threatens a critical hit on a natural attack roll of 19-20, dealing triple damage on a successful critical hit.

High Strain (Ex): A Hunter Killer is a variant of the Hydralisk that is considered a member of the High Strains for the purposes of the Zerg Hive Mind.



Roaches
The Roach is an oddity; quadrupedal acid spitting insectoids, they're one of the breeds developed during the original experiment that was discarded by The Swarm because it didn't seem to have any non-combative purposes. Well, that changed rapidly once they realized that there was something to conquer.

Roach
Medium Aberrations (Zerg, Psionic)
Hit Dice: 4d8+16
Initiative: +6
Speed: 30 ft (6 squares), Burrow 10 ft (2 squares)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 17
Base Attack/Grapple: +2/+3
Attack: Acid Spit +4 ranged touch (2d6) or Claw +3 Melee (1d6+1)
Full Attack: Acid Spit +4 ranged touch (2d6) or 2 Claws +3 Melee (1d6+1)
Space/Reach: 5ft./5ft.
Special Attacks: Acid Spit,
Special Qualities: Zerg Traits, Fast Healing 5
Saves: Fort +5, Ref +3, Will +4
Abilities Str 13, Dex 15, Con 18, Int 3, Wis 11, Cha 2
Skills: Listen +7, Spot +7
Feats: Hidden TalentB, Improved Initiative, Dodge
Environment: Any
Organization: Pending
Challenge Rating: 3
Treasure: Nil
Alignment: Always Lawful Evil
Advancement: Pending
Level Adjustment: -

Heavily armored organic tanks that spit acid and favor ambush tactics. What's not to love?

Combat
Roaches favor ambush contacts, hiding and letting their opponents get themselves into a spot where they can't evade their acid spit.

Acid Spit (Ex): A Roach can spit a glob of acid up to sixty feet as a ranged touch attack.

Psionics (Psi): A Roach has two power points, a manifester level of 1, and has Biofeedback as a power known.

NineThePuma
2011-12-16, 06:15 PM
Reserved 1, just in case.

NineThePuma
2011-12-16, 06:16 PM
Reserved 2, just in case.

You can now begin posting. =3

super dark33
2011-12-16, 06:19 PM
Zerg rush! yaaaay!

NineThePuma
2011-12-16, 06:25 PM
Oh, Opinions on which strain is next? I've been plotting both Banelings and Hydralisks, but what do YOU want to see next?

(As an additional, I will be including all of the SC1 era stuff that was cut from SC2, as well as some of the SC2 stuff that was cut prior to release.)

Zaydos
2011-12-16, 06:51 PM
Look neat; I'd vote for hydralisks next myself, always were my favorite unit in StarCraft I.

DeusMortuusEst
2011-12-16, 07:36 PM
Yay, Zergs! These will fit perfectly in my next horror campaign! (May I use them? :smallsmile:)

I vote for hydralisks next!

NineThePuma
2011-12-16, 07:55 PM
(May I use them? :smallsmile:)

Of course! They're here to be used, after all. Just be warned that they tend to be rather... crazy en masse. Especially if you're playing them intelligently. Burrow leads into some very good ambushes and Hive Mind makes it so that the Swarm can afford to leave individuals on the outskirts as scouts.

I'll probably do Hydralisks and then follow it up with Banelings, as Hydralisks seem to be favored.

Hydralisks currently come in Normal and Hunter Killer types. Much like Devouring Ones, Hunter Killers are bigger, meaner, variants. Hydrolysks may occur as well.

Banelings are going to be similar in some respects to Zerglings, but losing out on Frenzy and lacking Pounce. Instead they gain the ability to, as a free action that does not need to be taken on their turn, explode violently, dealing AoE damage. They also have a "hero" variant, made from Devouring Ones who under go the mutation; however the mutation is not something that can be done on the fly, so...

NineThePuma
2011-12-16, 09:09 PM
Hydralisks added. Banelings will be put off until tomorrow, as they require some additional thought.

DeusMortuusEst
2011-12-17, 02:45 AM
CR for the hydralisk looks overall like a 4, but the spine volley can result in a insta-kill with some (un)lucky dice. Dunno if that raises the CR. Nice work overall, I really like it!

Cieyrin
2011-12-17, 11:18 AM
CR for the hydralisk looks overall like a 4, but the spine volley can result in a insta-kill with some (un)lucky dice. Dunno if that raises the CR. Nice work overall, I really like it!

Actually, I'm not sure what Spine Volley is even supposed to do, as its a full round to be less accurate against a single target when you can just full attack. Though, reading closer, it looks like the full attack spines is supposed to be Spine Volley, so you should probably say that to prevent future confusion.

NineThePuma
2011-12-17, 03:40 PM
CR for the hydralisk looks overall like a 4, but the spine volley can result in a insta-kill with some (un)lucky dice. Dunno if that raises the CR. Nice work overall, I really like it!

Yeah, the volley can absolutely end someone's day. But that requires bad luck, and so... yeah.


Actually, I'm not sure what Spine Volley is even supposed to do, as its a full round to be less accurate against a single target when you can just full attack. Though, reading closer, it looks like the full attack spines is supposed to be Spine Volley, so you should probably say that to prevent future confusion.

The problem is that in 3.5 I don't know of any ranged natural weapons. Though you're right I should make that more clear.


EDIT: Baneling template is done on paper, but I'm not really feeling the need to post it yet, as (one of my players stated) Roaches are much more desirable to run into than Banelings.


HOWEVER, I've been looking at Banelings, and I want to know if I should add a Bite Attack to the zerging as a Secondary.

Cieyrin
2011-12-17, 04:23 PM
The problem is that in 3.5 I don't know of any ranged natural weapons. Though you're right I should make that more clear. Meet the Manticore, the original ranged natural attacker: http://www.d20srd.org/srd/monsters/manticore.htm


EDIT: Baneling template is done on paper, but I'm not really feeling the need to post it yet, as (one of my players stated) Roaches are much more desirable to run into than Banelings.

HOWEVER, I've been looking at Banelings, and I want to know if I should add a Bite Attack to the zerging as a Secondary.

I don't think Zerglings need a bite, that's not what their damage and speed is about.

Also, Hunter Killer's damage is low, size up should increase natural attack damage by one, so 2d6 scythes and 3d6 spines.

NineThePuma
2011-12-17, 06:05 PM
Meet the Manticore, the original ranged natural attacker: http://www.d20srd.org/srd/monsters/manticore.htmOh, hey, thanks! I was loosely basing it off Pathfinder Tarrasque and downsizing it a couple steps, but this is actually 3.5 so... yeah.


I don't think Zerglings need a bite, that's not what their damage and speed is about.

Also, Hunter Killer's damage is low, size up should increase natural attack damage by one, so 2d6 scythes and 3d6 spines.

No bite on zerglings... Okay, but I end up with Banelings having a bite, so... Hrm... Ah well. I've got ways.

Hunter killer spines increase by one size category from 1d6 -> 1d8. Then add INA for 1d8 -> 2d6.

NineThePuma
2011-12-17, 07:41 PM
Banelings and the initial Roach are now added. Additional Roach might come later. I'm going to let this rest for a bit while I focus on some other projects.

radmelon
2011-12-17, 07:55 PM
Ooh, this is well done. My first homebrew project was making the zerg for 3.5, but that didn't turn out so well. I'm, gladto see someone has actually done it well.

Cieyrin
2011-12-18, 12:41 PM
No bite on zerglings... Okay, but I end up with Banelings having a bite, so... Hrm... Ah well. I've got ways.

Hunter killer spines increase by one size category from 1d6 -> 1d8. Then add INA for 1d8 -> 2d6.

For whatever reason, I read normal Hydralisk spine damage as d8, so my mistake on that front.


Banelings and the initial Roach are now added. Additional Roach might come later. I'm going to let this rest for a bit while I focus on some other projects.

Dreadling Explosion damage seems low for their CR, as does the secondary damage. I'd make it 4d10 and do half of the original on the second round unless neutralized somehow. I'd also make both Banelings and Dreadlings immune to acid so masses of them aren't killing each other by accident before getting in range.

NineThePuma
2011-12-18, 04:58 PM
For a while Spines were 2d4 damage per shot. This might be why; I decided that the damage was a bit extreme (and damn near impossible to upgrade by table) so I scrapped it for a more tame 1d6.


Baneling acid immunity and buffing dreadling explosion will be in my next update. I'm also giving the Roach splash damage (a piddly 2 damage to everything adjacent to the target) and posting the "Hero Roach" (the Leech, named for the upcoming SC2 variant but otherwise unrelated) and possibly doing the Lurker.

Shadow Lord
2011-12-19, 12:18 AM
I expect a base class and multiple prestige classes to go with this. I'd very much like to play as a Queen.

NineThePuma
2011-12-19, 12:53 AM
I expect a base class and multiple prestige classes to go with this. I'd very much like to play as a Queen.

Sorry. I'm not doing classes. Frankly, I'm barely balancing this for PvE. I don't need to also be considering PvP, and balance with player classes

Cieyrin
2011-12-19, 10:58 AM
I expect a base class and multiple prestige classes to go with this. I'd very much like to play as a Queen.

You'll just have to Charm or Dominate yourself a little army of your own. Can you say Thrallherd? :smallcool:

Sypher667
2011-12-19, 01:44 PM
Any chance we'll be lucky enough to see the other 2 SC races? Granted, they aren't as cuddly, but still...

Cieyrin
2011-12-19, 03:18 PM
Any chance we'll be lucky enough to see the other 2 SC races? Granted, they aren't as cuddly, but still...

Wait, what do terrans even need? They're humans with technology. Protoss are pretty much Elans with tech.

NineThePuma
2011-12-19, 04:20 PM
Protoss maybe. Terrans no.

It would just be a basic race with a Racial Paragon and some Substitution levels.