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View Full Version : Yautja (e-wat-ya), Predators of the Dark Tapestry, Pathfinder Class (& Race)



LordErebus12
2012-07-08, 06:13 PM
Note: Treat this class as a monstrous humanoid racial class.


http://i.imgur.com/27TX1.jpg


Predators are bipedal monstrous humanoids, physically distinguishable from humans by their greater height and faces, which resemble that of "a mutated crab". While generally uniform, the Predators' physical appearances can include a number of subtle variations.

Facially, the species has arthropod-like mandibles on their faces and long, hair-like appendages on their heads that are set into their ridged skulls. Predators' foreheads range in degree of steepness and shallowness. They can have a greater or lesser number of fangs, which can at times be piranha-like on the upper jaw.

The species' amphibian-like skin can range from light to dark coloration, be mottled or clear, and be dry or wet-looking and clammy. Their heads and waists can also vary in size, they can have broad or more narrow shoulders, can be more or less muscular in physique. They also have sharp clawed hands and feet.

The species' blood is bio-luminescent phosphorus green in color (DC 15 to spot) and can be seen easier in the dark (DC 10 to spot).

Preferred Ability Scores: Str (Damage, Lift Capacity), Wis (Will, Abilities, AC), Con (Fort, Health)
Alignment: Usually Neutral
Hit Dice: 1d10

Skills: Acrobatics (Dex), Appraise (Int), Athletics (Str), Craft (Weapons and armor) (Int), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering, engineering, nature & religion) (Int), Perception (Wis), Sense Motive (Wis), Survival (Wis) and Stealth (Dex).

Skill Ranks per Level: 4 + Int modifier.



Table: The Predator



Level

Attack Bonus

Fort

Ref

Will

Special

AC Bonus

Challenge Damage



1

+1

+2

+0

+2

1st Master of Terrain, Unarmed Strike, Challenge

0

1d8



2

+2

+3

+0

+3

Live In Comfort

0

1d8



3

+3

+3

+1

+3

Improved Tracking, 2nd MoT

0

1d8



4

+4

+4

+1

+4

Turret, Hunter's Aim

1

2d6



5

+5

+4

+1

+4

Prey (Animal), Trapfinding

1

2d6



6

+6/+1

+5

+2

+5

Hunter's Weapon, Ignore Fall 20 ft.

1

2d6



7

+7/+2

+5

+2

+5

Woodland Stride

1

2d6



8

+8/+3

+6

+2

+6

3rd MoT, Ignore Fall 30 ft.

2

2d8



9

+9/+4

+6

+3

+6

Evasion, High Jump

2

2d8



10

+10/+5

+7

+3

+7

Prey (Humanoids), Ignore Fall 40 ft.

2

2d8



11

+11/+6/+1

+7

+3

+7

Wisdom of the Spirits

2

2d8



12

+12/+7/+2

+8

+4

+8

Camouflage, Ignore Fall 50 ft.

3

3d6



13

+13/+8/+3

+8

+4

+8

Elite Hunter's Weapons, 4th MoT

3

3d6



14

+14/+9/+4

+9

+4

+9

Honorable Stand, Ignore Fall 60 ft.

3

3d6



15

+15/+10/+5

+9

+5

+9

Prey (Aberrations)

3

3d6



16

+16/+11/+6/+1

+10

+5

+10

Demanding Challenge, Ignore Fall 70 ft.

4

3d8



17

+17/+12/+7/+2

+10

+5

+10

Hide In Plain Sight

4

3d8



18

+18/+13/+8/+3

+11

+6

+11

5th MoT, Ignore Fall 80 ft.

4

3d8



19

+19/+14/+9/+4

+11

+6

+11

Tactical Nuke

4

3d8



20

+20/+15/+10/+5

+12

+6

+12

Prey (Outsider), Ignore Fall 90 ft.

5

4d8




Class Features
The following are the class features of the Predator.

Weapon and Armor Proficiency: Yautja are proficient with all simple and martial weapons plus Chakrams, Wristblades and Firearms. The Yautja is also proficient with light and medium armor but not shields.

Predators often wear armor (especially if its ceremonial armor), despite the fact it restricts their movements and they lose their extra AC bonus. However, When in preparation for a challenge, they always strip off armor, regaining the AC Bonus for the coming challenge.

1st - AC Bonus (Ex): When unarmored and unencumbered, the predator adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a predator gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the predator is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

1st - Unarmed Strike: At 1st level, a Predator gains Improved Unarmed Strike as a bonus feat. A Predator's attacks may be with fist, elbows, knees, and feet. This means that a Predator may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Predator striking unarmed. A Predator may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.

Usually a Predator's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling. A Predator's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

1st - Master of Terrain (Ex): At 1st level, a Predator selects his first favored terrain from the ranger's list. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level).

1st - Challenge (Ex): Predator can challenge a foe to unarmed combat. As a swift action, the Predator chooses one target within sight to challenge, plus any time it takes to remove armor and weapons. The Predator's unarmed attacks deal increased damage, as shown on the table, when made against the target of his challenge.

Challenging a foe requires much of the Predator's concentration. The Predator takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. The Predator can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level.

2nd - Live in Comfort (Ex): At 2nd level, a Predator is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The Predator can take 10 on any Survival check involving any of his favored terrains, even when in immediate danger and distracted. If the Predator is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure.

3rd - Improved Tracking (Ex): A Predator adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. When he tracks, he can also attempt a Knowledge (nature) check at DC 15. On a success, the Predator can discern the type and condition of any animals or magical beasts he tracks. By studying their tracks, the Predator is able to identify a rough approximation of their health, maneuverability, and their general behavior as compared to the norm.

4th - Turret (Ex): The Orbiting Predator Ship has deemed you worthy of wielding a turret. you are now equipped with a shoulder-mounted energy firearm (type of damage dealt is randomly chosen; roll a d6 to determine what type: 1=Acid, 2=Cold, 3=Electricity, 4=Fire, 5=Sonic, 6=Force; once chosen the choice cannot be changed until he levels up at least once).

It is capable of sustained rapid fire and charges through solar power. The total maximum charges in the turret is equal to 3 + Wisdom modifier. It can be fired multiple times a round (BAB permitted) while only consuming one charge per round. Force damage ignores Damage Reduction and affects incorporeal creatures as if they were corporeal.

If in direct sunlight, the turret can continue to fire without consuming charges, gaining one charge per 10 minutes. If in indirect sunlight, the turret consumes charges, gaining one charge per hour. If in darkness, you gain no charges and the turret consumes charges.

4th - Hunter's Aim (Ex): At 4th level, a Predator gains a specific understanding of the weaknesses and vulnerabilities of his favored enemies, and his careful study of these enemies reveals the best way to hurt them.

When the Predator makes a firearm attack against a favored enemy, he can target touch AC in the first two range increments of his firearm. This ability stacks with other effects that increase the range increments to target touch AC, adding one range increment to the effect.

5th - Trapfinding: A Predator adds 1/2 her Predator level on Perception skill checks made to locate traps and on Disable Device skill checks (minimum +1). A trapper can use Disable Device to disarm magic traps.

5th - Prey (Ex): A Predator gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures with the Animal type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A Predator may make Knowledge skill checks untrained when attempting to identify these creatures.

At 10th level, he gains this bonus for creatures of the Humanoid type and then every five levels thereafter for another type (15th is Aberration, and 20th level is Outsiders). In addition, at each such interval, the bonus against any one favored enemy (including the one just gained, if so desired) increases by +2.

6th - Ignore Fall (Ex): A predator's toughness reaches a point where it can ignore damage from falling from great heights. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The predator's ability to ignore his fall improves with his predator level until 20th level.

6th - Hunter's Weapon (Ex): Upon completion of various trials and rites, the Predator is given the choice of receiving greater honor among their tribe by focusing in one type of weapon to use.

Now all weapons can gain the returning weapon property with use of a swift action (except Smartdisks, which have the returning property always), while wearing the Predator's Mask.

Once chosen, the choice cannot be chosen unless the predator does through a cleansing ritual before 13th level, one that strips him of his title and association with the weapon but allows him to chose again. This can only be done once and there is a great stigma and overall loss of honor associated with this ritual.

The Predator can select the Smartdisk, the Combistick, the Wristblades. Based on his choice, he receives a bonus feat that does not require prerequisites to be met and a title among the clans.

Smartdisk
Bonus Feat: Close Quarters Thrower
Title: Disk Master

Combistick
Bonus Feat: Quarterstaff Master
Title: Spear Master

Wristblades
Bonus Feat: Double Slice
Title: Brawler

7th - Woodland Stride (Ex): A Predator may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

Thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, however, still affect him.

9th - Evasion (Ex): A Predator can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the Predator is wearing light armor, medium armor, or no armor. A helpless Predator does not gain the benefit of evasion.

9th - High Jump (Ex): A predator adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics.

11th - Wisdom of the Spirits (Sp): A Predator forms a bond with the spirits of nature themselves. Each day, as long as he is within one of his favored terrains, the Predator can cast Divination (Pathfinder RPG Core Rulebook 273) as a spell-like ability with a caster level equal to his Predator level. When he is not in one of his favored terrains, This ability functions like augury (Pathfinder RPG Core Rulebook 245) instead.

12th - Camouflage (Ex): A predator can now use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.

13th - Elite Hunter's Weapon (Ex): Upon completion of many more trials and rites, the Predator is given weapons of even greater honor among their tribe. Once chosen; however, the choice can never be changed, his name and deeds bound to the weapons for all time. Based on his choice, he receives a bonus feat like before and a new title among the clans.

Smartdisk
Bonus Feat: Distance Thrower
Title: Elite Disk Master

Combistick
Bonus Feat: Two-handed Thrower
Title: Elite Spear Master

Wristblades
Bonus Feat: Two Weapon Feint
Title: Elite Brawler

14th - Honorable Stand (Ex): A Predator can make an honorable stand, deciding to fight the target of his challenge to the bitter end, no matter the cost. He can make an honorable stand once per day at 14th level, plus one additional time per day at 20th level.

Declaring an honorable stand is a swift action. While making an honorable stand, the Predator is immune to the shaken, frightened, and panicked conditions. He does not fall unconscious while his hit point total is below 0.

If a Predator making an honorable stand ever retreats from battle against his challenged foe, he loses the ability to make a challenge for 24 hours. Should the Predator fall, the predator will often activate it's self-destruct device (if it has one) but it depends on it's orders.

16th - Demanding Challenge (Ex): Whenever a Predator declares a challenge, his target must pay attention to the threat he poses. As long as the target is within the threatened area of the Predator, it takes a –2 penalty to its AC on attacks made by anyone other than the Predator.

17th - Hide in Plain Sight (Ex): While in any of his favored terrains, a Predator can now use the Stealth skill even while being observed.

19th - Tactical Nuke (Ex): In addition to the normal load-outs that all predators have, this Predator has a second explosive device with him. Similar to the normal self-destruct device, this can be activated with a standard action, its countdown is roughly 2 rounds before it detonates. The device first implodes everything within a 20 ft. radius explosion, disintegrating everything within this blast radius before exploding outwards.

Beyond this disintegration effect, out to 60 ft. radius, the imploded energy exploding outwards (dealing 10d10 fire damage; forcing all creatures and objects to the edge of the effect). Creatures caught in this outer blast may make a reflex save (DC 10 + half Predator's level + Predator's Wisdom modifier) to avoid the push effect and half of the fire damage.

Also, any creature walking through the squares affected by the blast suffers radiation poisoning, taking 1 point of Constitution damage, per round of exposure. This radiation dissipates over the next year. This ability can only be used once per hunt.

20th - Exalted Hunter (Ex): A Predator can always move at full speed while using Survival to follow tracks without penalty. He can, as a standard action, make a single attack against a favored enemy at his full attack bonus. If the attack hits, the target takes damage normally and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the Predator's level + the Predator's Wisdom modifier.

A Predator can choose instead to deal an amount of nonlethal damage equal to the creature's current hit points. A successful save negates this damage. A Predator can use this ability once per day against each favored enemy type he possesses, but not against the same creature more than once in a 24-hour period.

LordErebus12
2012-07-08, 06:14 PM
Yautja

http://i.imgur.com/rbhVH.jpg

Yautja (E-Wat-Ya) are a sentient, Monstrous humanoid race that is characterized by its hunting of other dangerous species for sport, including humanoids from the material plane's planetoid known as Earth. The species has also been known as the Hunters, or the Predators.

The Yautja breathe an atmosphere similar to that of Earth's, but have trouble with the lower oxygen levels. They possess a technology far more advanced beyond any known Terran artifice. The Predators stalk and kill their prey using an arsenal of highly advanced devices, such as active camouflage and energy weapons. The Predators claim their quarry's skull and spine as a trophy of sorts.

Capable of interstellar travel in star ships through the Dark Tapestry, the Predators have hunted on Earth for centuries and have also had prior contact with the xenomorphs. The creatures are also voracious meat eaters.

Also, its noteworthy to mention that magic has never developed among them. Never having been exposed to it gives them a superstitious view to spell casters. The honored dead are usually left exposed for viewing then later the body is mummified before burial. In space, however, they often incinerate their dead if space is not available; they never eject the bodies.

Average Height: 8'+
Average Weight: 330+ lbs.
Average Max Age: 1000+ years

Template:
+6 Str, -2 Dex, +4 Con, -6 Cha: Yautja are extremely strong and tough, but are less agile because of their size, with their beliefs focus around honour and the hunt; but they are extremely silent towards outsiders, viewing them as potential prey, a possible challenge and enemy.

Type: Medium Monstrous Humanoid.

Powerful Build: The physical stature of Yautja lets them function in many ways as if they were one size category larger.

Whenever a Yautja is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Yautja is treated as one size larger if doing so is advantageous to him.

A Yautja is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Yautja can use weapons designed for a creature one size larger without penalty.

However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Immunities: immune to heat and cold effects as endure elements, fatigue and exhaustion.

Energy Resistance: 5. The blood of a Yautja is base, resisting acidic damage slightly.

Infra-vision (Ex):This ability allows the predator to detect sources of heat with his eyes. These sources may range from ambient temperature to the heat of a powerful fire. Any such source of heat possesses an aura with a myriad of colors ranging from red to white, called a heat signature.

Accordingly, the predator gains a competence bonus to Spot checks involving such sources corresponding to the severity of the heat signature's color. The most 'severe' color is always closest to the source of the heat signature, and may be surrounded with less severe colors as the heat diminishes the further it gets from the source.

{table=head]{colsp=4}
Table: Infra-vision

Signature Color|
Source Temperature |
Example |
Spot skill bonus

{colsp=1}
Red|{colsp=1}
less than 70°F |{colsp=1}
interior of a house during winter |
+2

{colsp=1}
Orange|{colsp=1}
70°F to 120°F |{colsp=1}
living human body |
+3

{colsp=1}
Yellow|{colsp=1}
120°F to 210°F |{colsp=1}
a geyser |
+4

{colsp=1}
White|{colsp=1}
210°F or over |{colsp=1}
a fire |
+6
[/table]

This ability cannot detect heat sources with a temperature below that of the current ambient temperature.

Light Blindness (Ex): Yautja with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light.

Hold Breath (Ex): The creature can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

Speed: 40 ft. The Yautja are faster on average than most humanoids.

Climb: 30 ft. The Yautja may take 10 on acrobatics checks to climb, even when rushed.

Skill Bonuses: +2 Racial bonus on all Acrobatics and Survival checks.

Starting Languages: Yautja. Bonus Languages: Any

Favored Class: Predator Racial Class

CR: +2

LordErebus12
2012-07-08, 06:15 PM
Feats

Blooded
You have proven yourself in single combat against a xenomorph.

Prerequisites: single-handily kill a Xenomorph of equal or higher level.

Benefit:+2 to all damage rolls against xenomorphs and +2 perception when attempting to notice xenomorphs.



Xenomorph Hunter
Your skill and experiences with aberrations has prepared you for fighting the xenomorphs.

Prerequisites: Blooded, Dex 13

Benefit: All attacks against Xenomorphs gain a +2 bonus to attack rolls, in addition to favored enemy bonuses against aberrations. If the user also has the Dodge feat, it gains an additional +1 dodge bonus vs. Xenomorphs.



Surviving the Hunt
Your hunting prowess is unmatched, the Xenomorph Queen is dead and her hive is dead and purged. You've proven your worth in the eyes of the Predator's War Chief and he decides to reward you with a gift from his possession

Prerequisites: Blooded, Xenomorph Hunter, successfully slayed a Xenomorph Queen and her Hive.

Benefit: One gift from the Predator War Chief, usually a unique predator weapon, but possibly another type of weapon or magical item... and a story to tell.

LordErebus12
2012-07-08, 06:16 PM
Predator Technology

Loadouts

Every Predator has certain loadouts, or sets of equipment that are given to them by the tribe. These load outs vary based on many reasons, such as rank and level but as well as skill set and chosen fighting style.

Below is just a few examples, many predators differ in style and equipment. DM's should think carefully on what is allowed and not allowed.

Unblooded Loadout
one blooded weapon
lesser cloaking device

Blooded Loadout (6th level +)
two blooded weapon
one lesser medicomp
lesser cloaking device

Elite Loadout (13th level +)
two Elite Weapons
one blooded weapon
one lesser medicomp
greater cloaking device

Clan Leader Loadout(16th level +)
one Clan Leader weapon
two Elite weapon
one greater medicomp
greater cloaking device
Self-Destruct Device



{table=head]Weapon|Cost (GP)|Dmg (M)|Dmg (L)|Critical Chance|Range Increments|Weight|Type|Qualities
{colsp=9}Exotic One-Handed Weapons
Blooded Wristblade|800|1d6|1d8|20x3|20 ft.|3 lbs.|Slashing or Piercing|Masterwork Weapon
Elite Wristblade|2,800|1d8|1d10|18-20x2|20 ft.|3 lbs.|Slashing or Piercing|+1 Weapon
Clan Leader's Wristblade|8,800|2d4|2d6|20x4|20 ft.|3 lbs.|Slashing or Piercing|+2 Weapon
Ripper Wristblade|8,800|2d4|2d6|20x4|20 ft.|3 lbs.|Slashing|+1 Weapon with Weakening
Xeno Wristblade|18,800|1d6|1d8|20x3|20 ft.|3 lbs.|Slashing or Piercing|+1 Weapon with Bane (Aberrations) and Returning
Reaping Wristblade|18,800|1d6|1d8|20x3|20 ft.|3 lbs.|Slashing or Piercing|+1 Weapon with Fleshgrinding
Barbed Wristblade|18,800|1d8|1d10|18-20x2|40 ft.|3 lbs.|Slashing and Piercing|+1 Weapon with Distance and Returning

{colsp=9}Exotic Two-Handed Weapons
Blooded Combistick|1,350|1d6|1d8|20x3|10 ft.|8 lbs.|Bludgeoning or Piercing|Masterwork Weapon
Elite Combistick|3,450|2d6|2d8|20x3|10 ft.|8 lbs.|Bludgeoning or Piercing|+1 Weapon
Clan Leader's Combistick|9,650|2d4|2d6|19-20x3|10 ft.|8 lbs.|Bludgeoning or Piercing|+2 Weapon
Green Combistick|9,450|2d6|2d8|20x3|10 ft.|8 lbs.|Bludgeoning and Piercing|+1 Weapon with Corrosive
Red Combistick|9,450|2d6|2d8|20x3|10 ft.|8 lbs.|Bludgeoning and Piercing|+1 Weapon with Flaming
White Combistick|9,450|2d6|2d8|20x3|10 ft.|8 lbs.|Bludgeoning and Piercing|+1 Weapon with Frost
Blue Combistick|9,450|2d6|2d8|20x3|10 ft.|8 lbs.|Bludgeoning and Piercing|+1 Weapon with Shocking
Black Combistick|9,450|2d6|2d8|20x3|10 ft.|8 lbs.|Bludgeoning and Piercing|+1 Weapon with Vicious
Thorned Combistick|9,650|2d4|2d6|19-20x3|10 ft.|8 lbs.|Bludgeoning and Piercing|+1 Weapon with Wounding
Reaper Combistick|9,650|2d4|2d6|19-20x3|10 ft.|4 lbs.|Bludgeoning|+1 Weapon with Maiming
Swarm Combistick|15,650|2d4|2d6|19-20x3|10 ft.|4 lbs.|Bludgeoning|+1 Weapon with at will - Summon Swarms (2 rounds only)
Mageslayer Combistick|19,650|2d4|2d6|19-20x3|10 ft.|4 lbs.|Bludgeoning|+1 Weapon with Magebane and Shattermantle
Bladed Combistick|19,650|2d4|2d6|17-20x3|10 ft.|4 lbs.|Bludgeoning and Slashing|+2 Weapon with Keen

{colsp=9}Exotic Ranged Weapons
Turret|3,750|1d6|2d6|20x3|200 ft.|2 lbs.|Acid, Cold, Electricity, Fire, Force or Sonic|+1 Weapon
Sniper Turret|9,950|2d6|3d6|20x3|200 ft.|2 lbs.|Acid, Cold, Electricity, Fire, Force or Sonic|+1 Weapon; Grants Precise Shot as Bonus Feat
Rapid-Fire Turret|9,950|2d6|3d6|20x3|150 ft.|3 lbs.|Acid, Cold, Electricity, Fire, Force or Sonic|+1 Weapon; Grants Rapid Shot as Bonus Feat
Charge Turret|9,950|3d6|4d6|20x3|100 ft.|4 lbs.|Acid, Cold, Electricity, Fire, Force or Sonic|fireable 1/round; +1 Weapon; Grants Deadly Aim as Bonus Feat
Runic Turret|33,950|2d8|2d10|20x3|100 ft.|4 lbs.|Acid, Cold, Electricity, Fire, Force or Sonic|+1 Weapon with Consumptive and Binding; Grants Deadly Aim as Bonus Feat
Smartdisk|9,450|2d6|2d8|20x3|60 ft.|3 lbs.|Slashing and Sonic|+1 Weapon with Returning
Sniper Smartdisk|19,450|2d6|2d8|20x3|60 ft.|3 lbs.|Slashing and Sonic|+1 Weapon with Returning and Distance
Marksman Smartdisk|19,450|2d6|2d8|20x3|30 ft.|3 lbs.|Slashing and Sonic|+1 Weapon with Returning and Seeking
Keen Smartdisk|19,450|2d6|2d8|19-20x3|30 ft.|3 lbs.|Slashing and Sonic|+1 Weapon with Returning, Keen
Vicious Smartdisk|33,450|2d6|2d8|20x3|60 ft.|3 lbs.|Slashing and Sonic|+1 Weapon with Returning, Distance, Vicious
Energy Smartdisk|33,450|2d6|2d8|20x3|30 ft.|3 lbs.|Slashing and Sonic|+1 Weapon with Flaming, Frost, Shocking
Spirit Smartdisk|33,450|2d6|2d8|20x3|30 ft.|3 lbs.|Slashing and Sonic|+1 Weapon with Returning, Incorporeal Binding, Ghost Touch and Ghost Strike
Sadist Smartdisk|33,450|2d6|2d8|20x3|30 ft.|3 lbs.|Slashing and Sonic|+1 Weapon with Returning, Wounding, Weakening
Folding Shuriken|3,500|1d6|1d8|20x4|30 ft.|1 lb.|Slashing|+1 Weapon with Hideaway; Ignores Hardness less than 20.
Tracking Shuriken|21,500|1d6|1d8|20x4|30 ft.|1 lb.|Slashing|+1 Weapon with Revealing and Hideaway; Ignores Hardness less than 20.
Paralytic Shuriken|21,500|1d6|1d8|20x4|30 ft.|1 lb.|Slashing|+1 Weapon with Paralytic Burst and Hideaway; Ignores Hardness less than 20.
Knockback Shuriken|15,500|1d6|1d8|20x4|30 ft.|1 lb.|Slashing|+1 Weapon with Knockback and Hideaway; Ignores Hardness less than 20; Grants Deadly Aim as Bonus Feat
Venom Shuriken|35,500|1d6|1d8|20x4|30 ft.|1 lb.|Slashing|+1 Weapon with Venomous, Virulent (DotU), Weakening and Hideaway; Ignores Hardness less than 20
{colsp=9}Gear
Lesser Cloaking Device|30,000|---|---|---|---|---|---|---
Greater Cloaking Device|300,000|---|---|---|---|---|---|---
Lesser medicomp|4,200|---|---|---|---|---|---|---
Greater medicomp|8,400|---|---|---|---|---|---|---
[/table]

Weapons above use Dungeon Master's Guide, Drow of the Underdark, and Magic Item Compendium as sources for weapon abilities.

Turrets:

Plasma Caster: This weapon is one of the most iconic weapon in the Yautja arsenal. The plasma caster, also known as the shoulder-turret, is equipped to the hunter's left shoulder and moves to mimic the hunters head movements so it can easily lock-on to the target. These turrets can deal 2d4 acid, fire, force, cold, electricity or sonic damage, depending on which type is used.

Each mask the Yautja wears has the laser lock-on device to which the plasma caster is connected, or when the masks laser lock-on device is damaged the Yautja can remove it from its mount and combine it with another plasma caster to create a plasma rifle, which is used by soldiers on the battlefield, though this is considered dishonorable hunting and only used when the hunt is out of control.

Weapons:

Combistick: a telescopic weapon that is about 2- 2.5 ft when it is closed up and around 6-8 ft when fully extended. The metal used to make the weapon is extremely rare and immune to acidic damage and rusting effects. These extendable weapons are perfect for impaling aliens and humans at distances when thrown. If the staff breaks (which rarely happens) the predator takes its own life. When a predator dies this honorable death, they are buried with their weapon.

Smartdisk: These disks have a direct link to to the yautja's helm and, once thrown, will fly and hit the target. The metal used to make the weapon is extremely rare and immune to acidic damage and rusting effects. If the disk does hit it's target (which it usually does), then it can use a system of internal counter-weights to return to the bearer. They are extremely sharp and can slice through many materials, ignoring hardness less than 20. Unless otherwise noted, these deal damage as a chakram, but do not damage the user when used in melee. It ignores hardness less than 20 as adamantine and doesn't injure the user when attacking in melee with it, as normal Chakrams do.

Wristblade: the basic weapon that all Yautja have on their right arm. Some of the more skilled Predators carry another pair of wristblades on the other arm along with their main control panel located on their left arm. Depending on the blood-status, breed, and clan of the yautja in question, the yautja may have one, two, or even three blades. The metal used to make the weapon is extremely rare and immune to acidic damage and rusting effects. These blades may be smooth, serrated, sharpened on one or both sides, extendable/retractable, can be shot, and may be up to 1.5 meters long.

Other Technology

Hunter's Mask:The Predator's mask houses a viewing system that allows the creature to see primarily in infrared without suffering from Light Blindness, provide a constant supply of oxygen (Yautja breathe about double the oxygen that medium creatures do) and grant a +2 bonus to all Perception checks. But it can also switch to various other electromagnetic spectra.

Cloaking Device: Typically reserved for hunts against quarry which shoot back, the cloaking device is controlled via the Predator's wrist-computer and provides the Predator with active camouflage, bending light around the wearer and projecting a semi-transparent image in front of the Predator, rendering it partially invisible. It is not perfect, as close observation will reveal the light-distortion effect around the user. The device is also used to mask Predator ships moving within enemy territories.

The device works by bending light around the Cloaked body, with the light seeming to pass straight through. It is slightly distorted and refracted, but produces a very good camouflage at long ranges. At short ranges, light has to be refracted through the entire cross section of a Predator body. This means the distortion of light around the cloaked body will be noticeable and render the cloak ineffectively useless.

These cloaks grants 75% concealment and a +20 stealth bonus when stationary or a +10 stealth bonus when moving (about half an invisibility effect) in areas of normal illumination. These cloaks come in two grades and does have some weaknesses:

Though effective in dry terrain, lesser cloaks short out with contact with water, rendering the device inoperable. Both devices actually highlights and magnifies the Predator's presence when passing in front of a campfire or other bright source of light (effectively making the stealth bonus become a penalty, rather than a bonus). Both are ineffective against Xenomorphs, due to their blindsense.

The lesser cloak effect lasts 1/minute per predator level before it must recharge for one minute. The greater cloak lasts indefinitely and does not need to recharge and does not short out in water.

Medicomp: The medicomp is a small case that contains various medical supplies should the Predator ever be injured. This healing kit contains enough tools to perform minor surgery and repair superficial wounds. Among the medical supplies are vials of liquid which, when mixed with heated minerals, creates a regenerative sludge that can be used to cauterize wounds. Also contained are a shrapnel extractor, wound staplers, one stimulant shot, and one antiseptic tube.

these tools add +2 bonus to heal checks and also carry three vials within that refill daily. These vials come in two grades, but both are usable 3 times per day; the lesser heals 1d8 + 1 per heal rank, while the greater heals 3d8 + 2 per heal ranks.

Self-Destruct Device: The Hunter's last and most devastating weapon. This weapon is a Yautja's last choice and is only used if the hunter is unable to continue with the hunt and is designed to ensure that their prey that killed and/or defeated them will not survive as well as cover up the existance of their species.

This device is located right under the main controls to the Predator's other devices (located on their left arm). Though the device is small in size the blast that it creates is the equivalent to a nuclear bomb, destroying anything and everything within a 1 mile radius (this is just an estimate).

LordErebus12
2012-07-08, 06:17 PM
Honour Code, Rituals, Castes

The Yautja have a set of rules to their hunting. As their life is based on the hunt, they seem to hunt predatory prey mainly, to make it more challenging. The two main species that the Yautja hunt, are Aliens (xenomorphs/ kainde amedha) and Humans ( oomans/ pyode amedha). The aliens are mainly hunted as a passage into adulthood for teenage Yautja. The teens are considered "unblooded" before they hunt and kill an alien. After they have successfully killed an alien, they are labled as "young bloods." A young blood who has been around for a long time is labeled as "blooded." "Warrior" class Yautja are Yautja who stick to the codes of honour bestowed upon them. These codes of honour prevent the Yautja from hunting any prey that is "unworthy." This includes unarmed prey, prey that is weak or old and cannot defend itself, children, and pregnant prey.

"Elders" are Yautja that have hunted longer than any other. They are much more reasonable than the other classes. The Elders will accept other species as warriors if they fight along other Yautja, or kill a Yautja in combat. One human was even accepted as a warrior for the Yautja after fighting along side a Yautja named Dachande, or "broken tusk."

"Honoured" Yautja and "Arbitrators" are Yautja who have skill beyond others, and enforce the Yautja codes of honour. They are allowed to eliminate the "Bad Bloods" of the clan. Bad Bloods are Yautja that have disobeyed the codes. Some Bad Bloods will kill anything in sight after running from their homeworld.

LordErebus12
2012-07-08, 06:18 PM
Yautja and Gnomes

A story told among the firelight of gnomish homes tell of the great explorers known as the Yautja. Gnomes tell of a race of monstrous humanoids that descended into the mountains near the isolated Gnomish mining city known as Deephold.

Deephold Scouts watched as an explosion happened in the night sky, a hurling ball of metal and fire hurled towards the mountain top. The strike collapsed roughly half of the city, it being located so close to the base of the mountain, killing thousands of Gnome families and losing decades of mining in one mighty crash.

After the crash, the surviving Yautja (about 37 pilots/engineers and 100 warriors of various class) came to the Gnomes at the base. Their Leaders met openly at the base of the mountain. They discussed the crash and the losses to the gnomish city. Yautja honour called for a peace and retribution.

The Yautja scientists taught the Gnomes how to use several types of technology, including lasers useful for mining and personal defense, potent optical camouflage like the ones the Yautja had employed in the past and even gifts of lore. Uniting together, the Yautja built a new ship from metals obtained through the Gnome's new mining lasers.

Sailing away shortly after completion, the Gnomes were saddened by the fact the Yautja left without teaching the Gnomes the secrets of space flight. The laser Technology was reverse engineered and improved upon with magical techniques that led to the creation of the handheld Gnomish Phaser, as well as the floating city of Horizon.

LordErebus12
2012-07-10, 02:18 AM
Gnomish Weapons

Gnomish Phaser

Aura: Moderate Necromancy and Transmutation; CL: 13th
Slot: None; Price: 198,000 gp; Weight: 1 lb.

Description
This little remote control has two buttons on it, one blue, one red. When one is pressed, it fires a thin beam of energy to disintegrate or weaken the targeted foe. These attacks are not subject to spell resistance as spells are normally.

The Red one deals 5d4 damage, with a x2 Critical hit modifier. This is treated as a ranged touch attack. If this kills the foe or reduces an object to 0 hit points, it disintegrates the target, leaving behind a pile of ashes.

The Blue one deals 5d4 nonlethal damage and exhausts the target. An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity.

After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

Construction
Requirements: Craft Magic Arms and Armor, Disintegrate, Waves of Exhaustion, creator must be gnome.
Cost: 99,000 gp

(Use Activated, multiple effects: CL 11th x Spell Level 7th x 1.5 x 2000)



Gnomish Extendo-Stave

Aura: faint Transmutation; CL: 5th
Slot: None; Price: 32,300 gp; Weight: 2 lbs.

Description
This +1 small quarterstaff can shrink and extend with a swift action, as well as sprout hidden barbs from within. First is a club sized form about 2 feet long, Second is a extended quarterstaff form about 4 ft. long and finally the third is a serrated barbs form dealing piercing and slashing instead of bludgeoning damage.

Construction
Requirements: Craft Magic Arms and Armor, Plant growth, diminish plants, Creator must be Gnome.
Cost: 16,150 gp


Inviso-Gauntlet

Aura: faint Illusion (lesser) or moderate Illusion (greater); CL: 3rd (lesser) or 7th (greater)
Slot: Gloves; Price: 24,000 gp (lesser) or 224,000 gp (greater); Weight: 2 lbs.

Description
The Inviso-Gauntlet is activated by turning a large ring around the wrist of the gauntlet, providing the user with active camouflage, bending light around the wearer and projecting a semi-transparent image in front of the user to render it partially invisible. It is not perfect, as close observation will reveal the light-distortion effect around the user.

The Inviso-Gauntlet does have some weaknesses; though effective in dry terrain, contact with water will render the device inoperable for 3d4+1 rounds. However, the device actually highlights and magnifies the user's presence when passing in front of a campfire or other source of bright, moving light source. It is ineffective against Xenomorphs and other creatures with blindsense or tremorsense.

The Gauntlet works by bending light around the user's body, with the light seeming to pass straight through. It is slightly distorted and refracted, but produces a very good camouflage at long ranges. At short ranges, light has to be refracted through the entire cross section of a user's body. This means the distortion of light around the body will be noticeable and render the cloaking ineffective in close combat.

These gauntlets come in two grades:

The lesser gauntlet effect grants 25% concealment and a +10 stealth bonus when stationary or a +5 stealth bonus when moving (effectively one-fourth that of an invisibility effect). However, this cloaking is suppressed for each round the user makes an attack.

The greater gauntlet effect grants 50% concealment and a +20 stealth bonus when stationary or a +10 stealth bonus when moving (effectively half an invisibility effect) and is not suppressed when making attacks, remaining active throughout combat.

Construction
Requirements: Craft Wondrous Item, invisibility or greater invisibility, Creator must be Gnome.
Cost: 12,000 gp (lesser) or 112,000 gp (greater)

LordErebus12
2012-07-10, 07:25 AM
huge update. got most of it in a finished state. now I need feedback.

RedWarlock
2012-07-10, 11:56 PM
Okay, here's my analysis of the racial components. I can't say for PF, but in my estimation based on 3.5 LA/ECL rules. I'm also not that familiar with the source content. (I was always more into aliens than predators..)


Yautja
+6 Str, -2 Dex, +4 Con, -6 Cha: Yautja are extremely strong and tough, but are less agile because of their size, with their beliefs focus around honour and the hunt; but they are extremely silent towards outsiders, viewing them as potential prey, a possible challenge and enemy.
Okay, we have nearly-neutral ability bonuses here. The huge Cha penalty is less painful than it looks mostly because LA is a systemic dumpable stat, easy to ignore, but also easy to take advantage of when it gets high. An extreme low is meaningless. The only real weakness would be something dealing Cha damage, and that's not particularly common.

Type: Large Monstrous Humanoid. Yautja receive a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks. Yautja also have 10 ft. reach and carrying capacities are doubled.
Just so you know, most Large races are at least 8 feet tall, especially considering that range is supposed to include creatures up to 16 feet tall as the same size. This might be better off as a medium race, perhaps with powerful build.

Immunties: immune to heat and cold effects, fatigue and exhaustion.
Heat and cold, are we talking Endure Elements, or Immune Fire and Cold damage? Assuming the former.

Energy Resistance: 5. The blood of a Yautja is base, resisting acidic damage slightly.
This is fine.

Infra-vision (Ex):This ability allows the predator to detect sources of heat with his eyes. These sources may range from ambient temperature to the heat of a powerful fire. Any such source of heat possesses an aura with a myriad of colors ranging from red to white, called a heat signature.

Accordingly, the predator gains a competence bonus to Spot checks involving such sources corresponding to the severity of the heat signature's color. The most 'severe' color is always closest to the source of the heat signature, and may be surrounded with less severe colors as the heat diminishes the further it gets from the source.

{table=head]{colsp=4}
Table: Infra-vision

Signature Color|
Source Temperature |
Example |
Spot skill bonus

{colsp=1}
Red|{colsp=1}
less than 70°F |{colsp=1}
interior of a house during winter |
+2

{colsp=1}
Orange|{colsp=1}
70°F to 120°F |{colsp=1}
living human body |
+3

{colsp=1}
Yellow|{colsp=1}
120°F to 210°F |{colsp=1}
a geyser |
+4

{colsp=1}
White|{colsp=1}
210°F or over |{colsp=1}
a fire |
+6
[/table]

This ability cannot detect heat sources with a temperature below that of the current ambient temperature.
Okay, not bad, basically amounts to a +3 to Spot checks for most living creatures. Might be a little overly complex, though. (I thought the vision was a function of their masks?) Also, how does it handle colder-than-room-temp-creatures, like ice/water elementals, or iron golems, or undead? Seems like they would stick out just as much, as a dark space rather than a bright one.

Light Blindness (Ex): Yautja with light blindness are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. Such creatures are dazzled as long as they remain in areas of bright light.
Not bad for some, but easy to bypass with gear.


Hold Breath (Ex): The creature can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.

What's the purpose for this, exactly? Only creatures expected to actually stay underwater for extended periods, typically semi-aquatic creatures like lizardfolk or dolphins would have this. It's a small bump to LA for not much reason. (Was there any examples of them being underwater significantly? Or was it just one holding its breath for a long time, which might instead be indicative of a high con score?)


Speed: 40 ft. The Yautja are faster on average than most humanoids.

Climb: 30 ft. The Yautja may take 10 on climb checks, even when rushed.

This is more of an issue. The land speed is alright, suitable for being large size, but the climb speed on top is a bit much. Does PF include the default +8 racial bonus for climb when you have a climb speed? That's built in to 3.5, and definitely makes this a strong ability. 30 foot speed means he can move up a surface as fast as most creatures can move, period, and he gets to do it while still using weapons, since there's no limit on hands inherent to climb. Maybe consider moving it down to a 10-20ft speed, making him doublemove to get decent speed out of it?


The Hunt (Ex): The Yautja can select humanoids or outsiders as a whole when choosing favored enemies.

Mm, no, this one doesn't really track well. The reason they're subtyped is because they're so varied. Anatomy, behavior, etc. I would consider doing something else based around FE.


Skill Bonuses: +2 Racial bonus on all Acrobatics, Athletics and Survival checks.
Survival I can see, but what's with the other two? They're already being thrown around by the ability score increases. And what about stealth? I thought that was one of their specialties.


CR: +3
All in all, roughly a +3 for LA, maybe a 3.5 or so, though an easily-deflated +3. Several of the negatives are easily defeated by gear or just not engaging those abilities (like the cha penalty). The positives are average, not really lasting or scaling, making them less useful at higher levels, when magic takes over most of their roles. The only exception is The Hunt, and that's too specific to one class, not counting the racial class above. Not worth it without using LA buy-off.

Now, taking all of the above as base, if I was statting this out for 3.5:


+4 Str, -2 Dex, +2 Con, -4 Cha.
Medium Monstrous Humanoid.
Powerful Build.
Immune to weather effects as Endure Elements, fatigue and exhaustion.
Resist Acid 5.
30 ft base land speed, 10 ft climb speed.
+8 racial bonus to climb checks and can always take 10, +2 racial bonus to survival checks.
Infravision: +2 racial bonus to spot checks against warm-bodied, living creatures and other objects of this temperature. This improves to +4 against high-temperature objects or creatures, or +6 to open flames or fire effects, including fire elementals and other creatures with the Fire subtype.
Darkvision out to 60 feet. (automatic for MonHumanoid)
Light Blindness.
The Hunt: Gain one favored enemy, as the ranger class feature. At 7th and 13th levels, select an additional favored enemy or improve an existing one. This interacts with the Ranger class feature.
Favored Class: Ranger.
LA: +1 (flat, no buy-off) or +2 (with buy-off)


If you need it Large, drop Powerful Build, add 10ft to both speeds (so 40ft base land, 20ft climb) and call it a +2, +3 w/buy-off.

Just my opinion, though.

Warpwolf16
2012-07-11, 12:10 AM
I love this, though what about their dependency on their mask? A Yautja breathes in a oxygen rich compound through their mask, if they take of their mask for so long they can pass out. Their bodies are mostly muscle and their blood is oxygen rich, and for a atmosphere like ours they can pass out easily if their mask is forcefully removed or damaged, their body essentially shuts down without it. Also their 'dreads' might be part of their cooling system as well.

Interesting though, was wondering about their 'shaman' caste?

LordErebus12
2012-07-11, 12:47 AM
Okay, here's my analysis of the racial components. I can't say for PF, but in my estimation based on 3.5 LA/ECL rules. I'm also not that familiar with the source content. (I was always more into aliens than predators..)

Just so you know, most Large races are at least 8 feet tall, especially considering that range is supposed to include creatures up to 16 feet tall as the same size. This might be better off as a medium race, perhaps with powerful build.

medium, powerful build.

Heat and cold, are we talking Endure Elements, or Immune Fire and Cold damage? Assuming the former.

as Endure Elements.
This is fine.

Okay, not bad, basically amounts to a +3 to Spot checks for most living creatures. Might be a little overly complex, though. (I thought the vision was a function of their masks?)

The eyes of a Yautja see heat naturally, the mask clarified and sharpened it, removing the light blindness.

picture of their natural sight:
http://images2.wikia.nocookie.net/__cb20120618195804/avp/images/2/25/Vision25.PNG

Also, how does it handle colder-than-room-temp-creatures, like ice/water elementals, or iron golems, or undead? Seems like they would stick out just as much, as a dark space rather than a bright one.

it cannot see it, it remains dark like anything below 70 degrees

Not bad for some, but easy to bypass with gear.

What's the purpose for this, exactly? Only creatures expected to actually stay underwater for extended periods, typically semi-aquatic creatures like lizardfolk or dolphins would have this. It's a small bump to LA for not much reason. (Was there any examples of them being underwater significantly? Or was it just one holding its breath for a long time, which might instead be indicative of a high con score?)

The Yautja breathe 35% more oxygen than humans due to their larger muscle and metabolism requirements. Due to adverse climates and terrains on their home world, they evolved the ability to breathe hydrogen and a limited amount of carbon dioxide if there is a lack of oxygen in the air. But, like humans, they are limited to how long they can go before their bodies can no longer function without oxygen. They are limited 10 minutes without breathing in carbon dioxide. This allows them to survive in adverse climates on many worlds with limited supplies.

Also, due to a larger lung capacity, as an average, Yautja can hold their breath for up to 15 minutes before losing consciousness, whereas a human would be unsconcious in only two (although free divers can hold for much longer than that). Thus, a supposed maximum of time before a Yautja would need to breathe again would be just under 45 minutes.

the 2 minute for humans, compared to 15 minutes to them. its in the race, bigger lungs.


This is more of an issue. The land speed is alright, suitable for being large size, but the climb speed on top is a bit much.

They also seem to have very strong lower body strength because they can jump to three times their height, and can fall ten times their height and land on their feet. They are also skilled climbers, and will readily move through trees or across rooftops in pursuit of prey,as shown in the film Predator where Dutch is running for his life from the Jungle Hunter and no matter how fast Dutch ran he could not get out of the hunters sight.

30 ft is average humanoids, felt right for it to match that speed while climbing because it did all the time in the movies.

30 foot speed means he can move up a surface as fast as most creatures can move, period, and he gets to do it while still using weapons, since there's no limit on hands inherent to climb. Maybe consider moving it down to a 10-20ft speed, making him doublemove to get decent speed out of it?

nah, 30 ft climb makes it interesting.

Mm, no, this one doesn't really track well. The reason they're subtyped is because they're so varied. Anatomy, behavior, etc. I would consider doing something else based around FE.

Id argue that their hunting style is adapted to work that way. humanoids are nearly all similar when it comes to vital organs. im doing this because the racial class uses Prey, an ability that functions like FE but the choices are preset, humanoids at 10th and outsiders at 20th.

its training that goes into every Yautja and innate. i reason they trained to hunt and kill humanoids enough to learn better methods of hunting them, ones that ignore the less intense focus they spend on their prey.

Survival I can see, but what's with the other two? They're already being thrown around by the ability score increases. And what about stealth? I thought that was one of their specialties.

stealth was a specialty via the cloaking technology, adding +10 to +20 bonus when activated.

All in all, roughly a +3 for LA, maybe a 3.5 or so, though an easily-deflated +3. Several of the negatives are easily defeated by gear or just not engaging those abilities (like the cha penalty). The positives are average, not really lasting or scaling, making them less useful at higher levels, when magic takes over most of their roles. The only exception is The Hunt, and that's too specific to one class, not counting the racial class above. Not worth it without using LA buy-off.

Now, taking all of the above as base, if I was statting this out for 3.5:


+4 Str, -2 Dex, +2 Con, -4 Cha.
Medium Monstrous Humanoid.
Powerful Build.
Immune to weather effects as Endure Elements, fatigue and exhaustion.
Resist Acid 5.
30 ft base land speed, 10 ft climb speed.
+8 racial bonus to climb checks and can always take 10, +2 racial bonus to survival checks.
Infravision: +2 racial bonus to spot checks against warm-bodied, living creatures and other objects of this temperature. This improves to +4 against high-temperature objects or creatures, or +6 to open flames or fire effects, including fire elementals and other creatures with the Fire subtype.
Darkvision out to 60 feet. (automatic for MonHumanoid)
Light Blindness.
The Hunt: Gain one favored enemy, as the ranger class feature. At 7th and 13th levels, select an additional favored enemy or improve an existing one. This interacts with the Ranger class feature.
Favored Class: Ranger.
LA: +1 (flat, no buy-off) or +2 (with buy-off)


If you need it Large, drop Powerful Build, add 10ft to both speeds (so 40ft base land, 20ft climb) and call it a +2, +3 w/buy-off.

Just my opinion, though.


i agree, then i go into the text for the predator and it says it can do something very close to it, so i keep it.

LordErebus12
2012-08-04, 09:40 PM
gave it powerful build instead of large size.

LordErebus12
2012-08-04, 10:07 PM
little fixes all around. added some info on the masks.

LordErebus12
2012-08-04, 11:56 PM
Added some background on an event in Gnomish history as well as two new gnomish magical weapons.

silphael
2012-08-05, 07:17 AM
The feats are truly weak, you may want to give them new abilities when taking those feats. As it is, it's worse than weapon specialization...

LordErebus12
2012-08-05, 08:43 AM
The feats are truly weak, you may want to give them new abilities when taking those feats. As it is, it's worse than weapon specialization...

how would you change them to improve them?

LordErebus12
2012-08-06, 12:51 AM
added the inviso gauntlet.

LordErebus12
2012-12-12, 02:45 AM
updated weapons, and fixed the class features a bit.

Black Mage
2012-12-12, 02:35 PM
I'm liking this material. And the Xenomorph class/templates you've made. I'd really like to see more, especially for the Xenomorphs. I'm starting to build a campaign idea in my head around a Xenomorph infestation in the Pathfinder setting. Probably originating in Numeria, from one of the starship fragments scattered around that country. Not sure if I want to bring the Predators into it as well....maybe later on, towards the end of it.

Anyways, keep up the good work. I wish I could offer some insight to either of these two projects, but my knowledge on the subject is rather limited. I've got both threads bookmarked though, and will be keeping an eye on them.

LordErebus12
2012-12-13, 03:57 AM
I'm liking this material. And the Xenomorph class/templates you've made. I'd really like to see more, especially for the Xenomorphs. I'm starting to build a campaign idea in my head around a Xenomorph infestation in the Pathfinder setting. Probably originating in Numeria, from one of the starship fragments scattered around that country. Not sure if I want to bring the Predators into it as well....maybe later on, towards the end of it.

Anyways, keep up the good work. I wish I could offer some insight to either of these two projects, but my knowledge on the subject is rather limited. I've got both threads bookmarked though, and will be keeping an eye on them.

I ran a pathfinder game along similar lines. the warrior dwarf joined the Hunt, with predators, to kill a newly molted queen.

Black Mage
2012-12-14, 06:02 PM
I'm curious, why do the charge and runic turrets grant power attack? If its meant to be used with the turret, Dead Aim or Vital Strike would be more appropriate. Especially with the charge turret only being able to fire once a round.

LordErebus12
2012-12-15, 04:10 AM
I'm curious, why do the charge and runic turrets grant power attack? If its meant to be used with the turret, Dead Aim or Vital Strike would be more appropriate. Especially with the charge turret only being able to fire once a round.

Deadly Aim, the pathfinder feat is exactly what i meant. it was what it basically based off of. -x on attack, +x on damage.

Landziak
2012-12-17, 05:50 PM
In your information for their cloaking device it doesn't say whether they have conditional invisibility or concealment. As the class at later levels give hips does this mean the bonus is just that? A bonus but no added ability to evade detection? Just wondering as they always seem to be invisible until everyone knows to keep a better look out for the "shimmer". Other then that clarification I love what you've done with the class and race.

LordErebus12
2012-12-18, 01:41 AM
In your information for their cloaking device it doesn't say whether they have conditional invisibility or concealment. As the class at later levels give hips does this mean the bonus is just that? A bonus but no added ability to evade detection? Just wondering as they always seem to be invisible until everyone knows to keep a better look out for the "shimmer". Other then that clarification I love what you've done with the class and race.

made a few changes as for the cloaking devices.

skaeren
2014-09-23, 05:46 AM
Table needs to be fixed up. It is broken in chrome. I do not have other browsers to test.

Gracht Grabmaw
2014-09-23, 06:16 AM
Wait, seriously, that's how you pronounce them? I've been calling them Yowt-Ya this entire time, now I feel stupid.

Anyway, looks pretty spot-on. Although I do question the point of stating a Predator in a d20 system, if I'm gonna run a game about an alien horror hunting you down I'm gonna do it in Call of Cthulhu like the good lord intended.

LordErebus12
2014-09-23, 05:11 PM
Wait, seriously, that's how you pronounce them? I've been calling them Yowt-Ya this entire time, now I feel stupid.

Anyway, looks pretty spot-on. Although I do question the point of stating a Predator in a d20 system, if I'm gonna run a game about an alien horror hunting you down I'm gonna do it in Call of Cthulhu like the good lord intended.

Truth be told, there was a conflicting source for the pronunciation when i made this originally.

"Ya-oot-chah," with the accent on the second syllable, and that "ch" almost a "j" sound. Steve Perry said that, or so im now led to believe

I can fix the table when i get a moment. Its still in the old table format for Giantitp.