ShadowFireLance
2012-09-28, 01:19 AM
Tyranid Bio-ship
None, As they really dont talk
The Bio-Ships are, imensely powerful, WMD's, and this just seems fun to make.
Characteristics: At 10th level, They are nigh unbeatable by normal standerds
Alignment: TN only
Religion: The Hive Mind. As it Is them, All of them , And only them.
Races: Only Tyranids can take this.
Role: Death, And Massive Damage
Adaptation: Usally fits withen a Space/Custom world much better.
GAME RULE INFORMATION
Tyranic Bio-Ship.
Abilities:Str for Grapple, And Dex for aiming.
Alignment: TN
Hit Die: D12
Class Skills
The Tyranic Bio-Ship's class skills are Intimadate(Cha).
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Growth, Flight. Bio Weapons, Cargo, Cold immuntity, No need to breathe
2nd|
+2|
+3|
+0|
+0|Cargo
3rd|
+3|
+4|
+0|
+0|Growth
4th|
+4|
+6|
+1|
+1|Cargo
5th|
+5|
+7|
+1|
+1|Growth
6th|
+6|
+8|
+1|
+1|Cargo
7th|
+7|
+9|
+2|
+2|Growth
8th|
+8|
+10|
+2|
+2|Cargo
9th|
+9|
+11|
+2|
+2|Growth, Cargo
10th|
+10|
+12|
+3|
+3|Growth, Cargo[/table]
Cold immunity (Ex):For in the dead of Space, No one can hear you freeze.
No need to breathe (Ex):Need I explain?
Growth (Ex):At 1st level,And 3,5,7,9, and 10; You increase in a Size catagory, To a Max of Macro-Fine.
Cargo(Ex):The Bio-Ship's Carrying Capacity Incrases As if he gained a size, This stacks with Growth
Bio-Weapon (Su)/(Ex):Power weapons, Gained At each Level, The Dice From the previous weapon's increases by one size.
{table=head]Bio Weapons
{table=head]Discriptions| - |
1st |Blasters (1d10/x3/200ft/Fire|
2nd|Maw (1d6/x3/Piercing|
3rd|Tentecles(1d8/x3/Bludgeoning|
4th|Scythe Arms(2d4/19-20x4/Slash|
5th| Grasping Tentacles X2 Grapple bounes|
6th|Burning: Blasters now deal acid as well as fire and do damage as rolled 1 round later|
7th|Reach:Tentacles now reach x2 as they normally would.|
8th|-|
9th|When in Grapple, you may attack with all natural weapons with no penleties|
10th|Weapon perfection: All Bio Weapons become (2D20/18-20x4|
[/table][/table]
None, As they really dont talk
The Bio-Ships are, imensely powerful, WMD's, and this just seems fun to make.
Characteristics: At 10th level, They are nigh unbeatable by normal standerds
Alignment: TN only
Religion: The Hive Mind. As it Is them, All of them , And only them.
Races: Only Tyranids can take this.
Role: Death, And Massive Damage
Adaptation: Usally fits withen a Space/Custom world much better.
GAME RULE INFORMATION
Tyranic Bio-Ship.
Abilities:Str for Grapple, And Dex for aiming.
Alignment: TN
Hit Die: D12
Class Skills
The Tyranic Bio-Ship's class skills are Intimadate(Cha).
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+1|
+2|
+0|
+0|Growth, Flight. Bio Weapons, Cargo, Cold immuntity, No need to breathe
2nd|
+2|
+3|
+0|
+0|Cargo
3rd|
+3|
+4|
+0|
+0|Growth
4th|
+4|
+6|
+1|
+1|Cargo
5th|
+5|
+7|
+1|
+1|Growth
6th|
+6|
+8|
+1|
+1|Cargo
7th|
+7|
+9|
+2|
+2|Growth
8th|
+8|
+10|
+2|
+2|Cargo
9th|
+9|
+11|
+2|
+2|Growth, Cargo
10th|
+10|
+12|
+3|
+3|Growth, Cargo[/table]
Cold immunity (Ex):For in the dead of Space, No one can hear you freeze.
No need to breathe (Ex):Need I explain?
Growth (Ex):At 1st level,And 3,5,7,9, and 10; You increase in a Size catagory, To a Max of Macro-Fine.
Cargo(Ex):The Bio-Ship's Carrying Capacity Incrases As if he gained a size, This stacks with Growth
Bio-Weapon (Su)/(Ex):Power weapons, Gained At each Level, The Dice From the previous weapon's increases by one size.
{table=head]Bio Weapons
{table=head]Discriptions| - |
1st |Blasters (1d10/x3/200ft/Fire|
2nd|Maw (1d6/x3/Piercing|
3rd|Tentecles(1d8/x3/Bludgeoning|
4th|Scythe Arms(2d4/19-20x4/Slash|
5th| Grasping Tentacles X2 Grapple bounes|
6th|Burning: Blasters now deal acid as well as fire and do damage as rolled 1 round later|
7th|Reach:Tentacles now reach x2 as they normally would.|
8th|-|
9th|When in Grapple, you may attack with all natural weapons with no penleties|
10th|Weapon perfection: All Bio Weapons become (2D20/18-20x4|
[/table][/table]