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The Demented One
2007-05-28, 11:12 PM
Introduction
The slivers are a bizarre race of creatures, originally found in the Magic: the Gathering card game. They are vaguely serpentine creatures, with an elongated head and a single claw, but their most notable feature is their sharing of abilities - if one sliver has an ability, all other slivers gain it. This makes slivers some of the most unique and powerful creatures in the game. I'm in an odd mood today, and have decided to convert aspects of the Magic card game, and I've decided to try my hand at the slivers.

History of Slivers
Slivers are strange and bizarre, but fortunately, not hard to integrate into an existing campaign setting. To begin with, let's look at the background of slivers in Magic itself. In the card game, there are three main generations of slivers. The first generation, which appears in the Stronghold and Tempest expansions, is native to the plane of Rath, and are under the control of the Sliver Queen, their massive progenitor. The second generation, which appears in the Legions and Scourge expansions, is the result of the magical bio-engineering of the Riptide Project. Finally, the third generation, which appears in the Future Sight, Planar Chaos, and Time Warp expansions, are interlopers from alternate realities and futures, brought into reality through temporal and planar rifts.

These three generations provide three easy ways to integrate slivers into your campaign setting. You may simply introduce them as a natural race under the control of the Sliver Queen, placing them in some distant corner of the world or deep underground. You may introduce them as the results of magic gone wrong that have overrun their creators and seized their own territory. Or, you may introduce them as creatures from another plane, interlopers to our world, in which case they should be given the (extraplanar) subtype.

The Sliver Subtype
All slivers share the sliver subtype. This is important for their shared evolution ability, which grants extra abilities to creatures with that subtype. Two traits are common to the sliver subtype - the hivemind ability, and the shared evolution ability. The hivemind ability links all slivers together under a single intellgence, and the shared evolution ability allows each sliver to share its traits with its brethren. Not all slivers have both abilities, but most do. Most slivers are aberrations, though there are a few exceptions.

Evolution Bonuses
Some slivers grant their allies evolution bonuses. Multiple evolution bonuses from different sources do stack, with one exception. Multiple evolution bonuses granted by creatures of the same kind do not stack. Thus, the evolution bonuses to Strength granted by a Blade Sliver and a Muscle Sliver would stack, but the evolution bonuses of two Blade Slivers would not.

The Demented One
2007-05-28, 11:13 PM
Slivers

Acidic Sliver

Medium Aberration (Sliver)
Hit Dice: 4d8+7 (25 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Claw +4 melee (1d4+3) or Spit Acid +5 ranged touch (2d6 acid)
Full Attack: Claw +4 melee (1d4+3) or Spit Acid +5 ranged touch (2d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spit acid
Special Qualities: Darkvision 60 ft., hivemind, immunity to acid, shared evolution
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 12, Dex 14, Con 12, Int 4, Wis 10, Cha 4
Skills: Listen +3, Spot +4
Feats: Weapon Focus (Ranged Touch), Toughness
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 4
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Acidic Slivers are a relatively uncommon breed of sliver, a obscure evolutionary offshoot. They share the single-minded focus of all slivers, although they tend to be more aggressive and sadistic than the majority of their brethren. Their most distinctive feature is their ability to spit acid, which they share with other slivers. They have a smooth grey skin, covered with vitriolic green secretions from the acid glands on the underside of their head. Other slivers that come into proximity with Acidic Slivers develop acid glands of their own, and are thus similarly marked with acidic secretions.

Spit Acid (Ex)
As a standard action, an Acidic Sliver can spit out a corrosive secretion, with a range of 30 ft. It must make a ranged touch attack to hit a creature with this secretion. A creature hit by this secretion takes 1d6 points of acid damage for every 2 HD the Acidic Sliver has, rounded down.

Hivemind (Ex)
An Acidic Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of an Acidic Sliver gain its spit acid ability.


Armor Sliver

Medium Aberration (Sliver)
Hit Dice: 4d8+11 (29 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+4
Attack: Claw +4 melee (1d4+1)
Full Attack: Claw +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., hivemind, shared evolution
Saves: Fort +5, Ref +1, Will +4
Abilities: Str 12, Dex 10, Con 14, Int 3, Wis 10, Cha 1
Skills: Listen +3, Spot +4
Feats: Toughness, Great Fortitude
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 4
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Armor Slivers are among the most common of breeds, and compose a fair portion of the total population of slivers. They function as workers of a sort, and commonly perform menial labor or physical task, such as constructing hives or gathering food. They are highly docile and unaggressive, only attacking in defense of themselves or their brethren. Armor Slivers are covered in the thick, chitinous plates which are their namesakes. Other Slivers than come into proximity with Armor Slivers develop plating of their own.

Hivemind (Ex)
An Armor Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of an Armor Sliver gain a +2 evolution bonus to their natural AC.


Barbed Sliver

Medium Aberration (Sliver)
Hit Dice: 4d8+4 (22 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d4+2) or Barb +1 melee (1d3+1)
Full Attack: Claw +5 melee (1d4+2) and 2 Barbs +1 melee (1d3+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., hivemind, shared evolution
Saves: Fort +2, Ref +1, Will +4
Abilities: Str 14, Dex 10, Con 12, Int 3, Wis 10, Cha 1
Skills: Listen +3, Spot +4
Feats: Weapon Focus (Barb), Power Attack
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 3
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Barbed Slivers are common members of the sliver race, whose sole evolutionary function is to defend the hive and hunt down food for it. They are highly aggressive and rarely use methods other than brute force. Barbed Slivers will willingly sacrifice themselves in an attempt to defend their brethren, and are not known to retreat even when facing overwhelming odds. Barbed Slivers possess to secondary appendages in addition to their primary claw. Other Slivers that come into contact with Barbed Slivers develop similar appendages of their own.

Hivemind (Ex)
A Barbed Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Barbed Sliver gain two secondary barb attacks that deals piercing damage. The barb attack of a Small sliver deals 1d2 damage, the barb attack of a Medium sliver deals 1d4 damage, the barb attack of a Large sliver deals 1d6 damage, and so on.

Battering Sliver

Large Aberration (Sliver)
Hit Dice: 8d8+32 (68 hp)
Initiative: -1
Speed: 40 ft. (8 squares), burrow 20 ft.
Armor Class: 18 (-1 size, -1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d6+5)
Full Attack: Claw +10 melee (1d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Trample 1d6+5
Special Qualities: Darkvision 60 ft., hivemind, shared evolution
Saves: Fort +6, Ref +1, Will +6
Abilities: Str 20, Dex 8, Con 18, Int 3, Wis 10, Cha 1
Skills: Listen +5, Spot +6
Feats: Power Attack, Improved Overrun, Improved Bull Rush
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 6
Treasure: None
Alignment: Always True Neutral
Advancement: 9-12 HD (Large), 13-15 HD (Huge)
Level Adjustment: –

Battering Slivers are fairly populous, but rarely seen members of the sliver species. Despite their great strength, they are workers, not warriors–they burrow out tunnels and caverns for their brethren to nest in. They will attack if they feel threatened, but they are rarely encountered by non-slivers. Battering Slivers are single-minded and difficult to distract, but are highly aggressive if provoked. Battering Slivers are covered in a tough, rock-like carapace that is a distinctive shade of bright orange. Other slivers than come in contact with Battering Slivers develop a similar carapace of their own.

Trample (Ex)
DC 19. The DC is Strength-based.

Hivemind (Ex)
A Battering Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Battering Sliver gain the trample ability. Their trample ability deals damage equal to the base damage die of their claw attack plus their Strength modifier, and has a DC equal to 10 + ½ their HD + their Strength modifier.

Blade Sliver

Medium Aberration (Sliver)
Hit Dice: 4d8+7 (25 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class:14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Claw +6 melee (1d4+2)
Full Attack: 2 Claws +6 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., hivemind, shared evolution
Saves: Fort +2, Ref +1, Will +4
Abilities: Str 14, Dex 10, Con 12, Int 3, Wis 10, Cha 1
Skills: Listen +3, Spot +4
Feats: Weapon Focus (Claw), Toughness
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 3
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Blade Slivers make up most of the warrior population of the slivers, and are driven by an evolutionary imperative to defend their brethren. They are overwhelmingly aggressive, even suicidally so, and will attack with little to know provocation. Blade Slivers are dull brown and covered with small, harmless spines. They have two claws, rather than one, and they are more powerfully muscled than most slivers. Other sliver that come in contact with Blade Slivers develop a second claw and a more noticeable musculature of their own.

Hivemind (Ex)
A Blade Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Blade Sliver gain a +2 evolution bonus to Strength, and gain a second claw attack (This bonus is already factored into the Blade Sliver's stat block).


Cautery Sliver

Medium Aberration (Fire, Sliver)
Hit Dice: 4d8+7 (25 hp)
Initiative: +0
Speed: 30 ft.(6 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Claw +6 melee (1d4+2 plus 1d4 fire)
Full Attack: Claw +6 melee (1d4+2 plus 1d4 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Cauterizing claw
Special Qualities: Darkvision 60 ft., hivemind, immunity to fire, shared evolution, vulnerability to cold
Saves: Fort +2, Ref +1, Will +4
Abilities: Str 14, Dex 10, Con 12, Int 3, Wis 10, Cha 1
Skills: Listen +3, Spot +4
Feats: Weapon Focus (Claw), Toughness
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 3
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Cautery Slivers are an anomaly even among the already anomalous slivers. Either they have evolved a natural mastery over elemental fire, or some unknown force has imbued a whole sub-species of slivers with pyromantic powers, and released them back into the general populace. No one has been able to come to a definite conclusion, but as Cautery Slivers seem to occur naturally within sliver communities, the former hypothesis would appear to be correct, improbable though it is. Although Cautery Slivers are formidable warriors, they are more commonly found tending wounded slivers, serving as medics of a sort. They tend to be calm and hard to provoke, although they will attack fiercely if threatened. The claw of a Cautery Sliver radiates blazing heat, as do the claws of any other slivers that come in contact with one.

Cauterizing Claw (Su)
A Cautery Sliver’s claw deals an additional 1d4 points of fire damage with each attack. In addition, Cautery Slivers can use their superheated claws to repair wounds and heal their fellow slivers. As a standard action, a Cautery Sliver may touch another sliver to heal it 1d4 hp.

Hivemind (Ex)
A Cautery Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Cautery Sliver gain the fire subtype and the cauterizing claw ability.

Clot Sliver

Small Aberration (Sliver)
Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 20 ft.
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +1/-4
Attack: Claw +3 melee (1d3-1)
Full Attack: Claw +3 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., fast healing 1, hivemind, shared evolution
Saves: Fort +0, Ref +1, Will +3
Abilities: Str 8, Dex 12, Con 10, Int 3, Wis 10, Cha 1
Skills: Listen +2, Spot +3
Feats: Weapon Finesse
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 2
Treasure: None
Alignment: Always True Neutral
Advancement: 3 HD (Small), 5-7 HD (Medium)
Level Adjustment: –

Clot Slivers are small members of the sliver race, whose only purpose is existence. Clot Slivers disperse themselves throughout hives and will sit motionless, being brought food by their fellows. As Clot Slivers can enable regeneration in their brethren, preserving them is vital to the functioning of the hive, which allows Clot Slivers the luxury of being tended to. Clot Slivers are weak and cowardly, and will retreat almost always rather than fight. Clot Slivers secrete a red and blue fluid throughout their whole body, which allows them to heal themselves. Slivers that come in contact with Clot Slivers also secrete this healing fluid.

Hivemind (Ex)
A Clot Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Clot Sliver gain fast healing 1.

Crystalline Sliver

Medium Aberration (Sliver)
Hit Dice: 4d8+4 (22 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Claw +5 melee (1d4+1)
Full Attack: Claw +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., hivemind, shared evolution, spell resistance 14
Saves: Fort +2, Ref +3, Will +4
Abilities: Str 12, Dex 14, Con 12, Int 6, Wis 10, Cha 1
Skills: Listen +3, Spot +4
Feats: Weapon Finesse
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 4
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Crystal Slivers are a rare and beautiful subspecies of sliver, seemingly made of living crystal. Highly resilient to magic, they will rush to attack any magic-using foe that attacks the hive. Crystal Slivers like the raw aggression of most of their warrior kin–they are willing to withdraw should it prove necessary, and they use more complicated tactics in fighting. Crystal Slivers have a crystal-like, seemingly translucent carapace. Slivers that come in contact with Crystal Slivers develop a similar shell of their own.

Hivemind (Ex)
A Crystal Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Crystal Sliver gain spell resistance equal to 10 plus their HD.

Dementia Sliver

Medium Sliver
Hit Dice: 6d8+15 (42 hp)
Initiative: -1
Speed: 40 ft. (8 squares)
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +4/+6
Attack: Claw +6 melee (1d4+2)
Full Attack: Claw +6 melee (1d4+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Maddening wail
Special Qualities: Darkvision 60 ft., hivemind, shared evolution
Saves: Fort +3, Ref +1, Will +5
Abilities: Str 14, Dex 10, Con 14, Int 6, Wis 10, Cha 12
Skills: Listen +4, Spot +5
Feats: Ability Focus (Maddening Wail), Toughness
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 5
Treasure: None
Alignment: Always True Neutral
Advancement: 7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –,

Dementia Slivers are rare members of the sliver populace. Their wailing and screeching is unique amongst otherwise noiseless slivers, and can drive men to madness. Dementia Slivers typically lurk on the outskirts of a sliver hive, besetting any non-slivers that come across it with their wails. Once they have driven the intruder to catatonia with their wailing, they will drag his unconscious corpse back to the hive to be devoured. Dementia Slivers have a distinctive patterning, the surface of their skin resembling that of a brain in coloration and texture. They have noticeably bulging vocal chords, as do other slivers which come in contact with them.

Maddening Wail (Su)
As a standard action, a Dementia Sliver may screech maddeningly. A single creature within 30 ft. of it must make a DC 16 Will save or take 1d3 points of Wisdom damage. This is a mind-affecting, sonic effect.

Hivemind (Ex)
A Dementia Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Dementia Sliver gain its maddening wail ability.

Essence Sliver

Medium Aberration (Sliver)
Hit Dice: 6d8+18 (48 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +6 natural), touch 11, flat-footed 16
Base Attack/Grapple: +4/+6
Attack: Claw +7 melee (1d4+2)
Full Attack: Claw +7 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Drain essence
Special Qualities: Darkvision 60 ft., hivemind, shared evolution
Saves: Fort +5, Ref +3, Will +5
Abilities: Str 14, Dex 12, Con 16, Int 3, Wis 10, Cha 1
Skills: Listen +4, Spot +5
Feats: Weapon Focus (Claw), Power Attack, Toughness
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 5
Treasure: None
Alignment: Always True Neutral
Advancement: 7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Among the rarest of slivers, Essence Slivers are dangerous creatures that can render their brethren nigh-unstoppable. They have a unique ability to absorb the lifeforce of those they attack, healing themselves as they wound their foes. Thus, a swarm of slivers led by an Essence Sliver is almost impossible to defeat without first slaying the Essence Sliver. Essence Slivers have a bizarre anatomy, even for a sliver, consisting of a fluid-like, almost amorphous body. Other Slivers in the proximity of an Essence Sliver develop similar traits.

Drain Essence (Su)
Whenever an Essence Sliver damages a living creature with its claw attack, it is healed an amount of hp equal to the damage dealt.

Hivemind (Ex)
An Essence Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of an Essence Sliver gain its drain essence ability.

Fungus Sliver

Medium Plant (Sliver)
Hit Dice: 4d8+10 (28 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d4+2)
Full Attack: Claw +5 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Fungal growth, hivemind, low-light vision, plant traits, shared evolution, vulnerability to fire
Saves: Fort +5, Ref +0, Will +1
Abilities: Str 14, Dex 8, Con 12, Int 3, Wis 10, Cha 1
Skills: Listen +3, Spot +4
Feats: Toughness (x2)
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 3
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Fungal Slivers are bizarre members of the sliver family, in that they are actual plants, rather than aberrations. It is unknown whether they are members of some species of fungus that was somehow integrated into the sliver hivemind, or slivers that evolved fungal, plant-like traits. However, they are treated as normal members of the hive by their brethren, and seem to share in the sliver hivemind. Fungal Slivers are docile and nonaggressive by nature, but their presence tends to drive their brethren to extreme aggression, as the shared ability of the Fungal Slivers causes wounded slivers to become even stronger. Fungal Slivers have bodies resembling twisted, wooden branches, and are covered in green, fungal spores. Other slivers that come in contact with Fungal Slivers develop similar fungal spores.

Fungal Growth (Ex)
Whenever a Fungal Sliver is damaged, it gains a +4 evolution bonus to Strength for a number of rounds equal to the amount of damage dealt.

Hivemind (Ex)
A Fungal Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Fungal Sliver gain its fungal growth ability.

Heart Sliver

Small Aberration (Sliver)
Hit Dice: 2d8 (9 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/-4
Attack: Claw +4 melee (1d3-1)
Full Attack: Claw +4 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., hivemind, shared evolution
Saves: Fort +0, Ref +2, Will +3
Abilities: Str 8, Dex 14, Con 10, Int 3, Wis 10, Cha 1
Skills: Listen +2, Spot +3
Feats: Improved InitiativeB, Weapon Finesse
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 1
Treasure: None
Alignment: Always True Neutral
Advancement: 3 HD (Small), 5-7 HD (Medium)
Level Adjustment: –

Heart Slivers are diminutive members of the sliver race, serving typically as scouts or food gatherers. However, a group of warrior slivers will often include at least one Heart Sliver, as the small, twitchy slivers share their enhanced reaction times and sense of danger with their brethren. The body of a Heart Sliver is riddled with bulging, pulsing veins that pump blood at an amazing rate. The veins of other slivers in proximity of a Heart Sliver develop a similar degree of bulging.

Hivemind (Ex)
A Heart Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Heart Sliver gain Improved Initiative as a bonus feat.

Larval Sliver

Tiny Aberration (Sliver)
Hit Dice: 1d8-1 (3 hp)
Initiative: +2
Speed: 15 ft (3 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Claw +4 melee (1d2-3)
Full Attack: Claw +4 melee (1d2-3)
Space/Reach: 2 ½ ft./1 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., hivemind
Saves: Fort -1, Ref +2, Will -1
Abilities: Str 4, Dex 14, Con 8, Int 1, Wis 4, Cha 1
Skills: Listen -1, Spot -1
Feats: Weapon Finesse
Environment: Any
Organization: Solitary, nursery (4-12), or brood (4-12 and 2-8 other slivers and Sliver Queen)
Challenge Rating: ½
Treasure: None
Alignment: Always True Neutral
Advancement: –
Level Adjustment: –

Larval Slivers are the freshly-spawned offspring of the Sliver Queen, weak and underdeveloped. Although capable of movement, they have yet to develop the low-level sentience most slivers possess, nor do they have any special abilities. Most Larval Slivers are kept near the Sliver Queen, tended to by her and her accompanying slivers, as they are too vulnerable to be left on their own. After being alive for a few weeks, Larval Slivers begin a stage of metamorphosis, entering a chrysalis stage for several weeks. Afterwards, they emerge as fully developed adult slivers, each with their own unique evolutions and adaptations.

Hivemind (Ex)
A Larval Sliver can communicate telepathically with all slivers within 60 ft. of it.

Lymph Sliver

Medium Aberration (Sliver)
Hit Dice: 6d8+27 (54 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 17 (-1 Dex, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: +4/+6
Attack: Claw +6 melee (1d4+2)
Full Attack: Claw +6 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Damage reduction 1/–, darkvision 60 ft., hivemind, shared evolution
Saves: Fort +5, Ref +1, Will +5
Abilities: Str 14, Dex 8, Con 16, Int 1, Wis 10, Cha 3
Skills: Listen +4, Spot +5
Feats: Toughness (x3)
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 5
Treasure: None
Alignment: Always True Neutral
Advancement: 7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Lymph Slivers are a common subspecies of slivers that function both as workers and warriors. Fond of humid or aquatic environs, Lymph Slivers are notoriously stoic and patient, but will attack if threatened. Their skin swells with a thick layer of oozy lymph that flows out over the skin, creating a thick layer of defense. Other slivers in proximity to a Lymph Sliver develop a similar layer of subdermal lymph.

Hivemind (Ex)
A Lymph Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Lymph Sliver gain damage reduction 1/–.

Magma Sliver

Medium Aberration (Fire, Sliver)
Hit Dice: 6d8+18 (45 hp)
Initiative: +0
Speed: 30 ft.
Armor Class: 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: +4/+7
Attack: Claw +8 melee (1d4+3)
Full Attack: Claw +8 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft., hivemind, immunity to fire, shared evolution, vulnerability to cold
Saves: Fort +5, Ref +2, Will +6
Abilities: Str 16, Dex 10, Con 16, Int 3, Wis 10, Cha 1
Skills: Listen +4, Spot +5
Feats: Weapon Focus (Claw), Toughness, Ability Focus (Breath Weapon)
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 6
Treasure: None
Alignment: Always True Neutral
Advancement: 7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Magma Slivers are rare and powerful forms of slivers, prone to extremely hot, if not volcanic, temperatures. They possess a powerful breath weapon of fire, comparable in strength to that of a young dragon–and Magma Slivers and younger red or gold dragons do occasionally clash over territory in volcanic regions, with the slivers triumphing just as often as not. Magma Slivers are among the most powerful warriors of the sliver race, capable of turning any group of slivers into an instant firestorm. The body of a Magma Sliver radiates heat and has a molten-lava like texture, which is shared with other slivers that come in contact with a Magma Sliver.

Breath Weapon (Su)
As a standard action, a Magma Sliver can breathe out a 30 ft. cone of fire that deals 3d6 points of fire damage, Reflex DC 18 half. The save is Constitution-based. The Magma Sliver must wait 1d4 rounds before it can use its breath weapon again.

Hivemind (Ex)
A Magma Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Magma Sliver gain the fire subtype and its breath weapon ability. The range of a sliver’s breath weapon is decreased 10 ft. for every size category below Medium it is, and increased by 10 ft. for every size category over Medium it is. A sliver’s breath weapon deals 1d6 fire damage per 2 HD of the sliver, rounded up.

Metallic Sliver

Small Construct (Sliver)
Hit Dice: 1d10+10 (15 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Base Attack/Grapple: +0/-5
Attack: Claw +0 melee (1d3-1)
Full Attack: Claw +0 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Construct traits, harkvision 60 ft., hivemind, low-light vision
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 8, Dex 10, Con –, Int –, Wis 10, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 1
Treasure: None
Alignment: Same as creator’s
Advancement: 3 HD (Small), 5-7 HD (Medium)
Level Adjustment: –

Metallic Slivers are not slivers at all, but rather, clever counterfeits designed to integrate into sliver hives. Although they can partake in the sliver hivemind, and benefit from the shared evolution of true slivers, they remain loyal to their creators, giving the cunning artificers a degree of influence over a sliver hive. Owing to the transmutation magics imbued in a Metallic Sliver, they are capable of “evolving” and adapting the traits of their flesh-and-blood brethren, and are accepted by the as actual slivers. However, they are obviously artificial, looking like a rough mechanical replica of a true sliver.

Hivemind (Ex)
A Metallic Sliver can communicate telepathically with all slivers within 60 ft. of it.

Creating a Metallic Sliver
The body of a Metallic Sliver is made from 25 pounds of iron, worth 25 sp. Assembling the body of the Metallic Sliver requires a DC 12 Craft (Armorsmithing or Weaponsmithing) check. An Replicant with more than 1 a Hit Dice can be created, but each additional HD adds +2,000 gp to the creation cost.

CL 9th. Craft Construct, polymorph, telepathic bond. Cost 600 gp + 48 xp. Price 1,200 gp.

Mistform Sliver

Small Aberration (Shapechanger, Sliver)
Hit Dice: 2d8 (9 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Base Attack/Grapple: +1/-5
Attack: Claw +3 melee (1d3-1)
Full Attack: Claw +3 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., hivemind, mistform shapeshifter, shapechanger traits, shared evolution
Saves: Fort +0, Ref +1, Will +3
Abilities: Str 8, Dex 12, Con 10, Int 3, Wis 10, Cha 10
Skills: Disguise +3, Listen +1, Spot +1
Feats: Weapon Finesse
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 1
Treasure: None
Alignment: Always True Neutral
Advancement: 3 HD (Small), 5-7 HD (Medium)
Level Adjustment: –

Mistform Slivers are strange, but surprisingly common members of the Sliver species. They are rarely seen, owing to their uniquely powerful shapeshifting ability - they can disguise themselves as almost any creature, masking their true forms. This makes them a dangerous threat, as one might not recognize them as slivers until it is too late. Some Mistform Slivers have even taken on humanoid forms, and attempted to integrate into human society, although their intelligence, barely above that of an animal, and the imperfect nature of their shapeshifting means they rarely go long without being found out. However, they are not fully accepted in sliver society either, having no defined role and often living as outcasts. It is commonly believed that these slivers were magically created, and are thus shunned by their brethren. The body of a Mistform Sliver, although solid, appears gaseous and misty. This appearance is shared by other slivers that come into proximity with a Mistform Sliver.

Mistform Shapeshifter (Ex)
As a standard action, a Mistform Sliver may change its appearance to that of any medium creature, similar to the disguise self spell. This grants it a +10 bonus on Disguise checks if it uses this ability to disguise itself. The DC to recognize a disguised sliver is 11. The save is Charisma-based. A Mistform Sliver can remain changed for a number of rounds equal to 10 plus its Constitution modifier. Afterwards, it must wait 5 rounds before it can use this ability again.

Hivemind (Ex)
A Mistform Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a X Sliver gain the shapechanger subtype and its mistform shapeshifter ability.

Muscle Sliver

Small Aberration
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
Base Attack/Grapple: +1/-1
Attack: Claw +5 melee (1d3+2)
Full Attack: Claw +5 melee (1d3+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., hivemind, shared evolution
Saves: Fort +2, Ref +1, Will +3
Abilities: Str 14, Dex 12, Con 14, Int 3, Wis 10, Cha 1
Skills: Listen +2, Spot +3
Feats: Weapon Focus (Claw)
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 2
Treasure: None
Alignment: Always True Neutral
Advancement: 3 HD (Small), 5-7 HD (Medium)
Level Adjustment: –

Muscle Slivers make up the rank-and-file of the sliver warriors, serving as hunters and guards. Their small size belies their prodigal strength, which is just as great as that of their larger kin. They are very common, very strong, and very aggressive, making them the perfect expendable troops for the sliver hivemind. The “skin” of Muscle Slivers is actually a thick layer of adapted muscles. Other Slivers that come into proximity with Muscle Slivers also develop a layer of muscle-skin.

Hivemind (Ex)
A Muscle Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Muscle Sliver gain a +2 evolution bonus to Strength and Constitution (this bonus is already factored into the Muscle Sliver's stat block).

Psionic Sliver

Medium Aberration (Psionic, Sliver)
Hit Dice: 4d8+4 (22 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Claw +4 melee (1d4+1)
Full Attack: Claw +4 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Psionic overload
Special Qualities: Darkvision 60 ft., hivemind, shared evolution
Saves: Fort +2, Ref +1, Will +4
Abilities: Str 12, Dex 10, Con 12, Int 14, Wis 10, Cha 1
Skills: Autohypnosis +6, Concentration +6, Listen +5, Spot +5
Feats: Ability Focus (Psionic Overload), Narrow Mind
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 3
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Psionic Slivers are a very rare sliver mutation, with an advanced intellect and psionic capacity. However, their powers would seem to remain not fully developed, as they cannot use their psionic powers without harming themselves. Their heightened intelligence grants them a higher position in sliver society, where they tend to serve as overseers or leaders of their less-intelligent brethren. However, their short life spans mean that whatever control they exercise does not threaten that of the hivemind’s leader. Psionic Slivers have dark blue skin and are covered with writhing tendrils, which are actually an adapted extension of their nervous system. Other slivers that come into contact with Psionic Slivers develop similar tendrils.

Psionic Overload (Ps)
A Psionic Sliver can focus its mental energy into a powerful, disruptive burst that harms both it and its foe. As a standard action, a Psionic Sliver can attempt to psionically overload any creature within 60 ft. of it. That creature takes 2d8 points of damage, Will DC 14. However, the Psionic Sliver also takes 2d8 damage, Will DC 16 half, unless it expends its psionic focus. The save is Intelligence-based. Psionic Overload is a mind-affecting ability.

Hivemind (Ex)
A Psionic Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Psionic Sliver gain the psionic subtype and its psionic overload ability. A sliver’s psionic overload ability deals 1d8 points of damage per 2 HD of the sliver, rounded up, to both the sliver and its target.

Quick Sliver

Small Aberration (Sliver)
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +1/-4
Attack: Claw +1 melee (1d3-1)
Full Attack: Claw +1 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., hivemind, shared evolution
Saves: Fort +0, Ref +2, Will +3
Abilities: Str 8, Dex 14, Con 10, Int 3, Wis 10, Cha 1
Skills: Listen +2, Spot +3
Feats: Dodge
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 1
Treasure: None
Alignment: Always True Neutral
Advancement: 3 HD (Small), 5-7 HD (Medium)
Level Adjustment: –

Quick Slivers are small and common members of the sliver race who are, as their names imply, far faster than they look. Serving as scouts and food gatherers, these slivers are cowardly and quick to scurry away from any perceived danger. They have a very short life span compared to their brethren, owing to their enhanced metabolic rate, and eat far more than other slivers of their size do. The head of a Quick Sliver is adorned with branching, feather-like fins which serve to release excess body heat and make the sliver more aerodynamic. Other slivers in proximity of a Quick Sliver develop similar fins.

Hivemind (Ex)
A Quick Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Quick Sliver gain a +10 evolution bonus to their base land speed and all other forms of movement.

Shifting Sliver

Medium Aberration (Sliver)
Hit Dice: 4d8+7 (25 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Claw +5 melee (1d4+1)
Full Attack: Claw +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Darkvision 60 ft., ethereal shifting, hivemind, shared evolution
Saves: Fort +2, Ref +2, Will +4
Abilities: Str 12, Dex 12, Con 12, Int 3, Wis 10, Cha 1
Skills: Listen +3, Spot +4
Feats: Weapon Focus (Claw), Toughness
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 4
Treasure: None
Alignment: Always True Neutral
Advancement:
Level Adjustment: –

Shifting Slivers are a very dangerous form of sliver, feared for their ability to “blink” into the Ethereal Plane and back. Because of this unique property, a swarm of slivers led by a Shifting Sliver can bypass almost any wall, barrier, or guardian. Their body is covered in eldritch patterns and markings, which spread to the body of any sliver that comes into proximity of them.

Ethereal Shifting (Sp)
As a swift action, a Shifting Sliver may become ethereal for 1 round. Once it has used this ability, it must wait 5 rounds before it can use it again.

Hivemind (Ex)
A Shifting Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Shifting Sliver gain its ethereal shifting ability.

Icewalker
2007-05-28, 11:28 PM
I'm assuming you aren't saving any more posts at this point.

Nice, you beat me to it. I've been considering statting up slivers for a while now, but never got around to it.

Haste sliver, gemhide sliver, might sliver, plated sliver, warding sliver, flash sliver, crystalline sliver, crypt sliver...

You've got your work cut out for ya. I hope to see some awesome stuff coming from here.

CervantesTheDefenestrator
2007-05-28, 11:54 PM
I love slivers. Here are a few of my own.

Winged Sliver
Medium Aberration (Sliver)
Hit Dice: 3d8+11 (21 hp)
Initiative: +3
Speed: 20 ft. (4 squares), Fly 40ft, good (8 squares)
Armor Class: 17 (+4 natural, +3 Dex), touch 13, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Claws +5 melee (1d4+1)
Full Attack: Claw +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Hivemind, shared evolution, cling
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 12, Dex 16, Con 14, Int 3, Wis 10, Cha 1
Skills: Listen +3, Spot +4
Feats: Weapon Finesse, Improved Flight
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 4
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –


Hivemind: A Winged Sliver can communicate telepathically with any sliver within 60'.

Cling: A Winged Sliver can cling to walls and ceilings of rough material, such as cave walls and ceilings.

Shared Evolution: All slivers within 60' of a Winged Sliver grow wings and gain a flight speed of 40ft, with average maneuverability.

Icewalker
2007-05-28, 11:59 PM
I'd like to see Ward sliver.

In MagicTG they give all slivers protection from a color of your choice.

In dnd I'm seeing a shared evolution of SR.

CervantesTheDefenestrator
2007-05-29, 12:06 AM
Ward Sliver
Medium Aberration (Sliver)
Hit Dice: 5d8+10 ( hp)
Initiative: +2
Speed: 30 ft. ( 6squares)
Armor Class: 16 (+4 natural, +2 Dex), touch 12, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d4+3)
Full Attack: Claw +5 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Hivemind, shared evolution, SR 18(random school of magic)
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 14, Dex 14, Con 14, Int 3, Wis 12, Cha 1
Skills: Listen +5, Spot +5
Feats: Lightning Reflexes, Great Fortitude
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 4
Treasure: None
Alignment: Always True Neutral
Advancement: 6-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Hivemind: A Ward Sliver can communicate telepathically with all slivers within 60ft.

Spell Resistance: A Ward Sliver has spell resistance equal to 13+HD, but only versus certain schools of magic. Roll randomly to determine:
1d8
1 Abjuration
2 Conjuration
3 Divination
4 Illusion
5 Evocation
6 Necromancy
7 Transmutation
8 Enchantment

Shared Evolution: Slivers within 60ft of a Ward Sliver gain SR equal to 13+their HD, but only against spells of the Ward Slivers school

brian c
2007-05-29, 12:18 AM
Ward Sliver
Medium Aberration (Sliver)
Hit Dice: 5d8+10 ( hp)
Initiative: +2
Speed: 30 ft. ( 6squares)
Armor Class: 16 (+4 natural, +2 Dex), touch 12, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d4+3)
Full Attack: Claw +5 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Hivemind, shared evolution, SR 18(random school of magic)
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 14, Dex 14, Con 14, Int 3, Wis 12, Cha 1
Skills: Listen +5, Spot +5
Feats: Lightning Reflexes, Great Fortitude
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 4
Treasure: None
Alignment: Always True Neutral
Advancement: 6-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Hivemind: A Ward Sliver can communicate telepathically with all slivers within 60ft.

Spell Resistance: A Ward Sliver has spell resistance equal to 13+HD, but only versus certain schools of magic. Roll randomly to determine:
1d8
1 Abjuration
2 Conjuration
3 Divination
4 Illusion
5 Evocation
6 Necromancy
7 Transmutation
8 Enchantment

Shared Evolution: Slivers within 60ft of a Ward Sliver gain SR equal to 13+their HD, but only against spells of the Ward Slivers school

still, get a few different ward slivers and then every sliver has 15-20 SR against several schools of magic; if you get lucky and roll say conjuration, enchantment, transmutation, necromancy then that covers a whole lot (and obviously so does evocation, but im thinking against batman here)

TheOOB
2007-05-29, 12:24 AM
I love the concept, they would really force players to think on their feet, new slivers joining the frey doesn't just mean more opponents, but that all their opponents are more powerful overall.

The only trouble I see is that calculating EL would be almost impossible, as each sliver makes all the others better, ruining the EL forumlas.

CervantesTheDefenestrator
2007-05-29, 12:26 AM
Fungus Sliver
Medium Aberration (Sliver)
Hit Dice: 4d8+11 (29 hp)
Initiative: +
Speed: 30 ft. (6 squares)
Armor Class: 16 (+4 natural, + 2 Dex), touch 12, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d4+3)
Full Attack: Claw +5 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Hivemind, shared evolution, fungal growth
Saves: Fort +5, Ref +3, Will +4
Abilities: Str 14, Dex 14, Con 14, Int 3, Wis 10, Cha 1
Skills: Listen +4, Spot +4
Feats: Toughness, Great Fortitude
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 4
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Hivemind: A - Sliver may communicate telepathically with any sliver within 60ft.

Fungal Growth: For every five points of damage the fungus sliver is healed, it gains +2 Str, +2 Con, +5 temporary HP, and +1 natural armor. It can gain these bonuses a maximum of four times, and they dissapear after an hour.

Shared Evolution: Slivers within 60ft of a Fungus Sliver gain it's Fungal Growth Ability

The Demented One
2007-05-29, 12:27 AM
The only trouble I see is that calculating EL would be almost impossible, as each sliver makes all the others better, ruining the EL forumlas.
I'm trying to take this into account - each sliver's CR is one higher than what I would normally place it at, which should hopefully keep this from being a problem.

Poppatomus
2007-05-29, 12:34 AM
I'm trying to take this into account - each sliver's CR is one higher than what I would normally place it at, which should hopefully keep this from being a problem.

wouldn't it be easier just to look at each ability and assign it a CR seperate from the base sliver, then create a CR for the base slivers you create and just have people add them together.

So Sliver of Type X has Abilities A,B and C. type X, without abilities, has a Cr of 2. Ability A has a CR of .5, B a CR of 1 and C a CR of 3.

he comes into contact with sliver type Y, base CR 3, with ability D, CR of 1.

Now Y has a CR of 3+1+.5+1+3 = 8.5
and X has a CR of 2 +1+.5+1+3 = 7.5

and then the encounter is figured out as normal for mixed CR opponents.

of course that might be way too much wor, easy to say har dto do

CervantesTheDefenestrator
2007-05-29, 12:38 AM
Virulent Sliver
Medium Aberration (Sliver)
Hit Dice: 1d8+4 (10 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 natural, +2 Dex), touch 12, flat-footed 12
Base Attack/Grapple: +0/+0
Attack: Claw +2 melee (1d4) or Sting +0 melee (1d3 plus poison)
Full Attack: Claw +2 melee (1d4) and Sting +0 melee (1d3 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Hivemind, shared evolution
Saves: Fort +1, Ref +2, Will +2
Abilities: Str 10, Dex 14, Con 12, Int 3, Wis 10, Cha 1
Skills: Listen +2, Spot +2
Feats: Multi-Attack, Weapon Finesse
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 2
Treasure: None
Alignment: Always True Neutral
Advancement: 2-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Hivemind: A Virulent Sliver may communicate telepathically with any sliver within 60ft.

Poison: Injury, DC 10+1/2 sliver HD +Con modifier. Initial and Secondary damage 1d2 Con.

Shared Evolution: Slivers within 60ft of a Virulent Sliver gain a sting as a secondary natural attack, as well as the Virulent Sliver's poison ability.

TheOOB
2007-05-29, 12:41 AM
CR isn't the problum, it's EL. A single sliver isn't much of a threat, two slivers are more dangerous but not a problum, three silvers are nasty, four are deadly, five are insane, ten are godly.

You also have to consider power synnergy, a sliver that grants concealment teamed up with a sliver that grants fast healing makes them extreamly difficult to kill.

CervantesTheDefenestrator
2007-05-29, 10:26 PM
Sliver Broodling
Small Aberration (Sliver)
Hit Dice: 1d8+4 (10 hp)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 14 (+2 natural, +2 Dex), touch 12, flat-footed 12
Base Attack/Grapple: +0/-4
Attack: Claw +1 melee (1d4)
Full Attack: Claw +1 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Hivemind, Evolution
Saves: Fort +1, Ref +1, Will +2
Abilities: Str 10, Dex 12, Con 12, Int 3, Wis 10, Cha 1
Skills: Listen +2, Spot +2
Feats: Toughness
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 1/2
Treasure: None
Alignment: Always True Neutral
Advancement: 2-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

These are newly spawned slivers, ones that haven't gone along any evolutionary path yet. They may be small, but don't be fooled. They may not have any special abilities, but enough of these around more evolved slivers will make quite a dangerous swarm.

Hivemind: A Sliver Broodling may communicate telepathically with any sliver within 60ft.

Evolution: Whenever a Sliver Broodling gains at least one permanent HD increase, it evovles into another sliver breed. The sliver type is chosen randomly, but the kinds of slivers it had the most proximity and it's environment influence it's path.

DracoDei
2007-05-29, 11:19 PM
How hard is it to tell which evolutions a sliver intrinsically has and which it is copying? Because it could make a big difference in how hard it is to know which ones to take out first given a specific plan of battle...

Gralamin
2007-05-29, 11:49 PM
How hard is it to tell which evolutions a sliver intrinsically has and which it is copying? Because it could make a big difference in how hard it is to know which ones to take out first given a specific plan of battle...

Knowledge (GeekDungeoneering) Checks. Probably at 20+cr.

DracoDei
2007-05-30, 02:09 AM
Don't HAVE to ONLY stick to M:tG once one has the basic idea... so Energy resistance Slivers?

Reltzik
2007-06-02, 06:00 PM
Forget the +1 to CR. Here's how you do it.

1: Calculate the EL as normal. Then, apply a modifier for every TYPE of sliver which was present. Count there as being half again as many slivers as there actually were, for each type of sliver beyond the first. For example, say you had an encounter with 4 CR 3 slivers, each of different types. Normally, this would be an EL 7 encounter. But because of the three extra types, we count this as having 1 (base) +.5 +.5 +.5 = 2.5 times as many slivers, or 5/2 of an EL 7. An EL 7 is two EL 5s, and 5 EL 5s is an EL 10. Reward the party as if for an EL 10 encounter.

Question: Do shared powers chain? That is, suppose I have Sliver A, a Winged Sliver, 100 ft from Sliver B, an Acidic Sliver, and exactly in between is Sliver C, a Clot Sliver. Sliver C obviously gains Sliver A's ability to fly, being 50 feet away. Does Sliver C, now with a flight ability, grant that ability to Sliver B, 50 feet away from it? Reading more carefully, I see that the answer is "no".

The Demented One
2007-06-02, 11:58 PM
Added a few more slivers.

Poppatomus
2007-06-03, 12:05 AM
the dimensia sliver is wicked and would make for some truly terrifying fluff.

thevorpalbunny
2008-08-07, 10:04 PM
I saw this linked from another sliver thread.

How I would do EL is to compare CR of each to a sliver without abilities (a larva), then add the difference to the CR of each other sliver. After doing that, compute EL normally. Complicated, but if you weren't willing to put in that much effort you probably shouldn't be bringing out slivers against your players.
(It might help to have this modifier in the stat block).

Also, determining which are the originals for each trait should be a bit easier. It's nearly impossible to use any meaningful tactics if you don't know what effect eliminating one of them will have. I'd say 15+CR Knowledge(dungeoneering), and you get cumulative +2 insight boni for each other sliver in the pack you have successfully identified (whether by a skill check or by killing it and seeing its death affect the herd).

Also, have you statted the Sliver Queen?

If you haven't, you could try something like this for the make larva ability:

The Sliver Queen is the mother of almost all slivers, and she can spawn more larvae very quickly. As a full-round action, the Sliver Queen can spawn 2d4 larvae in the spaces adjacent to her. These larvae act on the queen's initiative and do not receive bonuses from other slivers until their first action (during which time they are considered flat-footed while they become oriented and reshape their bodies).
After using this ability, the Sliver Queen cannot use it again for 2d4 rounds.

dyslexicfaser
2008-08-07, 10:22 PM
Ah, M:tG, that takes me back.

What about, say, Necrotic slivers? Creatures that destroy themselves to destroy whatever is around them.

What about the Hivestone, that would let non-slivers join the Hive, and benefit from sliverdom?

Or if you don't like the Sliver Queen, there's the Sliver Overlord - able to call on his sliver brethren (telepathy 150' instead of the usual 60', perhaps?) and the ability to steal control of slivers away from the Queen, or the Sliver Legion, which gains power from its brethren above and beyond any other sliver?

Makes me wnt to pick up M:tG again.

RandomNPC
2008-08-08, 06:20 PM
Vorpal Bunny ran into the same thought i had, EL and CR.

seeing as the post before VBs is from a year and a half back, has anyone playtested and gotten a good CR scale?

or should i just make them really weak and tweak as i go?

Jane_Smith
2009-06-23, 04:41 PM
I dont know if your still making them, but I noticed you forgot the Sliver Queen and the Sliver Lord?

Fastmover
2009-06-24, 12:28 PM
Hehe... Overlord.

You are going to need some Double Strike, Lifelink... Ohh... Oh but this would be OP : Tap to deal 1 damage to target attacking or blocking creature

Hmm..

Revenge Sliver: All slivers within 60ft gains the Sneak Attack ability, 1d6?

Ohhh...

Warforged Sliver :To infiltrate the sliver colony tinkers created the Warforged Sliver in order to learn more about the growing threat. To the tinkers surprise the slivers have now taken the Warforge as on of thier own. Warfarged sliver has no abilities on its own, but gains all the abilities of other slivers 60ft around it.

vasharanpaladin
2009-06-24, 07:25 PM
Warforged Sliver :To infiltrate the sliver colony tinkers created the Warforged Sliver in order to learn more about the growing threat. To the tinkers surprise the slivers have now taken the Warforge as on of thier own. Warfarged sliver has no abilities on its own, but gains all the abilities of other slivers 60ft around it.

I think this might actually be better for a PC ability, maybe? Fight fire with fire?

Owrtho
2009-06-24, 07:34 PM
I think this might actually be better for a PC ability, maybe? Fight fire with fire?

Not really, they joined the slivers and turned on their makers.

Owrtho

memnarch
2009-06-24, 07:45 PM
Warforged Sliver :To infiltrate the sliver colony tinkers created the Warforged Sliver in order to learn more about the growing threat. To the tinkers surprise the slivers have now taken the Warforge as on of thier own. Warfarged sliver has no abilities on its own, but gains all the abilities of other slivers 60ft around it.

Metallic Sliver

Small Construct (Sliver)
Hit Dice: 1d10+10 (15 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14
Base Attack/Grapple: +0/-5
Attack: Claw +0 melee (1d3-1)
Full Attack: Claw +0 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: –
Special Qualities: Construct traits, harkvision 60 ft., hivemind, low-light vision
Saves: Fort +0, Ref +0, Will +0
Abilities: Str 8, Dex 10, Con –, Int –, Wis 10, Cha 1
Skills: –
Feats: –
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 1
Treasure: None
Alignment: Same as creator’s
Advancement: 3 HD (Small), 5-7 HD (Medium)
Level Adjustment: –

Metallic Slivers are not slivers at all, but rather, clever counterfeits designed to integrate into sliver hives. Although they can partake in the sliver hivemind, and benefit from the shared evolution of true slivers, they remain loyal to their creators, giving the cunning artificers a degree of influence over a sliver hive. Owing to the transmutation magics imbued in a Metallic Sliver, they are capable of “evolving” and adapting the traits of their flesh-and-blood brethren, and are accepted by the as actual slivers. However, they are obviously artificial, looking like a rough mechanical replica of a true sliver.

Hivemind (Ex)
A Metallic Sliver can communicate telepathically with all slivers within 60 ft. of it.

Creating a Metallic Sliver
The body of a Metallic Sliver is made from 25 pounds of iron, worth 25 sp. Assembling the body of the Metallic Sliver requires a DC 12 Craft (Armorsmithing or Weaponsmithing) check. An Replicant with more than 1 a Hit Dice can be created, but each additional HD adds +2,000 gp to the creation cost.

CL 9th. Craft Construct, polymorph, telepathic bond. Cost 600 gp + 48 xp. Price 1,200 gp.


Aren't they the same thing?...



Dang, but this is cool! *Bookmarked*

ZeroNumerous
2009-06-24, 08:23 PM
It's from 2007, but oh well.

Two-Headed Sliver
Medium Aberration (Sliver)
Hit Dice: 4d8 (18 hp)
Initiative: -1
Speed: 30 ft.(6 squares)
Armor Class: 13 (+4 natural, -1 Dex), touch 9, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Claw +6 melee (1d4+2)
Full Attack: Claw +6 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., hivemind, shared evolution, double-mind
Saves: Fort +2, Ref +2, Will +4
Abilities: Str 14, Dex 8, Con 10, Int 3, Wis 10, Cha 1
Skills: Listen +3, Spot +4
Feats: Weapon Focus (Claw), Lightning Reflexes
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 3
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Double-Minded (Ex)
A Two-Headed Sliver has two distinct minds. It can take two standard actions in a single turn.

Hivemind (Ex)
A Two-Headed Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Two-Headed Sliver gain the Double-Mind ability.

Bonesplitter Sliver
Medium Aberration (Sliver)
Hit Dice: 4d8+7 (25 hp)
Initiative: -1
Speed: 30 ft.(6 squares)
Armor Class: 13 (+4 natural, -1 Dex), touch 9, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Claw +6 melee (1d4+2)
Full Attack: Claw +6 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., hivemind, shared evolution
Saves: Fort +2, Ref +0, Will +4
Abilities: Str 14, Dex 8, Con 12, Int 3, Wis 10, Cha 1
Skills: Listen +3, Spot +4
Feats: Weapon Focus (Claw), Toughness, Weapon Specialization (Claw)[B]
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 3
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Hivemind (Ex)
A Bonesplitter Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Bonesplitter gain Weapon Specialization(Claw) as a bonus feat.

Fury Sliver
Medium Aberration (Sliver)
Hit Dice: 4d8-1 (17 hp)
Initiative: -1
Speed: 30 ft.(6 squares)
Armor Class: 13 (+4 natural, -1 Dex), touch 9, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d4+1)
Full Attack: Claw +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., hivemind, shared evolution, speed of the hive
Saves: Fort +2, Ref +0, Will +4
Abilities: Str 12, Dex 8, Con 8, Int 3, Wis 10, Cha 1
Skills: Listen +3, Spot +4
Feats: Weapon Focus (Claw), Toughness
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 3
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Speed of the Hive (Ex)
A Fury Sliver may immediately take another full round action at the end of it's turn.

Hivemind (Ex)
A Fury Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Fury Sliver gain the Speed of the Hive special quality.

Plated Sliver
Medium Aberration (Sliver)
Hit Dice: 4d8+19 (37 hp)
Initiative: -1
Speed: 30 ft.(6 squares)
Armor Class: 13 (+4 natural, -1 Dex), touch 9, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d4+1)
Full Attack: Claw +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., hivemind, shared evolution, speed of the hive
Saves: Fort +2, Ref +0, Will +4
Abilities: Str 12, Dex 8, Con 16, Int 3, Wis 10, Cha 1
Skills: Listen +3, Spot +4
Feats: Weapon Focus (Claw), Toughness, Improved Toughness[b]
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 3
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Hivemind (Ex)
A Plated Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Plated Sliver gain Improved Toughness as a bonus feat.

Gemhide Sliver
Medium Aberration (Sliver)
Hit Dice: 4d8+7 (25 hp)
Initiative: -1
Speed: 30 ft.(6 squares)
Armor Class: 13 (+4 natural, -1 Dex), touch 9, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d4+1)
Full Attack: Claw +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., hivemind, shared evolution, empowered elements
Saves: Fort +2, Ref +0, Will +4
Abilities: Str 12, Dex 8, Con 12, Int 3, Wis 10, Cha 1
Skills: Listen +3, Spot +4
Feats: Weapon Focus (Claw), Toughness
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 3
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Empowered Elements(Su)
Increase the Fire, Cold, Electricity or Acid damage dealt by the Gemhide Sliver by 2.

Hivemind (Ex)
A Gemhide Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Gemhide Sliver gain it's Empowered Elements ability.

Fungus Sliver
Medium Aberration (Sliver)
Hit Dice: 4d8+7 (25 hp)
Initiative: -1
Speed: 30 ft.(6 squares)
Armor Class: 13 (+4 natural, -1 Dex), touch 9, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Claw +5 melee (1d4+1)
Full Attack: Claw +5 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., hivemind, shared evolution, growth spurt, regeneration 1
Saves: Fort +2, Ref +0, Will +4
Abilities: Str 12, Dex 8, Con 12, Int 3, Wis 10, Cha 1
Skills: Listen +3, Spot +4
Feats: Weapon Focus (Claw), Toughness
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 3
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Growth Spurt(Ex)
Whenever a Fungus Sliver is dealt 5 points of non-lethal damage, it gains a +1 evolution bonus to attack, defense and AC for 10 rounds.

Regeneration(Ex)
Fire and cold deal normal damage to a Fungus Sliver. If a Fungus Sliver loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Hivemind (Ex)
A Fungus Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Fungus Sliver gain it's Regeneration and Growth Spurt abilities.

sidhe3141
2009-06-25, 02:54 AM
Pulmonic Sliver

Medium Aberration (Sliver)
Hit Dice: 4d8 (18 hp)
Initiative: -1
Speed: 30 ft.(6 squares)
Armor Class: 13 (+4 natural, -1 Dex), touch 9, flat-footed 14
Base Attack/Grapple: +3/+5
Attack: Claw +6 melee (1d4+2)
Full Attack: Claw +6 melee (1d4+2)
Space/Reach: 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., hivemind, shared evolution, spell-like abilities
Saves: Fort +2, Ref +2, Will +4
Abilities: Str 10, Dex 8, Con 10, Int 3, Wis 14, Cha 1
Skills: Listen +3, Spot +4
Feats: Weapon Focus (Claw), Quicken Spell-Like Ability
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 7
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Pulmonic Slivers are a very rare breed of sliver that use a connection to the divine to raise the fallen. They are often among the calmest of all slivers, and are often among the best-protected. They are covered in large lung-like organs that breathe as one, reminding observers of a bellows. Unlike other slivers, the allies of a Pulmonic Sliver do not gain this organ.

Spell-Like Abilities:
A Pulmonic Sliver may cast raise dead at will on any other sliver killed within one hour. This is a full-round action that does not provoke attacks of opportunity, but requires touch. The target will, upon being raised, have the Pulmonic Sliver's passive outlook for one round and will take no action other than those to defend itself during that time.
A Pulmonic Sliver may also cast surelife (found in Deities and Demigods) on itself once per day as a swift action.
Both of these abilities are treated as having a caster level equal to the Pulmonic Sliver's HD for purposes of overcoming abilities and effects such as spell resistance and dispel magic.

Hivemind (Ex)
A Pulmonic Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All slivers within 60 ft. of a Pulmonic Sliver are treated as having one level in cleric with all choices made upon taking the level (domains and turn/rebuke undead) determined randomly. These levels stack if there is more than one Pulmonic Sliver present. If a sliver spends 1 hour in the presence of a Pulmonic Sliver in a relatively peaceful environment after resting for 8 hours, it may pray for spells as normal.

Sliver clerics worship their hive as a cause, which is treated as a True Neutral deity granting the Animal, Charm, Community, and Protection domains.


Screeching Sliver
Medium Aberration (Sliver)
Hit Dice: 4d8+7 (25 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +3/+4
Attack: Claw +5 melee (1d4+3) or Screech
Full Attack: Claw +5 melee (1d4+3) or Screech
Space/Reach: 5 ft./5 ft.
Special Attacks: Screech
Special Qualities: Darkvision 60 ft., hivemind, whistle, shared evolution
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 12, Dex 14, Con 12, Int 4, Wis 10, Cha 4
Skills: Listen +3, Spot +4
Feats: Ability Focus (Screech), Weapon Finesse
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 4
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Screeching Slivers are an uncommon breed of sliver that seem to evolve if the hive is attacked by magic. They tend to seek out magic users as their primary target, and are relentless in their attacks. They are recognizable for their unusual bronze coloration, as well as their constant high-pitched whistle. Other slivers that come into proximity with Screeching Slivers develop similar traits.

Screech (Ex)
As a standard action, an Screeching Sliver can amplify its whistling to deafening levels and direct it at a target within 60 ft. The target takes 1d6 Int, Wis, or Cha damage (sliver's option), taking half damage on a successful Will save (DC 15). The target must also make a successful Fortitude save or be deafened for 1d4 rounds. This is a sonic, mind-affecting ability. Also, should this affect an ability used for determining bonus spells per day, recalculate them. If this would result in the loss of a prepared spell, one spell of the appropriate level is selected at random.

Whistle (Ex)
A common tactic for Screeching Slivers is to disrupt the rest of enemies. Anyone except another Sliver (in the case of a sliver somehow becoming able to cast spells) who rests within 60 ft. of a Screeching Sliver may cast one less spell of each level on the following day.

Hivemind (Ex)
A Screeching Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Screeching Sliver gain its screech and whistle abilities.

Talon Sliver
Medium Aberration (Sliver)
Hit Dice: 4d8+7 (25 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +4/+5
Attack: Claw +6 melee (1d4+5)
Full Attack: Claw +6 melee (1d4+5)
Space/Reach: 5 ft./10 ft.
Special Attacks: None
Special Qualities: Darkvision 60 ft., hivemind, shared evolution
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 12, Dex 14, Con 12, Int 4, Wis 10, Cha 4
Skills: Listen +3, Spot +4
Feats: Weapon Focus (Claw), Weapon Specialization (Claw)
Environment: Any
Organization: Solitary, pair, or legion (1-4 and 2-8 other slivers)
Challenge Rating: 4
Treasure: None
Alignment: Always True Neutral
Advancement: 5-7 HD (Medium), 8-10 HD (Large)
Level Adjustment: –

Talon Slivers are a common breed. They are the warriors of the hive. They have a metallic-looking skin, as well as an unusually long claw. Other slivers that come into proximity with Talon Slivers develop a similar claw.

Hivemind (Ex)
A Talon Sliver can communicate telepathically with all slivers within 60 ft. of it.

Shared Evolution (Ex)
All Slivers within 60 ft. of a Talon Sliver gain reach 10 ft.

Iferus
2009-06-25, 03:16 AM
I love the concept, they would really force players to think on their feet, new slivers joining the frey doesn't just mean more opponents, but that all their opponents are more powerful overall.

The only trouble I see is that calculating EL would be almost impossible, as each sliver makes all the others better, ruining the EL forumlas.

I'd give each sliver a base CR, calculate the EL from that and then add an EL modifier of x*n! with n the amount of slivers involved and x some factor.

Edit: the ! operator is called the factorial, and it multiplies an integer with all integers from one to that number. 5! = 5*4*3*2 = 120

Nah, that goes up way too fast :P


Then how about a base CR and multiplying it by 1 + 1/6 times the amount of slivers involved (count CR<1 as CR 1 for the purpose of multiplication)? Most slivers currently have CR 1, which would go down to 1/2 - in a team of three they would be back at 1. Overall, it seems reasonable that 6 slivers will double eachothers CR, as they give some powerful abilities.

Lycantrophe
2009-06-25, 12:11 PM
I think you should first look into slivers in general.. there are many problems or opportunities which will make an encounter with slivers more fun..

For example.. My main concern is "how do they share their abilites?"
This is a key factor becouse if its in some kind of magical way it can be disturbed and give the edge in combat to the characters. Can it e studied by a magician (lets say relly really high level) and let him copy the efect to create an item that gives the wearer ability to leech sliver abilities?

I'm worried about these things becouse everybody who played magic knows that slivers are no fun at all when they are few and indestructable when they are many. so in a campain i would create a cave full of slivers protecting the queen etc. (more slivers = more fun!) and players need to defeat them somehow but to do that they have to do a side quest etc to obtain ways of defeating them.. Like learning how they abilities work, finding an item that works on them etc. eventho you can level the CR of the encounter according to the players slivers are really scary and fun only they are like zerglings. Atacking from everywhere with overwhelming numbers.

So. You (we ?) have to devise a weakness for them and look into their general aspects more.. details dont seem that important when we are talking about slivers since every DM who has the courage to put together different kind of slivers and able to differentiate in players minds and calculate all those numbers will also be able to play with the details as he sees fit.

oh and also.. sliver queen s true neutral and an intelgent creature.. she ca be reasoned with as Karn (silver golem) did in Mtg lore (remember the "change of heart" card ? )

Owrtho
2009-06-25, 01:57 PM
According to the lore, slivers share their abilities by transmitting the genetic information through their hivemind, the other slivers (due to a high mutation rate), then incorporate this into their own body. They seem only able to do this for their own special ability though.
Thats the general idea of it anyways from what I recall.

Owrtho

ZeroNumerous
2009-06-25, 02:08 PM
For example.. My main concern is "how do they share their abilites?"

As an (Ex) ability.

sidhe3141
2009-06-26, 02:26 AM
Ah, M:tG, that takes me back.
What about the Hivestone, that would let non-slivers join the Hive, and benefit from sliverdom?

Here you go:
A hivestone is an item aproximately the size of a human being and carved into the shape of a Sliver wrapped around a stone spike. It was created to control Slivers. Any sentient creature touching a hivestone for a full round gains the Sliver subtype and a sliver's hivemind ability for twenty minutes, and is also percieved as a Sliver by other Slivers. There is, however, a drawback: the creature must make a Will save (DC equal to 5 x the number of Slivers within 60 ft.) each minute or have its Intelligence reduced to 3 as its mind becomes that of a Sliver for the duration of the effect.
Moderate divination and transmutation (DC 19); CL 10th; Craft Wonderous Item, Extend Spell, polymorph, telepathic bond, must incorporate the brain of a Sliver; Price: 32,000 gp. Weight: 100 lb.