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Thread: [3.x/PF] GitP Regulars as Spells!

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    Andion Isurand's Avatar

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    Default Re: [3.x/PF] GitP Regulars as Spells!

    A spellcaster with the Scion of the Swarm feat, can use the gate spell to call creatures of the Zerg subtype, including this "modified version" of a zerg overlord.

    Zerg overlords that travel through the vacuum of space, use adapt body to reduce any environmental damage that might otherwise overcome their resistances, and use psionic overland flight to orient and propel themselves. For an extended journey through space without assistance, a zerg overlord uses know direction and location to navigate and suspend life to reduce its biological needs after building up the vast amount of momentum it requires to reach its destination. Accounting for periodic course corrections and minimal disruptions, a typical overlord can spend over eleven years drifting through space in a near-suspended state, without making a planetary pit stop.

    Spoiler: Zerg Overlord Build Process
    Show
    A zerg overlord uses the stats of a typical Starwhale (AE 89) with 36 racial Hit Dice (+1 Constitution), along with Improved Toughness (CW 205), Master of Knowledge (HH 123), Mind Mask (SoS 117), Open Minded (taken seven times, XPH 48), Psionic Mastery (CP 59), Psionic Meditation (XPH 50) and Quick Reconnoiter (CAd 112) feats. A zerg overlord also includes the following changes:

    Type: The creature’s type changes to Aberration (augmented Magical Beast, Psionic, Zerg) without any statistical recalculation.
    Senses: In addition to its existing senses, the creature gains Darkvision out to 10 miles per racial Hit Die, Blindsight out to 120 feet, Superior Low-Light Vision and Superior Farsight (see below).
    Languages: Even though they can’t speak verbally, zerg overlords know Common and possess Telepathy out to 10 feet per racial Hit Die.
    hp: Zerg overlords gain Damage Reduction 1/- and Fast Healing 1.
    Resist: Same as base creature, plus resistance to acid 10, cold 15, desiccation 15, electricity 10 and fire 5.
    Immune: Same as base creature in addition to altitude fatigue, altitude sickness, disease, mental ability damage, mental ability drain, nausea, paralysis, poison, sleep effects, and damage caused by high pressure or a lack thereof.
    Weaknesses: Same as the base creature, then add Docile (see below).
    Speed: Same as the base creature, plus a swim speed of 20 feet.
    Space/Reach: 30 ft./20 ft.
    Melee: Remove all natural weapons from the base creature and add the following. A zerg overlord has no primary natural weapons.

    • 2 secondary slam attacks each dealing 1d6 unmodified base damage.
    • 8 secondary dropkick attacks dealing 1d2 unmodified base damage.
    • A secondary bite attack dealing 1d4 unmodified base damage.

    Special Attacks/Actions: Remove all special attacks from the base creature. Add the following.

    • Drop Zone (Ex): A zerg overlord’s 8 legs have a reach of 5 feet per racial Hit Die. However, its legs can only reach locations that lie directly “under” its space. In conditions of zero gravity, an overlord using psionic overland flight can orient itself so that its legs can extend in any direction.
    • Dropkicks (Ex): A zerg overlord can use each of its legs to make a dropkick attack against any target that lies within its “Drop Zone”. Dropkick attacks deal bludgeoning damage and have a critical modifier of x2.
    • Reaving Strikes (Ex): The natural weapons of zerg overcome all forms of damage reduction based on a metallic material. When attacking an object or structure with a natural weapon, zerg may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
    • Drop Sacs (Ex): Even when flat-footed, a zerg overlord may release any number of ventral sacs currently attached to it as a free or immediate action. Once released, a ventral sac becomes an object attended by its occupant, but starts to automatically lose 1 hit point per round until it is destroyed. A zerg overlord automatically releases all of its ventral sacs when it dies or when it would normally lose this extraordinary ability. When underwater, released ventral sacs float to the surface at a rate of 60 feet per round.
    • Ethereal Wake (Su): A zerg overlord emanates a psionic ghost trap (SpC 103) effect, with an effective manifester level equal to its Hit Dice. It may suspend or resume this effect as a free or immediate action.
    • Mend Sacs (Su): As a swift action, a zerg overlord may psionically repair any number of ventral sacs currently attached to it, back to full hit points and hardness.
    • Seize Assets (Ex): As full-round action that provokes attacks of opportunity, a zerg overlord may use all of its legs to automatically grab up to 8 willing creatures or unattended objects at least two sizes smaller than its own that lie within its “Drop Zone” and bring them to any other location that lies within the same area, provided their combined weight does not exceed the overlord’s light load. Creatures and objects moved due to this ability, provoke attacks of opportunity for that movement.
    • Ventral Sacs (Ex): During its turn as an unlimited free action, a zerg overlord may envelop an unattended object or a willing creature that is at least two sizes smaller than its own, in a ventral sac, provided that it is both adjacent and completely within the “underside” of its space. The ventral sac then becomes attached to the overlord and continues to occupy that space relative to the overlord until it is discarded or destroyed.
      Once created, a ventral sac is an opaque airtight rubbery object with an exterior hardness equal to the overlord’s natural armor bonus and hit points equal to its Hit Dice. Ventral sacs that remain attached to a zerg overlord, are considered attended objects in the overlord’s possession, and are supplied with an atmosphere ideal for other zerg strains. Creatures and objects inside a ventral sac gain immunity to environmental extremes and external sources of hit point damage in addition to total cover and total concealment, but are unable to leave their space. Any that wish to cut their way out of a ventral sac, must bring it to 0 hit points using light or natural weapons that deal piercing or slashing damage (AC 0). When an attack, force or effect destroys a ventral sac, the ventral sac absorbs it entirely just before dissolving and evaporating.
    • Corrosive Saliva (Ex): Zerg overlords deal 1 additional point of acid damage when making a successful bite attack.

    Power Points/Day: Zerg overlords gain additional power points equal to their Hit Dice.
    Psi-Like Abilities: Zerg overlords may manifest their psi-like abilities with a manifester level equal to their Hit Dice. The save DCs are charisma-based. In addition, the range for each psi-like ability is doubled and those with the charm or compulsion descriptor only function when used on creatures with the zerg subtype and an Intelligence score lower than 10. (A constant psi-like ability has no use limit and an indefinite duration; unless otherwise stated, a creature can only use a constant psi-like ability on itself. Dismissing or reactivating a constant psi-like ability is a swift action.)

    • Constant—adapt body, dispelling buffer, psionic overland flight, schism, psionic tongues, ubiquitous vision;
    • At will—correspond, know direction and location, mass missive, mindlink, psionic restoration, restore extremity, sense link, shatter mind blank, suspend life;
    • 5/day—psionic charm, psionic dominate, psychic beacon, implanted suggestion;

    Abilities: Change from the base creature as follows: Int 13, Cha +12.
    Special Qualities: Same as the base creature plus the following.

    • Amphibious (Ex): Zerg breathe both air and water equally well.
    • Docile (Ex): Zerg overlords possess a low base attack bonus progression for their racial Hit Dice, and no primary natural weapons.
    • Gas Bladders (Ex): Zerg overlords possess the reach and carrying capacity of a quadruped, and can maintain their atmospheric and aquatic buoyancy with internal gas bladders. This allows them to fly and swim at their listed movement speeds, with a +4 racial bonus to Move Silently checks. In the vacuum of space, a zerg overlord may expel small jets of gas to move at its listed fly speed with perfect maneuverability.
    • Hold Breath (Ex): A zerg can usually hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.
    • Inside Access (Ex): A zerg overlord can see through any ventral sacs currently attached to it when using its ubiquitous vision psi-like ability. When using any of its magical or psionic abilities, a zerg overlord may automatically touch, target or include anything within those ventral sacs as if it had line of effect.
    • Planar Link (Su): Whenever a zerg overlord is teleported or leaves a plane by any means, everything inside the ventral sacs attached to it, travel to the same destination in the same configuration, except unwilling creatures and their possessions, which are left behind.
    • Service Provider (Su): While they remain inside ventral sacs attached to a zerg overlord, creatures gain the instinctive ability to manifest psionic restoration, restore extremity and suspend life as psi-like abilities usable at will, with an effective manifester level equal to that overlord’s Hit Dice.
    • Shared Adaptation (Su): The effect of a zerg overlord's adapt body psi-like ability, extends to all creatures inside any ventral sacs attached to it.
    • Superior Farsight (Ex): A zerg overlord suffers only one-tenth the normal penalty on Spot checks because of distance (-1 per 100 feet of distance, rather than -1 per 10 feet).
    • Swarm Marshal (Ex): When using its telepathy or psi-like abilities to communicate with other creatures of the zerg subtype, a zerg overlord is always understood regardless of language.
    • Wakefulness (Ex): Zerg do not sleep.
    • Zerg Biology (Ex): All zerg gain Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158) and Tireless (PGtF 46) as racial bonus feats.
    • Zerg Metabolism (Ex): A zerg can usually go without food for a number of days equal to its Constitution score + 3, after which it must make Constitution checks as normal to avoid starvation. A zerg can usually go without water for 2 days plus a number of hours equal to eight times its constitution score, after which it must make Constitution checks as normal to avoid dehydration.

    Feats: Same as the base creature, plus Track as a racial bonus feat.
    Skills: A zerg overlord gains all skills as class skills. A typical zerg overlord has the following skill ranks: Concentration 15 ranks, Hide 21 ranks, Knowledge (any 11) 1 rank, Listen 10 ranks, Move Silently 5 ranks, Psicraft 20 ranks, Search 10 ranks, Sense Motive 10 ranks, Spellcraft 20 ranks, Spot 10 ranks, Survival 15 ranks and Tumble 5 ranks. It also gains a +4 racial bonus to Escape Artist, Hide and Sense Motive checks, a +12 racial bonus to Listen and Spot checks, and a +8 racial bonus to Swim checks. The creature can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when flying or swimming, provided it does so in a straight line.


    Spoiler: Zerg Overlord Stat Block
    Show
    ZERG OVERLORD CR 14
    Usually N Colossal Aberration (augmented Magical Beast, Zerg)
    Init +0 (+0 Dex); Senses Darkvision 360 miles (10 per racial Hit Die), Blindsight 120 ft., Superior Low-Light Vision, Superior Farsight; Listen +24, Spot +24; Quick Reconnoiter
    Languages understands Common; cannot speak; Telepathy 360 ft. (10 per racial Hit Die); swarm marshal

    AC 14, touch 2, flat-footed 14 (-8 Size, +12 natural)
    hp 594 (36d10+360+36); Fast Healing 1; DR 1/-
    Immune altitude fatigue, altitude sickness, disease, mental ability damage, mental ability drain, nausea, paralysis, poison, sleep effects, damage caused by high pressure or a lack thereof
    Resist acid 10, cold 15, desiccation 15, electricity 10, fire 5
    Weakness Docile
    Fort +30, Ref +20, Will +22

    Speed fly 20 ft. (good), swim 20 ft.; Run
    Melee 2 slams +19 (1d6+7) and 8 dropkicks +19 (1d2+7) and bite +19 (1d4+7 plus 1 acid)
    Space 30 ft.; Reach 20 ft. (Long); drop zone
    Base Atk +18; Grp +48
    Atk Options dropkicks, reaving strikes
    Special Actions drop sacs, ethereal wake, mend sacs, seize assets, Track, ventral sacs
    Power Points/Day 36
    Psi-Like Abilities (ML 36th, Cha-based):
    Constant—adapt body, dispelling buffer, psionic overland flight, schism, psionic tongues, ubiquitous vision;
    At will—correspond, know direction and location, mass missive, mindlink, psionic restoration, restore extremity, sense link, shatter mind blank, suspend life;
    5/day—psionic charm, psionic dominate, psychic beacon, implanted suggestion;

    Abilities Str 39, Dex 11, Con 30, Int 13, Wis 14, Cha 18
    SA corrosive saliva, dropkicks, reaving strikes
    SQ amphibious, docile, drop zone, gas bladders, hold breath, inside access, planar link, service provider, shared adaptation, superior farsight, swarm marshal, wakefulness, zerg aptitude, zerg biology, zerg breeding, zerg metabolism, zerg talent
    Feats Improved Toughness (CW 205), Master of Knowledge (HH 123), Mind Mask (SoS 117), Open Minded (taken seven times, XPH 48), Psionic Mastery (CP 59), Psionic Meditation (XPH 50), Quick Reconnoiter (CAd 112)
    Racial Feats Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158), Tireless (PGtF 46), Track
    Skills Concentration +25, Escape Artist +4, Hide +9, Knowledge (any 11) +3, Listen +24, Move Silently +9, Psicraft +21, Search +11, Sense Motive +16, Spellcraft +21, Spot +24, Survival +17, Swim +22, Tumble +5
    Synergy Diplomacy +2, Knowledge (nature) +3, Survival +2 (follow tracks)

    Drop Zone (Ex) A zerg overlord’s 8 legs have a reach of 5 feet per racial Hit Die. However, its legs can only reach locations that lie directly “under” its space. In conditions of zero gravity, an overlord using psionic overland flight can orient itself so that its legs can extend in any direction.
    Dropkicks (Ex) A zerg overlord can use each of its legs to make a dropkick attack against any target that lies within its “Drop Zone”. Dropkick attacks deal bludgeoning damage and have a critical modifier of x2.
    Reaving Strikes (Ex) The natural weapons of zerg overcome all forms of damage reduction based on a metallic material. When attacking an object or structure with a natural weapon, zerg may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
    Drop Sacs (Ex) Even when flat-footed, a zerg overlord may release any number of ventral sacs currently attached to it as a free or immediate action. Once released, a ventral sac becomes an object attended by its occupant, but starts to automatically lose 1 hit point per round until it is destroyed. A zerg overlord automatically releases all of its ventral sacs when it dies or when it would normally lose this extraordinary ability. When underwater, released ventral sacs float to the surface at a rate of 60 feet per round.
    Ethereal Wake (Su) A zerg overlord emanates a psionic ghost trap (SpC 103) effect, with an effective manifester level equal to its Hit Dice. It may suspend or resume this effect as a free or immediate action.
    Mend Sacs (Su) As a swift action, a zerg overlord may psionically repair any number of ventral sacs currently attached to it, back to full hit points and hardness.
    Seize Assets (Ex) As full-round action that provokes attacks of opportunity, a zerg overlord may use all of its legs to automatically grab up to 8 willing creatures or unattended objects at least two sizes smaller than its own that lie within its “Drop Zone” and bring them to any other location that lies within the same area, provided their combined weight does not exceed the overlord’s light load. Creatures and objects moved due to this ability, provoke attacks of opportunity for that movement.
    Ventral Sacs (Ex) During its turn as an unlimited free action, a zerg overlord may envelop an unattended object or a willing creature that is at least two sizes smaller than its own, in a ventral sac, provided that it is both adjacent and completely within the “underside” of its space. The ventral sac then becomes attached to the overlord and continues to occupy that space relative to the overlord until it is discarded or destroyed.
    Once created, a ventral sac is an opaque airtight rubbery object with an exterior hardness equal to the overlord’s natural armor bonus and hit points equal to its Hit Dice. Ventral sacs that remain attached to a zerg overlord, are considered attended objects in the overlord’s possession, and are supplied with an atmosphere ideal for other zerg strains. Creatures and objects inside a ventral sac gain immunity to environmental extremes and external sources of hit point damage in addition to total cover and total concealment, but are unable to leave their space. Any that wish to cut their way out of a ventral sac, must bring it to 0 hit points using light or natural weapons that deal piercing or slashing damage (AC 0). When an attack, force or effect destroys a ventral sac, the ventral sac absorbs it entirely just before dissolving and evaporating.
    Power Points/Day (Ex) Zerg overlords gain additional power points equal to their Hit Dice.
    Psi-Like Abilities (Sp) Zerg overlords may manifest their psi-like abilities with a manifester level equal to their Hit Dice. The save DCs are charisma-based. In addition, the range for each psi-like ability is doubled and those with the charm or compulsion descriptor only function when used on creatures with the zerg subtype and an Intelligence score lower than 10. (A constant psi-like ability has no use limit and an indefinite duration; unless otherwise stated, a creature can only use a constant psi-like ability on itself. Dismissing or reactivating a constant psi-like ability is a swift action.)
    Corrosive Saliva (Ex) Zerg overlords deal 1 additional point of acid damage when making a successful bite attack.
    Amphibious (Ex) Zerg breathe both air and water equally well.
    Docile (Ex) Zerg overlords possess a low base attack bonus progression for their racial Hit Dice, and no primary natural weapons.
    Gas Bladders (Ex) Zerg overlords possess the reach and carrying capacity of a quadruped, and can maintain their atmospheric and aquatic buoyancy with internal gas bladders. This allows them to fly and swim at their listed movement speeds, with a +4 racial bonus to Move Silently checks. In the vacuum of space, a zerg overlord may expel small jets of gas to move at its listed fly speed with perfect maneuverability.
    Hold Breath (Ex) A zerg can usually hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.
    Inside Access (Ex) A zerg overlord can see through any ventral sacs currently attached to it when using its ubiquitous vision psi-like ability. When using any of its magical or psionic abilities, a zerg overlord may automatically touch, target or include anything within those ventral sacs as if it had line of effect.
    Planar Link (Su) Whenever a zerg overlord is teleported or leaves a plane by any means, everything inside the ventral sacs attached to it, travel to the same destination in the same configuration, except unwilling creatures and their possessions, which are left behind.
    Service Provider (Su) While they remain inside ventral sacs attached to a zerg overlord, creatures gain the instinctive ability to manifest psionic restoration, restore extremity and suspend life as psi-like abilities usable at will, with an effective manifester level equal to that overlord’s Hit Dice.
    Shared Adaptation (Su) The effect of a zerg overlord's adapt body psi-like ability, extends to all creatures inside any ventral sacs attached to it.
    Superior Farsight (Ex) A zerg overlord suffers only one-tenth the normal penalty on Spot checks because of distance (-1 per 100 feet of distance, rather than -1 per 10 feet).
    Swarm Marshal (Ex) When using its telepathy or psi-like abilities to communicate with other creatures of the zerg subtype, a zerg overlord is always understood regardless of language.
    Wakefulness (Ex) Zerg do not sleep.
    Zerg Aptitude (Ex) One of a zerg’s physical ability scores increases by 2.
    Zerg Biology (Ex) All zerg gain Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158) and Tireless (PGtF 46) as racial bonus feats.
    Zerg Breeding (Ex) Each zerg gains one of the following additional special qualities:
    Swift Breed: One of the creature’s modes of movement increases its speed by 10 feet.
    Thick-Skinned Breed: The creature’s natural armor bonus to AC improves by an additional 2.
    Tracking Breed: The creature gains a +4 bonus on Survival checks made to follow tracks.
    Zerg Metabolism (Ex) A zerg can usually go without food for a number of days equal to its Constitution score + 3, after which it must make Constitution checks as normal to avoid starvation. A zerg can usually go without water for 2 days plus a number of hours equal to eight times its constitution score, after which it must make Constitution checks as normal to avoid dehydration.
    Zerg Talent (Ex) Each zerg gains one of the following feats as a racial bonus feat: Alertness, Athletic, Improved Natural Attack (MM 304) or Multiattack.
    Skills A zerg overlord gains all skills as class skills. Zerg overlords gain a +4 racial bonus to Escape Artist, Hide and Sense Motive checks, a +12 racial bonus to Listen and Spot checks, and a +8 racial bonus to Swim checks. A zerg overlord can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when flying or swimming, provided it does so in a straight line.
    Last edited by Andion Isurand; 2015-04-08 at 01:18 AM.