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    Post Greasing the Gears of War - Small Conversion

    Here's some of the things that can be thrown over:

    - Chainsaw bayonets only work on special light weapon attacks (chainsaw counts as light weapon) that can be performed on a grapple (thus, size large boomers are harder). The damage is massive (6d8 Slashing + 1.5 STR) almost ensuring disembowelment to typical mooks every time. If a GM wants to allow normal attacks with a bayonet, the damage is very little (1d8 Piercing + 1.5 STR). Alternatively, if you pin an opponent in a grapple, you can perform a coup de grace with your chain saw as a full round action (which usually forces a FORT save of 50+ thus ensuring death every time).

    - Most soldiers have high hp and guns do low damage on the line of bows. Heavy machine guns deal damage typical of their caliber. Explosives deal typical damage worthy of an explosion.

    And now, Races:


    Locust

    Locust Template
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    - All locust are dazzled in bright light or within the affects of a daylight spell until they adjust to it, which takes 1d4 weeks (the goggles that some grubs wear are actually there to prevent dazzle affect)
    - All have low-light vision
    - All have redundant organs (unless otherwise specified) which grant light fortification (25% chance to avoid critical hits) as if it were applied to armor (unless listed otherwise). This usually applies unless targeting something vorpal-worthy like the head of a grub. Still vulnerable to sneak attacks and other precision damage as normal.

    Locusts are immune to death effects that preclude organ rupture/obliteration/severing - hence, they take only normal damage.


    Grub
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    - +6 STR, +6 CON, -4 WIS, -2 CHA
    - +1 Natural Armor
    - Simple Weapons Proficiency (not including class levels)
    - LA +1


    Drone

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    Errrahh! Ground walkers!

    - Has one or two levels in warrior
    - Little or no perks


    Rock Worm
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    Raaagh! Just kidding, I'm harmless. Kinda.

    - Animal
    - 4' diameter, 80ft. long. Size colossal or gargantuan.
    - 20' movement. Cannot run but can hustle (40' movement). When it moves, its 'head' (which must be marked as one of the ending 5ft. spaces on the map that the creature occupies) directs the movement. As such, it cannot move 'backwards' (to change direction, it must go through the whole process of turning around; when turning around, the creature isn't flexible enough to perform a perfect 'double fold' (that is, place its body side by side on the map like a 10ft.+ barrier... although it does appear that way). It must leave at least a 2ft. gap between the two spaces (since it is considered moving this entire time, creatures caught in this odd intersection must make an escape artist check of DC 20 or a climb check of DC 30 (the moving mass of the rock worm is abrasive and difficult to climb). Once at least half the body has bent to redirect itself, if any part of the body is adjacent to the rest of the body on the map, some of the body can 'grind together'. Any character caught in this position can immediately make an escape artist check of DC 20 to avoid being crushed (2d12 bludgeoning/round). Failure means they suffer crushing damage. Characters are allowed one escape attempt each round.
    - Blind and deaf, but has Scent. A very placid creature. Lured only by the presence of berries in the hollow. It has a very predictable pattern of behavior, but this does not mean it is unintelligent relative to other animals.
    - If another creature interrupts its movement path, it will attack the creature with its powerful bite, devouring the creature (with swallow whole) and then coughing out its unrecognizable remains, or rending it like a meat grinder until the hapless creature no longer impedes its path, and then continue moving. This does not interrupt movement unless multiple attacks are required to remove the obstacle. If the creature is impeded by another rock worm, it will fly into a rage, attempting to desperately reorient itself. It may move anywhere at random at GM discretion).
    - Immune to immulsion poisoning affects.
    - Can burrow at its move speed. Can burrow through solid rock up to hardness 50 unimpeded (yes, rock can get very hard in the hollow... no human device could ever drill through all of it; also explains why the hammer of dawn can't always just be put into 'ultra intensity').
    - The creature itself has DR 100/material of hardness 100+ as well as +11 natural armor.
    - Energy Resistance 100
    - The creature has 100 hp per 5ft. space it occupies. Removing 100 hp from a 5ft. space will remove that section of the creature, and everything 'behind' will thrash around briefly, using the rock worm's great sweep ability to bludgeon for 1d2 rounds before dying (thus, destroying part of the creature in the middle bisects it, etc.). If you destroy the head, the entire body dies after going through the usual death throes. Damaging any part of the body will cause the Rock Worm to either retreat at full speed or attack the nearest thing it senses.
    - The Rock Worm leaves behind a tunnel that a size small creature can fit through perfectly without escape artist checks (about 4ft. in diameter). Rock worms usually prefer to tunnel through walls rather then floors (although they can do either). A creature that is 'caught up' with the rock worm while it is tunneling (standing upon it, etc.), suffers the usual crushing damage (2d12 bludgeoning).

    Extraordinary Weight (Monster)
    Prerequisite: Must weigh 10 tons or more.

    Your weight applies as a bonus to grapple checks equal to however many tons you weigh (10 tons = +10 modifier). You may also crush opponents that cannot lift you during grapple checks. If you apply only your size and weight modifier to grapple checks, then you can grapple without actually holding the creature. That is, you still can't move with the creature without holding onto them but you can attack other creatures within reach without penalty. You may also make a grapple check to crush enemies as a free action that cannot lift your encumbrance dealing the usual damage for being crushed in association with weight in the SRD, once per round.

    Great Sweep (Monster)
    Prerequisite: Must be longer than you are 'wide' in terms of the spaces you occupy on a map, must have 'extraordinary weight'.

    You use the length of your body to bludgeon fools. Any natural armor bonus you have is the amount that negates the target's natural armor/armor bonus. Ie. You have +2 Natural armor. The opponent is wearing chain mail (+5 armor). Their chain mail is considered to only provide a +3 armor bonus to AC for the purpose of this attack.

    This attack substitutes for one regular attack action. Each attack covers 90 degrees of area, starting from the 'base' of your length. The base of your body length acts as the fulcrum.

    Anyone that covers the area of your attack suffers bludgeoning damage equal to your slam attack. The space that your character occupies is where you begin the sweep - your body is then re-oriented in the new space. You may end the attack anywhere within the 90 degrees area. If a creature occupies the space that you end your attack at, then you may make a free grapple attempt versus this creature (however the creature is allowed an attack of opportunity as is the usual rules for grapple).


    Grenadier
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    Hurr, hurr, hurr... DIE GROUND WALKER!

    - Grub Race
    - Quick Draw and Alertness feats
    - Blind Hunter feat
    - A few perks (such as winded) which can be used immediately before they would die as a result of damage. Note that dropping below 0 hp means that they always fall prone before recovering however.


    Grenadier Elite
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    Urraaah... CRUSH!

    - Grub Race
    - May or may not have Bolo Master feat in addition to everything grenadier has
    - May have barbarian levels


    Beast Rider
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    Hrah hrah hrah! Fear me!

    - Has Ride Ranks
    - Mounted Archery and Ride by Attack (possibly as perks) but not necessarily mounted combat


    Theron
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    Sssstriiiike!

    - Grub Sub-race
    - +6 STR, +6 CON, -2 WIS (instead of Grub racial ability scores)
    - Proficiency with torque bow and All Simple Weapons
    - LA +1


    Kantus
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    *Shriek* Oooowaaaaaaaahhhh! Die, human meat!

    - +4 STR, +4 Con, +4 DEX
    - Screech - As wild empathy but only with underground species of animal
    - Can revive any medium sized humanoid or smaller as the cleric's resurrection spell as a racial ability, 1 round action
    - LA +1


    Boomer
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    Huh?! Rah! Pitiful haw-meh-nid! Hoo hrah hrah...

    - Size Large
    - +12 STR, +8 CON, -4 INT, -4 WIS, -2 CHA, -4 DEX
    - 20ft. Move Speed (minimum 15ft. speed with armor), cannot run
    - Humanoid Racial HD
    - 10ftx10ft. space
    - LA +1


    Wretch
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    *cow mewl* Nrrrr... *aggressive* Errgrah! Rah! *shrieking* Weeeeooooooow!

    - Size Small Aberration
    - 30ft. Move Speed; quadruped (+4 to oppose trip, bull rush and overrun)
    - No redundant organs (forgo redundant organs feature of locust template)
    - Average physical abilities all around
    - Two Natural Attacks
    - Likely feats include swarm fighting (CA?)
    - -6 Intelligence, +2 Dexterity
    - All wretches generally have pounce and can rend
    - +8 Climb, treat sheer surfaces such as ceilings as regular uneven terrain 15ft. Climb Speed; can take 10 on a climb, even while distracted or endangered.
    - Agile Climbing [Perk]: Can substitute strength score for dexterity score while climbing. As a full action, it can immediately leap up to a vertical 50ft. in order to reach a ceiling (if there is no ceiling in reach, the action is wasted and it immediately takes 40ft. worth of falling damage).
    - Can screech [Ex], which forces fortitude save (DC 12; 5ft. radius) or daze for 1 round. Screech consumes one round of actions.


    Kryll
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    - Size Tiny (1 hp)
    - Vermin (a swarm can devour by occupying space of target; damage equal to sum of bite damage, 1d4*number of kryll in swarm - reflex save DC 30 to take half damage
    - No redundant organs
    - Darkvision 120ft.
    - 80ft. fly (perfect), 160 ft. fly (average), 500 ft. fly (clumsy)
    - Weakness to sunlight (swarm takes 10d6 fire damage/round when immersed); Kryll take 3d6 fire damage in low light and can sometimes survive by hiding in shadows, but never bright light. High dosages of UV rays on the scale of sunlight, provided by human UV turrets do similar damage without the need of aiming but usually require a touch attack against AC equivalent to a swarm's rolled reflex save... if kryll is flying faster than what would allow perfect maneuverability, then they get no reflex save.


    Ticker
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    Click click click... krraaagh!

    - Size Small
    - Monstrous Humanoid
    - No redundant organs
    - 40ft. Move Speed
    - -4 Strength, -2 Dexterity,
    - Their explosive sacs force them to have an armor check penalty of -4
    - Low HP (usually about 4 or so)
    - Explodes upon death (6d6, 20ftx20ft. Area; reflex of DC equal to Ticker's attack roll; 1d20 + 5 + Con modifier + BAB); Traditional Attack also involves exploding and is a full action that provokes AoO. Ticker's also have a bite natural weapon (1d3 slashing and piercing) but they don't usually resort to this (even though such would make them more useful).


    Seeder
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    - Size Huge
    - Can spawn 1d6 nemacysts once/2 rounds
    - Has high hp and hardness 20; vulnerable to cold and fire energy damage despite hardness (other energy damage except 'magical' related energy such as 'electrical' and 'sonic' still needs to get through hardness; 'acid' still bypasses all hardness as normal)
    - Cannot move while spawning nemacysts (must root itself); likely 40ft. move speed when not rooted
    - Can jam passively electronic communications and transmissions up to 10 mile radius (Use Technological Device DC 25 with a standard ECCM device overcomes this).
    - Has burrow speed equal to half move speed.


    Nemacyst
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    - Fly 500ft. (perfect), or Fly 2000ft. (Average); a Nemacyst can switch between flight modes as a free action, but must have perfect flight to be able to charge
    - No redundant organs
    - Size Medium
    - Explodes upon death (20d6 Acid and Bludgeoning; 20ft. radius)
    - No actual attack. 'Explosion upon impact' means it explodes immediately upon moving adjacent to any obstacle/creature/etc. (aside from seeder that birthed it) and making a touch attack to target a specific creature (creature's touch AC) or space (DC 5) - like a missile or mortar


    Blood Hound
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    - Size Large
    - No redundant organs
    - Darkvision 60ft.
    - 40ft. Move Speed; Triped (treat as biped)
    - Three Natural Attacks (two claws and a bite)
    - Animal; can be ridden and tamed (traditionally by grubs)
    - High STR and CON, decent WIS; Int 2, average Dex and Cha


    Brumak
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    A brumak without its harness.

    - Size Gargantuan
    - Darkvision 500ft.
    - 20ft. Move Speed; biped (cannot run)
    - One slam - Pilot operated weapons: Rocket Rack (fires up to four homing rockets per load; cannot be aimed, ignores circumstance penalty to attack for firing at moving targets), two heavy machine guns
    - Cannot be ridden except through the use of special equipment (a harness that looks like a throne that is actually a part of a very large gun on top); in this way, anyone can ride it
    - INT as animal
    - High STR and CON as is to be expected


    Reaver
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    - Size Huge
    - No redundant organs
    - 30ft. Move; 100ft. Flight (perfect), 300ft. Flight (Good), 900ft. Flight (Clumsy)
    - Two Natural attacks (two claws or an alternative body slam), one heavy machine gun, one rocket
    - Can be tamed and ridden as an animal
    - Two are required to control everything on a reaper; each person controls one manufactured weapon attached to the creature while one person simultaneously pilots


    Corpser
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    - Size Gargantuan
    - No redundant organs
    - 50ft. Move Speed (burrow half speed)
    - Darkvision 300ft.
    - Three Natural attacks (two slams and one bite)
    - Improved grapple
    - Tremor Sense


    Berserker
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    *Snort* Nrrk?! *Roar* Nreeeeeaaaauuuugh!!!

    - Size Large

    - Permanently Blind; a berserker that isn't blind would be nigh-unstoppable (and probably un-controllable by its male brethren)

    - Monstrous humanoid racial HD (enough to give it 250 or so Hp)

    - -6 Int, -4 Charisma

    - Very high STR and CON (in the 40s and 30s respectively), DR 30/lethal

    - Driven Frenzy: If a berserker runs full out for one round, they can double their run multiplier. If they run full out for two rounds, they can increase by an additional x4, for a maximum of x12. Finally, a berserker can run continuously for a number of rounds beyond their Con score by taking 1d6 nonlethal damage + 1d6 every consecutive round.

    - Has Scent and alertness (alertness is a racial bonus feat)

    - Knock down as a racial bonus feat.

    - Two natural weapons (both slams)

    - Rage Quake: Any object, barrier or otherwise, that the berserker manages to destroy (reduce to 0 hp) will immediately daze nearby creatures with less than a fortitude modifier of +10 (creatures with +10 or higher foritude can oppose this with a fortitude save of DC 25) in a 5ft. radius, centered on the destroyed object.

    - Wild Swings: Assuming the berserker can target the right space, it ignores miss chance when performing a melee attack against creatures it cannot see. In order to do this however, it must take a -8 penalty to any melee attack made in this way. Since, a berserker can never make attacks of opportunity it takes no penalty for slam attacks made against creatures or objects occupying a space that it occupies whenever it elects to perform a wild swing.

    - Trample: A berserker receives a free slam attack against any creature they successfully overrun. Overrun is a free action for the berserker, provided they are able to reach the opponent - if their natural reach is greater than the opponent's total reach, then the opponent is not granted an AoO against the berserker. However the berserker must move at least 10ft. in the direction of one of the opponent's occupied spaces (otherwise, the action required is standard during movement, as regular for overrun, instead of free), and move in a way that would effectively move them through a space that the opponent is occupying (this special overrun check is always made before this movement). If an opponent that does not ready an action to avoid the berserker's overrun (avoidance is not free; requiring actual movement away from the space that the berserker targets) must make a reflex save of DC equal to the berserker's overrun check -4.

    - Charge of the Freight Train - A berserker can perform one slam attack for free at full BAB against every creature it threatens along its movement path during a charge; it can also apply this to objects within reach, whether or not they disrupt movement. It must be aware of the presence of creatures to threaten them (it can do this by pinpointing the creature's space with a listen check). It is still allowed a free attack against creatures that obstruct its path (via its trample ability), even if it is unaware of them - however it must succeed on a overrun check to get through them without reducing its movement.

    - Move Speed 40ft.; biped

    - Bullet Proof Body: Hardness 40 (Vulnerable to cold and fire damage; but all other energy damage, with the exception of 'magic energy' must still get through hardness; acid deals double damage versus hardness instead of bypassing it completely). Additionally, a berserker's slam attack automatically bypasses up to 8 hardness.

    - Frightful Presence - Applies automatically against any sapient (Int 3 or higher) creature that senses the berserker and is fully aware of what it is capable of (hears and recognizes it, sees it, etc.). Creatures that fail their will save are shaken. Creatures that succeed are still vulnerable to the second usage of the berserker's frightful presence, which applies immediately when the berserker charges, or be shaken. Creatures already affected by the berserker's frightful presence, must save a second time or be reduced a further fear category (now frightened instead of shaken). Creatures that know nothing about the berserker are only affected once by the berserker's frightful presence - the one that applies when it charges. As normal, creatures that save against both forms of frightful presence are rendered immune to the ability for 24 hours.

    - Die Hard and Endurance are generally taken as feats (are not bonus feats)

    -------

    COGs

    Centaur
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    - Size Huge
    - Below Average Maneuvering (higher turn number; cannot reverse, 45 degree turns cost 15ft. of movement)
    - Top speed of 50 or so km (roughly 350ft./round)
    - Has a rocket launcher as main gun (pilot operated)
    - Better equipped for rough terrain (ignores up to -6 penalty to pilot checks for passing over rough terrain and will never take damage for passing over 'impassable' terrain; only collisions)
    - Better equipped for running over enemies (similar to trample feat for a mount and its rider)
    - Engineer's passenger station allows for repairs to be conducted on the spot by anyone who sits there (repairs can be done in half the time and during combat - as long as their isn't distraction enough that would effect anyone inside the Centaur - ie., the Centaur may be moving through 'impassable terrain', the repair man takes damage, the centaur whipes out, etc.)
    - Can have multiple passengers (up to a dozen), not including driver
    - High STR rating for pounding terrain (bonus to bull rush/overrun on collision)
    - Sometimes equipped with a booster that can temporarily accelerate speed to 80or so km for one or two rounds (free action for pilot to increase top speed 550ft./round; increases current turn number by 4 and instantly accelerates vehicle to highest speed category; however all pilot checks to avoid hazards and perform stunts take a -10 penalty)


    Armadillo APC
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    - Size Huge (space for 4 passengers);
    - Above Average Maneuvering (less turn number; only 90 degree turns cost 5ft. of movement +5ft. of movement per 45 degree turn higher than 90 degrees)
    - Top Speed 160km/h (1000ft. or so/round)
    - Front Shovel: Can ignore up to -2 penalty to pilot checks to perform stunts due to terrain.
    - Boarding costs only 10ft. of movement instead of requiring an entire move action - closing the access hatch requires a move action from the pilot, however.
    - Structural Hp (40 Total; 15 Hardness), Core Hp (30 Total; 20 Hardness)
    - Turret Weapons: 4 grenade launch tubes
    - Pilot Operated Weapon: UV search light and chain gun (light HMG)



    Assault Derrick
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    The assault derrick is essentially a massive rig, equipped for any terrain that can house any amount of weapons, although it is usually intended for the shipping of scores of troops at a time, with room left over for only one heavy machine gun turret.

    - Size Gargantuan
    - Pilot Operated Weapons: None
    - Turret Weapons: One heavy 180 degree horizontal, 135 degree vertical rotating machine gun (standard; has a lot of room for more)
    - It's sheer size and STR can pound through most obstacles short of solid rock (can make a bull rush check upon collision to avoid heavy hazards and damage rooted barriers while causing collision damage without taking collision damage to itself; failure means a second bull rush check and wasted movement equal to triple required bull rush DC - failing the second check means movement cannot be made over the hazard until next round)
    - Top speed of 40km (about 300ft. per round)
    - Structural Hp (180 Total; 20 Hardness), Core Hp (10; 8 Hardness)
    - Passenger load: 30 medium, 15 large, 5 huge, 1 gargantuan creature(s) (Standard), or (if overstocking), 40,000 lbs. capacity (light load), 60,000 lbs. (heavy load), inoperable at greater load than heavy
    - Below Average Maneuvering (12 maximum turn number at highest SC; turning 45 degrees costs 10ft. of movement; -4 on pilot checks to avoid hazards)
    - Requires only one driver (no crew), as most vehicles should


    King Raven
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    - Contains four heavy machine guns; two of which are pilot operated and the other two of which are each rear mounted as turrets that require gunners
    - Top speed 2000ft. (Flight)
    - Size Huge
    - Structure Hp (50 Total; 25 hardness), Core Hp (20 Total; 10 hardness)
    - Requires only one pilot and minimal capacity for passengers (usually up to 6 soldiers in full gear/heavy armor)


    King Raven
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    - Pilot Operated Weapons: Contains four heavy machine guns and multiple housings for missiles; two rocket pods, one laser guided anti tank battery (+10 additional equipment bonus on aim)
    - Turret Weapons: 1 UV search light - lights up 5ft. radius and space-thick line in line of effect in bright light + 30ft. of low-light; 1000ft. maximum range, 500ft. regular range (only 2 range increments)
    - Top Speed 2000ft. (Flight) - Good Maneuverability (elevation and de-elevation, costs no extra movement - reverse movement is at 3/4 allowed movement; turning costs no movement, except at top 2 speed categories, max turn number is 6; can hard break up to three speed categories or accelerate three speed categories for same pilot DC the two SC standard)
    - Structure Hp (80 Total; 30 hardness), Core Hp (20 Total; 10 hardness)
    - Size Huge
    - Uknown whether it requires only one pilot but modern gunships usually have 2 - 3 pilot as crew (fact check?); much more capacity for passengers (about 10 seats)

    -------

    And now, characters!


    Marcus Fenix
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    Medium Humanoid (Human; 8th level fighter)
    Hit Dice 8d10+18 (62 hp)
    Speed 30ft. (6 squares)
    Initiative: +3
    Armor Class 19; touch 13; flat-footed 16
    (Armor +6, +3 DEX)
    Base Attack/Grapple +6/+14
    Attack Standard Lancer +9 (1d8, 20/x3)
    Full-Attack Lancer +9/+4 (1d8, 20/x3)
    Space 5ft.; Reach 5
    Special Attacks None
    Special Qualities None
    Saves Fort +9 Ref +5 Will +3
    Abilities Str 18, Dex 16, Con 17, Int 12, Wis 13, Cha 8
    Skills Survival +6, Tumble +8, Listen +6, Spot +6, Ride +6, Intimidate +10
    Feats Improved Grapple, Endurance, Die Hard, Point Blank Shot, Precise Shot, Armored Mobility, Dodge, Mobility, Improved Precise Shot
    Environment Sera
    Organisation Alone or with Squad (consisting of Baird, Cole and Dom)
    Challenge Rating 7
    Treasure Whatever he is carrying
    Alignment Lawful Good
    Advancement by character class
    Level Adjustment +0 (human)


    Dominic Santiago
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    Medium Humanoid (Human; 8th level fighter)
    Hit Dice 8d10+18 (62 hp)
    Speed 30ft. (6 squares)
    Initiative: +3
    Armor Class 19; touch 13; flat-footed 16
    (Armor +6, +3 DEX)
    Base Attack/Grapple +6/+14
    Attack Standard Lancer +9 (1d8, 20/x3)
    Full-Attack Lancer +9/+4 (1d8, 20/x3)
    Space 5ft.; Reach 5
    Special Attacks None
    Special Qualities None
    Saves Fort +9 Ref +5 Will +3
    Abilities Str 18, Dex 16, Con 17, Int 12, Wis 11, Cha 10
    Skills Survival +5, Tumble +8, Listen +5, Spot +5, Climb +7, Intimidate +8, Move Silently +5
    Feats Improved Grapple, Endurance, Die Hard, Point Blank Shot, Precise Shot, Armored Mobility, Dodge, Mobility, Improved Precise Shot
    Environment Sera
    Organisation Alone or with Squad (consisting of Baird, Cole and Marcus)
    Challenge Rating 7
    Treasure Whatever he is carrying
    Alignment True Neutral
    Advancement by character class
    Level Adjustment +0 (human)


    Augustus Cole
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    Medium Humanoid (Human; 8th level fighter)
    Hit Dice 8d10+18 (62 hp)
    Speed 30ft. (6 squares)
    Initiative: +3
    Armor Class 19; touch 13; flat-footed 16
    (Armor +6, +3 DEX)
    Base Attack/Grapple +6/+15
    Attack Standard Lancer +9 (1d8, 20/x3)
    Full-Attack Lancer +9/+4 (1d8, 20/x3)
    Space 5ft.; Reach 5
    Special Attacks None
    Special Qualities None
    Saves Fort +9 Ref +5 Will +3
    Abilities Str 20, Dex 16, Con 17, Int 10, Wis 11, Cha 12
    Skills Survival +5, Tumble +8, Intimidate +12, Climb +8
    Feats Improved Grapple, Endurance, Die Hard, Point Blank Shot, Precise Shot, Armored Mobility, Dodge, Mobility, Improved Precise Shot
    Environment Sera
    Organisation Alone or with Squad (consisting of Baird, Dom and Marcus)
    Challenge Rating 7
    Treasure Whatever he is carrying
    Alignment Lawful Neutral with Chaotic Tendencies
    Advancement by character class
    Level Adjustment +0 (human)


    Damon Baird
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    Medium Humanoid (Human; 6th level fighter, 2nd level rogue)
    Hit Dice 6d10+2d6+18 (58 hp)
    Speed 30ft. (6 squares)
    Initiative: +3
    Armor Class 19; touch 13; flat-footed 16
    (Armor +6, +3 DEX)
    Base Attack/Grapple +6/+13
    Attack Standard Lancer +9 (1d8, 20/x3)
    Full-Attack Lancer +9/+4 (1d8, 20/x3)
    Space 5ft.; Reach 5
    Special Attacks Sneak Attack 1d6, Trapfinding
    Special Qualities Evasion
    Saves Fort +8, Ref +8 Will +1
    Abilities Str 16, Dex 16, Con 17, Int 16, Wis 9, Cha 8
    Skills Survival +4, Tumble +14, Listen +8, Spot +8, Disable Device +14, Decipher Script +14, Craft (Explosive) +9, Techcraft +9
    Feats Improved Grapple, Endurance, Die Hard, Point Blank Shot, Precise Shot, Armored Mobility, Dodge, Mobility
    Environment Sera
    Organisation Alone or with Squad (consisting of Dom, Cole and Marcus)
    Challenge Rating 7
    Treasure Whatever he is carrying
    Alignment Chaotic Neutral
    Advancement by character class
    Level Adjustment +0 (human)


    General RAAM
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    Seeerve the queeeen...

    Large Humanoid (Theron)
    Hit Dice 15d8+57 (129 hp)
    Speed 30ft. (4 squares)
    Initiative: +2
    Armor Class 18; touch 12; flat-footed 16
    (Armor +6, +2 DEX)
    Base Attack/Grapple +11/+26
    Attack Standard Slam +19 (1d10+8, 20/x2) or Troika +13 (3d10, 20/x2)
    Full-Attack Slam +19/+14/+9 (1d10+8, 20/x2)
    Space 10ft.; Reach 10
    Special Attacks Kryll Swarm
    Special Qualities None
    Saves Fort +10 Ref +11 Will +5
    Abilities Str 26, Dex 15, Con 20, Int 12, Wis 11, Cha 16
    Skills Knowledge: Martial Lore +14, Listen +13, Spot +6, Intimidate +10
    Feats Improved Grapple, Leadership, Power Attack, Improved Overrun
    Environment Sera
    Organisation Alone or with Company (100+ Locust)
    Challenge Rating 8
    Treasure Standard
    Alignment Lawful Evil
    Advancement by character class
    Level Adjustment +1 (Theron)

    Kryll Swarm (Ex)

    General RAAM can summon a swarm of kryll to protect him or attack others. The ability is at will as a free action. Any kryll within a mile will obey the summons.

    A swarm of kryll can be of any size up to large (enough to fully cover RAAM) and can offer General RAAM total cover (when not moving) or total concealment (50% miss chance), partial cover and a deflection bonus to AC at GM discretion (when moving). Kryll will attack others on command as long as they are not hindered by light in any way - usually they must have an appropriate unlit passage towards target and target must also be submerged in a level of darkness (even the smallest shadow will do).


    Skorge
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    Wah-tack!

    Medium Humanoid (Kantus; 10th level warblade)
    Hit Dice 10d10+10 (65 hp)
    Speed 40ft. (8 squares)
    Initiative: +7
    Armor Class 23; touch 15; flat-footed 16
    (Armor +6, +5 DEX, +2 Insight)
    Base Attack/Grapple +10/+13
    Attack Standard Chain Saw Staff +13 (6d8, 20/x2; Must Win a Grapple Check) or Gorgon Pistol +15 (4d4, 20/x3) or Ink Grenade +15 (6d6, 20/x2)
    Full-Attack Chain Saw Staff +13 or Gorgon Pistol +15/+10 or Ink Grenade +15/+10
    Space 5ft.; Reach 10ft. (with staff), or 5ft.
    Special Attacks Maneuvers and Stances, Summon Tickers
    Special Qualities Uncanny Dodge, Improved Uncanny Dodge, Battle Clarity, Weapon Aptitude, Battle Ardor, Battle Cunning, Battle Skill
    Saves Fort +10 Ref +8 Will +3
    Abilities Str 16, Dex 20, Con 17, Int 14, Wis 11, Cha 10
    Skills Survival +6, Tumble +11, Spot +6, Knowledge: Martial Lore +8, Intimidate +8, jump +22, Ride +16, Climb +9
    Feats Leap Attack, Power Attack, Cleave, Exotic Weapon Proficiency (Chain Saw Staff), Improved Initiative, Acrobatic
    Environment The Hollow
    Organisation Alone or upon Gargantuan Reaver
    Challenge Rating 10
    Treasure Standard
    Alignment Chaotic Evil
    Advancement by character class
    Level Adjustment +1 (kantus)

    Summon Tickers (Ex)


    Skorge can summon and command up to two tickers at will and as a free action. The tickers are usually immediately ordered to attack a target that Skorge desires.

    Skorge can only perform this free action once per round. If both the tickers die, he can perform the action again the following round.

    NOTE: The tickers will typically appear from a location that is just out of line of sight from the PCs (or as close to any that Skorge has LOS with as possible).

    Chain Saw Staff (Weapon)

    Skorge's chain saw staff is exotic and can bypass hardness and slashing resistance up to adamantine (20 hardness + 20 Slashing Resistance). It is unknown whether or not the serrated ends are composed of a material that is even harder.


    Imulsion
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    Imulsion is similar to lava, except that total immersion deals only half damage. The main threat that imulsion presents itself is the ability to poison any who inhale it - DC 20 fortitude save, 1d4 minute incubation. No initial affect aside from dazed for 1d4 rounds. Secondary affect is 'go lambent'.

    Rust Lung

    - Infection: Inhalation (of vaporized immulsion)
    - Incubation: 1 month
    - Experience shortness of breath. Must spend a move action to gasp for breath or hold breath during times that character does not gasp for breath.
    - Must make a fortitude save every 1d4 minutes or become nauseated until they sit down and rest for 1 minute.
    - Symptoms: Frequent coughing of blood after strenuous activity. Blood is that of an orangey 'rust' color.
    - Immunity: Creatures with the locust template are immune to rust lung. If a creature with rust lung acquires the locust template at any point later on, rust lung no longer affects them.
    - Effects are permanent

    Go Lambent

    Incubation: 1d4 minutes
    Infection: 1d4 weeks constant exposure (within 20ft. of imulsion source), or 1 round of full immersion (contact) in imulsion

    An extreme affect of imulsion is extreme mutation that drives an individual completely mad. Even if creature is immune to rust lung, or disease, the radioactive/chemical (or whatever it is) properties will cause the creature to take on the lambent template after 1d4 weeks of constant exposure (living in close proximity, usually 20ft.). The mutation causes imulsion to naturally flow within the creature along with their ordinary blood - resulting in a glow with a slight hue along the body, or luminous ulcers, with the rest of the body often taking on a very dark hue. This causes them to have a -2 penalty to hide checks, and illuminate a space they occupy, as well as a 5ft. radius in low light.

    Creatures with intelligence of 3 or greater adjust their madness score by 1d6 +3 (or take 2d20 sanity damage). They may also be driven into a permanent frenzy, as the frenzied berserker's ability, at GM discretion - with the exception that they may form a cohesive organized force with others like them (so it's more of an unreasoning resentment of non-lambents than anything). The lambent forms a symbiosis with the creature that gives them the template to begin with. Upon dying, having gained some intelligence (or just life) from feeding off the neurons of the formerly alive creature, the lambent (now an ooze) leaves the creature to seek a new host.

    Creatures with intelligence less than 3 do not form a symbiosis with the lambent, however lambent does flow through their systems. Upon death, the creature simply explodes in a 10x10ft. radius dealing 5d6 bludgeoning/fire damage - this is because the lambent did not acquire any life (ooze doesn't become sentient) from the host.

    Last edited by imp_fireball; 2010-09-09 at 08:50 PM.

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