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  1. - Top - End - #1
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Lightbulb Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (& race)

    Note: Treat this class as an aberration racial class, applying the templates as it grows in level.
    Note: This template removes all class levels from a creature. All racial HD are instead replaced by an equal number of levels in the Xenomorph racial class.



    Little is known of these highly adaptive parasitic lifeforms, known as the Xenomorphs. They cannot talk to you, are extremely violent with a malevolent intelligence and will most likely be using you as a host soon.

    They use other species as hosts for growing their young, taking on racial traits of the host race as well as its own abilities. They are all female, sterile until they molt into queens, at which point they break off from their hive and create a new one.

    The Praetorian Alien begins its mid-life stage in flux, mutating and growing stronger and larger. A more impressive head-crest juts out behind of the praetorian like a crown, guarding more of the back of the neck, while a hardened exoskeleton thickens.

    The Queen Alien can begin creating a clutch of her own almost immediately after molting for the first time. With time she can create a egg sack, beginning the process of laying a clutch. However, The queen must remain immobile while laying eggs, but can still attack those within reach and can separate by pulling away from the sack, dealing damage but otherwise freeing herself.


    Preferred Ability Scores: Dex (Armor Class, Stealth), Str (Damage, Lift Capacity), Int (Skills)
    Alignment: Any
    Hit Dice: 1d8

    Skills: Acrobatics (Dex), Athletics (Str), Bluff (Cha), Craft (Hive) (Int), Disable Device (Dex), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Perception (Wis), Sense Motive (Wis), Survival (Wis) and Stealth (Dex).

    Skill Ranks per Level: 4 + Int modifier.

    Table: The Alien
    Level Attack Bonus Fort Ref Will Special
    1 +0 +0 +0 +2 Sneak Attack +1d6, Fast Stealth
    2 +1 +0 +0 +3 Crawl, Ledge Walker
    3 +2 +1 +1 +3 Trap Sense +1
    4 +3 +1 +1 +4 Uncanny Dodge
    5 +3 +1 +1 +4 Sneak Attack +2d6, Evasion
    6 +4 +2 +2 +5 Expert Leaper, Trap Sense +2
    7 +5 +2 +2 +5 Distraction, Improved Crawl
    8 +6/+1 +2 +2 +6 Improved Uncanny Dodge
    9 +6/+1 +3 +3 +6 Trap Sense +3, Sneak Attack +3d6
    10 +7/+2 +3 +3 +7 Improved Evasion, First Chrysalis (Praetorian)
    11 +8/+3 +3 +3 +7 1st Mutation
    12 +9/+4 +4 +4 +8 Trap Sense +4
    13 +9/+4 +4 +4 +8 Hunter's Surprise, Sneak Attack +4d6
    14 +10/+5 +4 +4 +9 Fast Swimmer
    15 +11/+6/+1 +5 +5 +9 Trap Sense +5
    16 +12/+7/+2 +5 +5 +10 2nd Mutation
    17 +12/+7/+2 +5 +5 +10 Sneak Attack +5d6
    18 +13/+8/+3 +6 +6 +11 Trap Sense +6
    19 +14/+9/+4 +6 +6 +11 Fast Getaway
    20 +15/+10/+5 +6 +6 +12 Second Chrysalis (Queen)


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

    Spoiler
    Show
    Weapon and Armor Proficiency: Aliens are proficient with no weapons and no armor or shields.

    1st - Sneak Attack: If an Alien can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

    The Alien's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the Alien flanks her target.

    This extra damage is 1d6 at 1st level, and increases by 1d6 every four Alien levels thereafter. Should the Alien score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

    With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a Alien can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

    The Alien must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An Alien cannot sneak attack while striking a creature with concealment.

    1st - Fast Stealth (Ex): An Alien can move at full speed using the Stealth skill without penalty.

    2nd - Crawl (Ex): While prone, an Alien with this ability can move at half speed. This movement provokes attacks of opportunity as normal. An Alien with this ability can take a 5-foot step while crawling and the Alien no longer provokes AoO’s when standing up. The Alien gains a climb speed equal to half of the movement speed. The Alien can take 10 on athletics checks used to climb, even when rushed.

    2nd - Ledge Walker (Ex): This ability allows an Alien to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, an Alien with this ability is not flat-footed when using Acrobatics to move along narrow surfaces. The Alien can take 10 on acrobatics checks to balance, even when rushed.

    3rd - Trap Sense (Ex): At 3rd level, An Alien gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.

    These bonuses rise to +2 when the Alien reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack.

    4th - Uncanny Dodge (Ex): an Alien can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. An Alien with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.

    5th - Evasion (Ex): an Alien can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the Alien is wearing light armor or no armor. A helpless Alien does not gain the benefit of evasion.

    6th - Expert Leaper (Ex): When making jump checks, the Alien is always considered to have a running start. Also, when the Alien deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet. The Alien can take 10 on acrobatics checks to jump, even when rushed.

    7th - Distraction (Ex): At 7th level, whenever an alien is detected while using Stealth, she can immediately attempt a Bluff skill check opposed by the Sense Motive skill of the creature that spotted her. If this check succeeds, the target assumes that the noise was something innocent and disregards the detection.

    This only functions if the creature cannot see the Alien. This ability can only be used once during a given Stealth attempt. If the same creature detects the Alien's presence again, the ability has no effect.

    7th - Improved Crawl (Ex): While prone, an Alien with this ability can move at full speed. This movement provokes attacks of opportunity as normal. The Alien’s climb speed increases to equal the movement speed. The Alien can take 20 on acrobatics and athletics checks used to climb or balance, even when rushed.

    8th - Improved Uncanny Dodge (Ex): An Alien can no longer be flanked. This defense denies another character the ability to sneak attack the alien by flanking her, unless the attacker has at least four more rogue levels than the target does (treat half of your alien levels as rogue levels).

    10th - Improved Evasion (Ex): This works like evasion, except that while the Alien still takes no damage on a successful Reflex saving throw against attacks, she henceforth takes only half damage on a failed save. A helpless Alien does not gain the benefit of improved evasion.

    10th - First Chrysalis (Praetorian) (Su): The Xenomorph molts for the first time, becoming Praetorian. The Alien’s size increases by one step, increasing Strength and Constitution by +2 and decreasing Dexterity by -2. The Alien gains +3 natural armor, natural weapon damage increases by one step. The Alien also applies the Praetorian template to the base xenomorph.

    11th - Mutation (Ex): The alien undergoes a mutation, changing its body in a new way that makes it different than standard aliens. The alien chooses one of the below abilities, which then cannot be changed. At 16th level, the alien gains an additional mutation of her choice from below.

    Extending Tail (Ex): The praetorian's prehensile tail is elastic and coiled between the exoskeleton plates, allowing it to stretch outwards to great length when attacking, but it also allows the tail to be used when performing the following maneuvers: grapple, trip, drag, reposition and sunder checks. Its tail attacks are now considered primary attacks with 20 ft. reach (if huge), 15 ft. reach (if large) or 10 ft. reach (if medium).

    Pounce (Ex):The Alien gains the pounce special ability. When a alien with this special attack makes a charge, it can make a full attack (including rake attacks if the creature also has the rake ability). Warriors may not select this mutation.

    Aqualung (Ex): The Alien's torso expands slightly, its body growing a third lung capable of processing water into breathable air indefinitely. The Alien gains the amphibious quality. Aliens with this special quality have the aquatic subtype, but they can survive indefinitely on land.

    Flight (Ex): the alien grows leathery bat-like wings from her shoulders, gaining a fly speed equal to its base speed with poor mobility (if warrior or drone) or with average mobility (if runner). This increases CR by one if selected.

    Reaver Blades (Ex): An Alien grows large blades from the wrists that can be used instead of its claw attacks, dealing far more damage than normal and being treated as +1 magic weapons for overcoming DR (2d6 slashing plus 1d6 acid / 20x4 if large size; 1d10 slashing if medium).

    Carrier's Dorsal Launchers (Ex): An Alien's four dorsal tubes have been mutated to allow one facehugger to grasp each one, giving it nutrition and allowing it to travel vast distances.

    These tubes can also be flicked forward at high speed (standard action), launching the docked facehugger at greater range and with more accuracy than the facehugger could achieve normally.

    This ability doubles the effective range of the facehugger's leaping touch attack and allows the facehugger to use the base attack bonus of the carrier alien. Runners may not select this mutation.

    13th - Hunter's Surprise (Ex): Once per day, an Alien with this talent can designate a single enemy she is adjacent to as her prey. Until the end of her next turn, she can add her sneak attack damage to all attacks made against her prey, even if she is not flanking it or it is not flat-footed.

    14th - Fast Swimmer (Ex): The Alien gains a swim speed equal to its land speed. The Alien can take 10 on swim checks, even when rushed.

    19th - Fast Getaway (Ex): After successfully making a sneak attack or Sleight of Hand check, an Alien with this talent can spend a move action to take the withdraw action. She can move no more than her speed during this movement.

    20th - Second Chrysalis (Queen) (Su): The Praetorian molts for the final time. The Alien’s size increases by one step again; increasing Strength, Constitution, and Intelligence by +4 while decreasing Dexterity by -2. The Alien’s natural armor increases to +6, natural weapon damage increases by one step again. The alien also applies the Queen Template to the praetorian xenomorph.
    Last edited by LordErebus12; 2015-08-16 at 09:39 AM.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Default Facehugger and Other Aberrations

    Facehugger

    Spoiler
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    When disturbed, the facehugger jumps, using its tail to propel itself in the air and onto its victim's face. It constricts the hosts with its tail, cutting off their oxygen supply and inserting a proboscis of its own to feed the host oxygen, and also to implant a Xenomorph embryo. Not all facehugger victims are rendered unconscious, although most are.

    Spoiler
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    Tiny Aberration
    Initiative: +3; Senses: Blindsense 60 ft.

    AC: 15; Touch: 15; Flat-Footed: 12 (+3 Dex, +2 size)
    Hit Dice: 2d8+4 (20 hp)
    Saves: Fort +2, Ref +3, Will -4
    Weakness and Immunity: Immune to acid, fatigue, and exhaustion; weakness to fire 50%

    Speed: 20 ft. (4 Squares); Climb 10 ft. (2 squares), Swim 10 ft. (2 squares)
    Base Attack/Grapple: +2/-4
    Special Attacks: Improved grab, attachment, implant
    Leaping Attack: Touch +4 melee (attachment)
    Full Attack: —
    Space/Reach: 2 1/2 ft. / 2 1/2 ft.

    Skills: none
    Feats: none
    Str 14, Dex 16, Con 14, Int –, Wis 1, Cha 1
    Special Qualities: Blind, blindsense 60 ft., mindless, blood of the hive

    Environment: Underground (urban or natural)
    Organization: Solitary or nursery (5-20)
    Challenge Rating: 3
    Treasure: None

    Blood of the Hive (Ex): If an alien is struck by a melee weapon, it sprays powerful acid blood from the wound. The wielder of the melee weapon must make a Reflex save (DC 12) or the weapon dissolves immediately. If the weapon is an unarmed melee attack or natural melee weapon, the wielder instead takes acid damage. This blood deals acid damage equal to the Reflex DC per round upon contact with any objects, and all xenomorphs are immune to its effects. The save DC is Constitution-based.

    Leaping Attack (Ex): whenever the alien attempts to attack a target as a full round action, the facehugger can leap forwards at high speed. This allows it to travel up to its movement speed towards a target with each attack. However, this leaping attack still provokes AoO's to those not flat-footed.

    Mindless(Ex): A facehugger has no mind of its own. It has no Intelligence score and immunity to all mind-affecting charms (charms, compulsions, phantasms, patterns and morale effects.)

    Blind (Ex): A facehugger has no eyes to see but relies on its blindsense to find a host. It has immunity to all gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

    Improved Grab(Ex): To use this ability, the facehugger must hit with its touch attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins, it establishes a hold and may attach itself to the host creature's face.

    Attachment (Ex): With a successful grapple, a facehugger attaches to the grappled creature's face and wraps its tail around the creature's throat. The host must make a Fort save (DC 14) or fall unconscious on the second round. This ability has a racial +2 bonus factored into the Fort DC.

    If an attempt is made to remove or damage the facehugger, it tightens its tail and suffocates the victim. Removing the facehugger requires a DC 20 Strength check, but it also deals 4d6 damage to the victim. If the facehugger remains attached for 1 minute, it implants a xenomorph embryo and dies 1d4 rounds later.

    Once the facehugger dies, the victim usually wakes up and appears as if normal. However, after 1d3 hours the host instantly dies as a tiny version of the xenomorph bursts out from within the rib cage, then immediately attempts to run and hide (use the stats for the facehugger, minus any abilities or attacks except for the Blood of the Hive and Blindsense abilities). Once it reaches a safe location, it quickly grows to full size in about 1d6 minutes.

    Implant (Ex): A facehugger can force its proboscis down a host creature's throat and deposit a xenomorph embryo inside the host's torso as a full-round action.

    Short-Lived (Ex): The facehugger loses one hit point for every round it makes a move action or a leaping attack. This does not occur when on crawling on the webbing of the hive or when on a carrier's dorsal launchers. When on one of four of the carrier's launchers, a facehugger lowers the carrier's fast healing rate by one hp (minimum 1).


    Runner
    Spoiler
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    Used standard wolf as base. i would have liked to use worg but its a magical beast.

    Spoiler
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    Xenomorph Runner CR 6
    NE Small Aberration (Wolf)

    Init +4; Senses Blindsense 60 ft.; Perception +7

    AC 15, Touch 15, Flat-Footed 11 (+4 Dex, +1 Size)
    HP 22 (2d8+6); Fast Healing 5
    Fort +3, Ref +4, Will +5
    Immunity: acid, fatigue and exhaustion
    Weakness: fire 50%

    Speed 50 ft. Prone 25 ft. Climb 50 ft. Swim 50 ft. Sprint 1/minute
    Melee 2 Claws +3/+3 melee (1d4 Slashing plus 1d6 acid / 20x2)
    Melee Bite +6 melee (1d6+1 Piercing plus 1d6 acid / 20x2 plus trip)
    Full Attack 2 Claws +3/+3 melee (1d4 Slashing plus 1d6 acid / 20x2) and Bite +6 melee (1d6+1 Piercing plus 1d6 acid / 20x2 plus trip)
    Special Attacks Acid Spray (Reflex varies [see text] DC 14; 2d6 acid; 60 ft. line; 1/Day), Gnaw, Sneak Attack +1d6, Death-Throes (5 ft. radius, 14 Acid Damage).

    Skin Color: Dark Red
    Str 12, Dex 18, Con 16, Int 14, Wis 14, Cha 3
    Base Atk +1; CMB +1; CMD 15 (19 vs. Trip)
    Feats Weapon Finesse

    Skills: (-0 ACP) Acrobatics 1 rank (+10), Athletics 1 rank (+5), Bluff 2 ranks (+1), Craft (Hive) (+), Disable Device 1 rank (+8), Escape Artist 1 rank (+8), Intimidate 1 rank (+0), Knowledge (dungeoneering) 1 rank (+6), Perception 2 ranks (+7), Sense Motive (+2), Survival 1 rank (+6) and Stealth 1 rank (+14).
    Languages Hive Mind 300 ft.
    SQ Stalking Aberrant, Blood of the Hive (Reflex half DC 14), Hold Breath (x6), Hive Mind (Foes get half of the normal flanking bonuses)

    Special Abilities
    Acidic Spray (Ex): A Runner Alien learns to spray a line of Acidic spit, functioning like a natural breath weapon. The Runner can breathe a 60-foot line that deals 1d6 points of damage of the selected type per Alien HD it possesses, as well as 1d6 acid that clings to any surface.

    Those caught in the breath weapon can attempt a Reflex save for half damage and suffer only one point of acid damage the second round. The DC is equal to 10 + 1/2 the runner's HD + the runner's Constitution modifier. The runner can use this ability once per day at 1st level, another use at 5th level, then every five levels after.

    Blood of the Hive (Ex): If a runner is struck by a melee weapon, it sprays powerful acid blood from the wound. The wielder of the melee weapon must make a Reflex save (DC 10 + 1/2 Alien HD + Con modifier) or the weapon dissolves immediately. If the weapon is an unarmed melee attack or natural melee weapon, the wielder instead takes acid damage. This blood deals acid damage equal to the Reflex DC per round upon contact with any objects, and all xenomorphs are immune to its effects. The save DC is Constitution-based.

    Crawl (Ex): While prone, an Alien with this ability can move at half speed. This movement provokes attacks of opportunity as normal. An Alien with this ability can take a 5-foot step while crawling and the Alien no longer provokes AoO’s when standing up. The Alien can take 10 on athletics checks used to climb, even when rushed.

    Gnaw (Ex): If an Alien begins a round with a grabbed foe, it inflicts automatic bite damage. An Alien possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack, at full BAB dealing claw damage, against a foe it has already grabbed. The Alien is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions.

    Ledge Walker (Ex): This ability allows an Alien to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, an Alien with this ability is not flat-footed when using Acrobatics to move along narrow surfaces. The Alien can take 10 on acrobatics checks to balance, even when rushed.

    Sprint (Ex): Once per minute, the runner alien can use a single full-round run action to move up to 6 times its speed or a single full-round charge action to move up to 3 times its speed.

    Leopard Runner Variant: These spotted runners have Pounce special ability instead of Trip ability.


    Tusked Warrior
    Spoiler
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    The orcs used were Vilpich's variant. They created a much meaner version of what a human would create.

    Spoiler
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    Xenomorph Warrior CR 8
    NE Medium Aberration (Orc)

    Init +2; Senses Blindsense 60 ft.; Perception +6

    AC 13, Touch 13, Flat-Footed --- (+2 Dex, +1 Dodge) (Uncanny Dodge)
    HP 48 (4d8+16); Fast Healing 5
    Fort +5, Ref +3, Will +4
    Immunity: acid, fatigue and exhaustion
    Weakness: fire 50%
    Trap Sense: +1

    Speed 40 ft. Prone 20 ft. Climb 20 ft. Swim 20 ft.
    Melee Tail Blade +6 (1d8 slashing / piercing plus 1d6 acid / 20x2)
    Melee 2 Claws +4/+4 (1d6 Slashing plus 1d6 acid / 20x2)
    Melee Bite +6 (1d8 Slashing and Piercing plus 1d6 acid / 20x2)
    Full Attack Tail Blade +6 (1d8+3 slashing or piercing plus 1d6 acid / 20x2) and 2 Claws +4/+4 (1d6+1 Slashing plus 1d6 acid / 20x2) and Bite +6 (1d8+3 Slashing and Piercing plus 1d6 acid / 20x2)
    Special Attacks We Are Predators (Favored Enemy: Humanoid [Humans]), Smash, Gnaw, Sneak Attack +1d6

    Skin Color: Black
    Str 16, Dex 14, Con 18, Int 12, Wis 10, Cha 7
    Base Atk +3; CMB +6; CMD 18
    Feats Dodge, Multiattack

    Skills: (-0 ACP) Acrobatics 1 rank (+8), Athletics 2 ranks (+8), Bluff 4 ranks (+5), Craft (Hive) 1 rank (+5), Disable Device 1 rank (+6), Escape Artist 1 rank (+6), Intimidate 1 rank (+2), Knowledge (dungeoneering) 1 rank (+5), Perception 3 ranks (+6), Sense Motive 1 rank (+4), Survival 1 rank (+6) and Stealth 3 ranks (+10).
    Languages Hive Mind 300 ft.
    SQ Ferocity, Stalking Aberrant, Blood of the Hive (Reflex half DC 16), Hold Breath (x6), Hive Mind (Foes get half of the normal flanking bonuses)

    Ferocity: An orc remains conscious and can continue fighting even if his hit point total is below 0. He is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
    Orcs suffer a -6 penalty on attack rolls in which they attempt to deal nonlethal damage, as opposed to the normal -4.

    Gnaw (Ex): If a Warrior Alien begins a round with a grabbed foe, it inflicts automatic bite damage. An Warrior Alien possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack, at full BAB dealing claw damage, against a foe it has already grabbed. The Warrior Alien is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions.

    Blood of the Hive (Ex): If a warrior is struck by a melee weapon, it sprays powerful acid blood from the wound. The wielder of the melee weapon must make a Reflex save (DC 10 + 1/2 Alien HD + Con modifier) or the weapon dissolves immediately. If the weapon is an unarmed melee attack or natural melee weapon, the wielder instead takes acid damage. This blood deals acid damage equal to the Reflex DC per round upon contact with any objects, and all xenomorphs are immune to its effects. The save DC is Constitution-based.

    Hive Webbing (Ex): Secreted from the dorsal spines on their back, this web-like substance eventually hardens into a strong, resinous material (Harness 22, HP/Inch 15, Break DC 28) used to trap potential hosts for implantation and birth. The web dries quickly, in 1d4 rounds; colors vary from dark grey to black with splashes of dull dark blue or dark red.

    Quickly overwhelming an area, hive webbing forms the basic structure of the hive. Warrior Aliens often ambush enemy invaders from their resting places within, blending seamlessly into the walls and ceilings. +5 to Stealth checks while Warrior Aliens move while surrounded by the hive-web material.

    Crawl (Ex): While prone, an Alien with this ability can move at half speed. This movement provokes attacks of opportunity as normal. An Alien with this ability can take a 5-foot step while crawling and the Alien no longer provokes AoO’s when standing up. The Alien gains a climb speed equal to half of the movement speed. The Alien can take 10 on athletics checks used to climb, even when rushed.

    Ledge Walker (Ex): This ability allows an Alien to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, an Alien with this ability is not flat-footed when using Acrobatics to move along narrow surfaces. The Alien can take 10 on acrobatics checks to balance, even when rushed.




    Tusked Drone
    Spoiler
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    The orcs used were Vilpich's variant. They created a much meaner version of what a human would create.

    Spoiler
    Show
    Xenomorph Drone CR 8
    NE Small Aberration (Orc)

    Init +2; Senses Blindsense 60 ft.; Perception +8

    AC 13, Touch 13, Flat-Footed --- (+2 Dex, +1 Size) (Uncanny Dodge)
    HP 44 (4d8+12); Fast Healing 5
    Fort +4, Ref +4, Will +5
    Immunity: acid, fatigue and exhaustion
    Weakness: fire 50%
    Trap Sense: +1

    Speed 30 ft. Prone 15 ft. Climb 15 ft. Swim 15 ft.
    Melee Tail Spike +4 (1d6 Piercing plus 1d6 acid / 20x2)
    Melee two Claws +2/+2 (1d4 Slashing plus 1d6 acid / 20x2)
    Melee Bite +4 (1d6 Slashing and Piercing plus 1d6 acid / 20x2)
    Full Attack Tail Spike +4 (1d6 piercing plus 1d6 acid / 20x2) and two Claws +2 (1d4 Slashing plus 1d6 acid / 20x2) and Bite +4 (1d6 Slashing and Piercing plus 1d6 acid / 20x2)
    Special Attacks We Are Predators (Favored Enemy: Humanoid [Humans]), Smash, Gnaw, Nodes (6 nodes within 60 ft. cone; 6 / Day; Fast Healing 10 when adjacent to node; 15 ft. hive webbing growth)

    Skin Color: Black
    Str 12, Dex 16, Con 16, Int 12, Wis 12, Cha 7
    Base Atk +3; CMB +5; CMD 16
    Feats Agile Maneuvers, Multiattack

    Skills: (-0 ACP) Acrobatics (+7), Athletics 1 rank (+5), Bluff 4 ranks (+5), Craft (Hive) (+1), Disable Device 1 rank (+7), Escape Artist 1 rank (+7), Intimidate 4 ranks (+7), Knowledge (dungeoneering) (+1), Perception 4 ranks (+8), Sense Motive 1 rank (+5), Survival (+3) and Stealth 4 ranks (+18).
    Languages Hive Mind 300 ft.
    SQ Ferocity, Stalking Aberrant, Blood of the Hive (Reflex half DC 16), Hold Breath (x6), Hive Mind (Foes get half of the normal flanking bonuses)


    Ferocity: An orc remains conscious and can continue fighting even if his hit point total is below 0. He is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
    Orcs suffer a -6 penalty on attack rolls in which they attempt to deal nonlethal damage, as opposed to the normal -4.

    Gnaw (Ex): If a Warrior Alien begins a round with a grabbed foe, it inflicts automatic bite damage. A Warrior Alien possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack, at full BAB dealing claw damage, against a foe it has already grabbed. The Warrior Alien is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions.

    Blood of the Hive (Ex): If a warrior is struck by a melee weapon, it sprays powerful acid blood from the wound. The wielder of the melee weapon must make a Reflex save (DC 10 + 1/2 Alien HD + Con modifier) or the weapon dissolves immediately. If the weapon is an unarmed melee attack or natural melee weapon, the wielder instead takes acid damage. This blood deals acid damage equal to the Reflex DC per round upon contact with any objects, and all xenomorphs are immune to its effects. The save DC is Constitution-based.

    Hive Webbing (Ex): Secreted from the dorsal spines on their back, this web-like substance eventually hardens into a strong, resinous material (Harness 22, HP/Inch 15, Break DC 28) used to trap potential hosts for implantation and birth. The web dries quickly, in 1d4 rounds; colors vary from dark grey to black with splashes of dull dark blue or dark red.

    Quickly overwhelming an area, hive webbing forms the basic structure of the hive. Warrior Aliens often ambush enemy invaders from their resting places within, blending seamlessly into the walls and ceilings. +5 to Stealth checks while Warrior Aliens move while surrounded by the hive-web material.

    Crawl (Ex): While prone, an Alien with this ability can move at half speed. This movement provokes attacks of opportunity as normal. An Alien with this ability can take a 5-foot step while crawling and the Alien no longer provokes AoO’s when standing up. The Alien gains a climb speed equal to half of the movement speed. The Alien can take 10 on athletics checks used to climb, even when rushed.

    Ledge Walker (Ex): This ability allows an Alien to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, an Alien with this ability is not flat-footed when using Acrobatics to move along narrow surfaces. The Alien can take 10 on acrobatics checks to balance, even when rushed.

    Nodes (Ex): Drones create dormant hive nodes in their stomach and using a gag reflex, releases six hive nodes on walls and on the ground within a 60 ft. cone. Once deposited the node uses up available organic materials from plants, carcasses, and even microorganisms to also produce the hive's web structure within a radius of 15 ft. of a node. This demonstrates the species' complete hostility toward all life forms. The spreading web slowly destroys the natural ecosystem of entire planets.

    If not in a fight an Alien can stand adjacent to a hive node and heal itself as if it had Fast Healing 10, making hive nodes a very valuable asset when infesting a planet. Nodes can be ejected 3 + Constitution Modifier times per day. They begin to dissolve after one day of existence, becoming hollow and brittle within an hour, leaving behind the webbing it grew but the node withers to dust.



    Xenomorph Rex

    Spoiler
    Show


    This is what happens when two things that dont mix happen to do just that. Enjoy!

    Spoiler
    Show
    CE Xenomorph Tyrannosaurus (Warrior Praetorian)
    Gargantuan Aberration

    Initiative -1; Senses Blindsense 60 ft., Hivemind 300 ft.; Perception +14
    CR 15

    Armor Class 17 Flat-Footed 17 Touch --- (Imp. Uncanny Dodge)
    (-4 size, -1 Dex, +12 natural)
    HP: 207 (18d8+126); Fast Healing: 5 (see nodes)
    Fortitude +13 Reflex +7 (Imp. Evasion) Will +12
    Immunity: immune to acid, fatigue and exhaustion
    weakness: fire 50%
    DR 9/---
    Blood of the Hive (Reflex Half; DC 28)

    Speed 50 ft. Climb 50 ft. Swim 50 ft.
    Base Atk +13 CMB +29 CMD 38
    Full Attack: Bite +21/+16/+11 melee (4d8+24 Piercing plus 1d6 acid), 2 Claws +16 melee (2d6+6 Slashing plus 1d6 acid), Tail Blade +16 melee (3d8+6 Slashing plus 1d6 acid)
    Grapple Attack: Swallow Whole +29 (4d8+24 plus 1d6 acid)

    Space 20 ft. (4 squares) Reach 20 ft. (4 squares; 5 squares with bite; 6 squares with tail blade)
    Special Attacks: Gnaw, Improved Grab, Fling, Sneak Attack +5d6, Swallow Whole, Hunter's Surprise (1/day, all attacks against one foe are sneak attacks for 1 round).

    Str 34 (+12) Dex 9 (-1) Con 25 (+7)
    Int 10 (+0) Wis 12 (+1) Cha 8 (-1)

    Feats: Cleave, Great Cleave, Greater Bull Rush, Improved Bull Rush, Improved Natural Attack, Multiattack, Multiweapon fighting, Power Attack, Stealthy.
    Special Abilities: Hold Breath, Stalking Aberrant, Hive Mind, Hive Webbing, Hardened Skeleton, Mutations (Aqualung, Extending Tail), Distraction (Whenever a enemy hears you moving with a successful Perception check, immediate action, Bluff vs. enemy's sense motive check to not alert them to your movement)

    Skills: Acrobatics 10 ranks (+14), Athletics 1 rank (+16), Bluff 7 ranks (+9), Craft (Hivewebbing) 4 ranks (+7), Disable Device (-1), Escape Artist 10 ranks (+11), Intimidate 7 ranks (+6), Knowledge (dungeoneering) 3 ranks (+6), Perception 10 ranks (+14), Sense Motive (+1), Stealth 10 ranks (+14), Survival 10 ranks (+14).
    Treasure: None normally (accidental if ever), expert leaper, fast swimmer, Improved Crawl, ledge walker, fast stealth

    Special
    Blood of the Hive (Ex): If an Alien is struck by a melee weapon, it sprays powerful acid blood from the wound. The wielder of the melee weapon must make a Reflex save (DC 10 + 1/2 Alien HD + Con modifier) or the weapon dissolves immediately. If the weapon is an unarmed melee attack or natural melee weapon, the wielder instead takes 2d6 acid damage. This blood deals acid damage equal to the Reflex DC per round upon contact with any objects, and all xenomorphs are immune to its effects. The save DC is Constitution-based.

    Fling (Ex): As a Full-Round Action and after a successful grapple on a single target one or more size categories smaller, the praetorian may throw a grappled opponent or an improvised weapon at twice its range increment, adding twice her Strength modifier to her damage roll.

    Gnaw (Ex): If an Alien begins a round with a grabbed foe, it inflicts automatic bite damage. An Alien possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack, at full BAB dealing claw damage, against a foe it has already grabbed. The Alien is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions.

    Hardened Exoskeleton (Ex): A Praetorian's Exoskeleton thickens to reduce damage dealt to itself. The new exoskeleton can make the alien impervious to some weaker attacks. This exoskeleton becomes extremely tough as the alien advances in level. The Praetorian gains DR /--- equal to half its level.

    Hive Mind (Ex): Alien Aliens do not speak, nor appear to have the proper vocal cords to produce much more than screeches and hisses. The Alien Aliens communicate via a natural hive mind, telepathy that connects any Alien within 300 ft. of another Alien.

    This allows the hive mind to remain in contact, assuming there are enough Aliens to maintain the link over large distances. This also means that if one Alien is aware of you, be sure that the rest knows where you are. Foes attacking do not get normal flanking bonuses if one is aware of the attacker, receiving half the bonus usually given.

    Hive Webbing (Ex): Secreted from the dorsal spines on their back, this web-like substance eventually hardens into a strong, resinous material (Harness 22, HP/Inch 15, Break DC 28) used to trap potential hosts for implantation and birth. The web dries quickly, in 1d4 rounds; colors vary from dark grey to black with splashes of dull dark blue or dark red.

    Quickly overwhelming an area, hive webbing forms the basic structure of the hive. Aliens often ambush enemy invaders from their resting places within, blending seamlessly into the walls and ceilings. +5 to Stealth checks while Aliens move while surrounded by the hive-web material.

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

    Improved Grab (Ex): To use this ability, the alien praetorian must hit with 2 successful claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins, it establishes a hold and may attack with its gnaw ability (and later as a queen perform a rake attack with its two minor claws).

    Stalking Aberrant (Ex): The Alien does not suffer size penalties to stealth checks when using the crawl ability.




    Praetorian Charger
    Spoiler
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    This heavy armored Xenomorph is a difficult encounter, a thick regenerating hide combined with an intensely short temper, this aberration generally charges at anything that comes within 80 ft. of it (the distance of a charge). The hide is resist to blows and the acidic blood is concentrated and extremely quick at dissolving those who wound it. Not something to get cornered with...

    This Beast has begun the mutations that occur during the Praetorian stage of an alien's life cycle. This Charger is equipped with dorsal launchers, cappable of propelling facehuggers far more accurately and farther than they could go alone. However, its known that they heal slower when several facehuggers are docked, providing the nutrients to keep the facehuggers alive directly through the launcher pods.


    Spoiler
    Show
    Xenomorph Praetorian Warrior CR 15
    NE Large Aberration (Rhino)

    Init +1; Senses Blindsense 60 ft.; Perception +12

    AC 20, Touch 10, Flat-Footed ---
    (+10 Natural, +1 Dex, -1 Size) (Imp. Uncanny Dodge)
    HP 143 (11d8+55); Fast Healing 5
    Fort +8, Ref +6 (Imp. Evasion), Will +6
    Immunity: acid, fatigue and exhaustion
    Weakness: fire 50%
    Trap Sense: +3
    DR 5/---

    Space: 10 ft.; Reach: 5 ft.
    Speed 40 ft. Prone 40 ft. Climb 40 ft. Swim 20 ft.
    Special Attacks Gnaw, Sneak Attack +3d6, Improved Grab (Two Claws), Fling (Full Round, Throw grappled foe 20 ft., 2d6+8 bludgeoning damage), Powerful Charge (4d6+8)

    Ranged Facehugger +11 ranged touch 40 ft. (Standard action, 1 fired per use, See Facehugger's Entry for more information; uses Facehugger's Dex with the Carrier's BAB but not the size penalties for the attack)
    Melee Gore +11 (2d6+4 piercing plus 1d6 acid / 20x2)
    Melee Tail Blade +11 (1d10+4 slashing / piercing plus 1d6 acid / 20x2)
    Melee Claw +11 (1d8+2 Slashing plus 1d6 acid / 20x2)
    Melee Bite +11 (1d10+4 Slashing and Piercing plus 1d6 acid / 20x2)
    Full Attack Gore +11/6 (2d6+4 piercing plus 1d6 acid / 20x2),Tail Blade +9 (1d10+4 slashing or piercing plus 1d6 acid / 20x2) and 2 Claws +9/+9 (1d8+2 Slashing plus 1d6 acid / 20x2) and Bite +9 (1d10+4 Slashing and Piercing plus 1d6 acid / 20x2)

    Skin Color: Orange-Tan with Red
    Str 18, Dex 14, Con 20, Int 14, Wis 9, Cha 7
    Base Atk +8/+3; CMB +13 (+17 Bull Rush); CMD 24 (26 if bull rushed)(28 if tripped)
    Feats Multiattack, Run, Power Attack, Lightning Reflexes, Improved Bull Rush, Greater Bull Rush

    Skills: (-0 ACP) Acrobatics 1 rank (+7), Athletics 2 ranks (+9), Bluff 10 ranks (+11), Craft (Hive) 1 rank (+6), Disable Device 1 rank (+6), Escape Artist 1 rank (+5), Intimidate 11 ranks (+12), Knowledge (dungeoneering) 1 rank (+6), Perception 10 ranks (+12), Sense Motive 1 rank (+3), Survival 11 rank (+15) and Stealth 6 ranks (+12).
    Languages Hive Mind 300 ft.
    SQ Stalking Aberrant, Blood of the Hive (Reflex half DC 20), Hold Breath (x6), Hive Mind (Foes get half of the normal flanking bonuses), Distraction (Avoid Detection with Bluff check opposed by opponent’s Sense Motive), Mutation (4 Dorsal Launchers)

    Gnaw (Ex): If a Warrior Alien begins a round with a grabbed foe, it inflicts automatic bite damage. An Warrior Alien possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack, at full BAB dealing claw damage, against a foe it has already grabbed. The Warrior Alien is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions.

    Blood of the Hive (Ex): If a warrior is struck by a melee weapon, it sprays powerful acid blood from the wound. The wielder of the melee weapon must make a Reflex save (DC 10 + 1/2 Alien HD + Con modifier) or the weapon dissolves immediately. If the weapon is an unarmed melee attack or natural melee weapon, the wielder instead takes acid damage. This blood deals acid damage equal to the Reflex DC per round upon contact with any objects, and all xenomorphs are immune to its effects. The save DC is Constitution-based.

    Hive Webbing (Ex): Secreted from the dorsal spines on their back, this web-like substance eventually hardens into a strong, resinous material (Harness 22, HP/Inch 15, Break DC 28) used to trap potential hosts for implantation and birth. The web dries quickly, in 1d4 rounds; colors vary from dark grey to black with splashes of dull dark blue or dark red.

    Quickly overwhelming an area, hive webbing forms the basic structure of the hive. Warrior Aliens often ambush enemy invaders from their resting places within, blending seamlessly into the walls and ceilings. +5 to Stealth checks while Warrior Aliens move while surrounded by the hive-web material.

    Crawl (Ex): While prone, an Alien with this ability can move at half speed. This movement provokes attacks of opportunity as normal. An Alien with this ability can take a 5-foot step while crawling and the Alien no longer provokes AoO’s when standing up. The Alien gains a climb speed equal to half of the movement speed. The Alien can take 10 on athletics checks used to climb, even when rushed.

    Ledge Walker (Ex): This ability allows an Alien to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, an Alien with this ability is not flat-footed when using Acrobatics to move along narrow surfaces. The Alien can take 10 on acrobatics checks to balance, even when rushed.

    Expert Leaper (Ex): When making jump checks, the Alien is always considered to have a running start. Also, when the Alien deliberately falls, a DC 15 Acrobatics check allows her to ignore the first 20 feet fallen, instead of the first 10 feet. The Alien can take 10 on acrobatics checks to jump, even when rushed.

    Distraction (Ex): whenever an alien is detected while using Stealth, she can immediately attempt a Bluff skill check opposed by the Sense Motive skill of the creature that spotted her. If this check succeeds, the target assumes that the noise was something innocent and disregards the detection.

    This only functions if the creature cannot see the Alien. This ability can only be used once during a given Stealth attempt. If the same creature detects the Alien's presence again, the ability has no effect.

    Improved Crawl (Ex): While prone, an Alien with this ability can move at full speed. This movement provokes attacks of opportunity as normal. The Alien’s climb speed increases to equal the movement speed. The Alien can take 20 on acrobatics and athletics checks used to climb or balance, even when rushed.

    Improved Grab (Ex): To use this ability, the alien praetorian must hit with 2 successful claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins, it establishes a hold and may attack with its gnaw ability (and later as a queen perform a rake attack with its two minor claws).

    Fling (Ex): As a Full-Round Action and after a successful grapple on a single target one or more size categories smaller, the praetorian may throw a grappled opponent or an improvised weapon at twice its range increment, adding twice her Strength modifier to her damage roll.

    Carrier's Dorsal Launchers (Ex): An Alien's four dorsal tubes have been mutated to allow one facehugger to grasp each one, giving it nutrition and allowing it to travel vast distances.

    These tubes can also be flicked forward at high speed (standard action), launching the docked facehugger at greater range and with more accuracy than the facehugger could achieve normally.

    This ability doubles the effective range of the facehugger's leaping touch attack and allows the facehugger to use the base attack bonus of the carrier alien.
    Last edited by LordErebus12; 2012-08-30 at 02:48 PM.

  3. - Top - End - #3
    Ogre in the Playground
    Join Date
    Nov 2011
    Location
    Oldhelwyn Wilds

    Default Xenomorph Racial Templates, Pathfinder NPC Races

    Note: The Xenomorph subtype can only be applied to Small and Medium Humanoids, as well as animals of any size. These each produce a different Xenomorph type and overall size. These racial templates stack with whatever racial abilities that are present in the Base Race's description of the host species.

    Also, racial templates like Half-Dragon, Half-Fiend, Half-Celestial, etc. all change the race's Type into something other than humanoid or animal, meaning they do not function normally, and do not allow the production of xenomorphs, despite being so similar to the base creature. The Implanted Chestburster does not survive to adulthood and perishes shortly after bursting free.



    Warrior

    Spoiler
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    This type of Alien is referred to as a Warrior, they are created when a facehugger selects a medium humanoid host or an animal of larger or larger size. The Warrior alien's job is to guard the hive, patrolling the territories for suitable hosts and killing anything that attempts to enter the queen's resting place.

    Sharp blades on their long, powerful tails allow them to attack with them, usually before breaking stealth then moving in closer to begin to attack face to face. These Aliens fight to the bitter end, but will obey the queen under any circumstance, even if the order is to hurt the queen. These often attack in groups of three, however group size varies depending on the overall size of the hive.


    Template:
    Spoiler
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    +2 Str, +2 Dex, +2 Int, -4 Cha: Warrior Aliens are strong, agile and intelligent but extremely antisocial and xenophobic.

    Type: Type changes to Aberration. Remove all levels and non-racial abilities from the host. Recalculate statistics where necessary but retain racial abilities.

    Weakness and Immunity: immune to acid, fatigue and exhaustion; weakness to fire 50%

    Blindsense(Ex): 60 ft.

    Fast Healing (Ex): 5 (see nodes)

    Speed: 40 ft. movement. Climb and Swim speed equal to half of base land speed (20 ft.)

    Natural Attacks: one primary bite (1d8 piercing plus gnaw and acid), 2 claws (1d6 slashing plus acid) and one tail blade (1d8 Piercing plus acid).

    Stalking Aberrant (Ex): The Warrior Alien does not suffer size penalties to stealth checks when using the crawl ability.

    Gnaw (Ex): If an Warrior Alien begins a round with a grabbed foe, it inflicts automatic bite damage. An Warrior Alien possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack, at full BAB dealing claw damage, against a foe it has already grabbed. The Warrior Alien is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions.

    Blood of the Hive (Ex): If a warrior is struck by a melee weapon, it sprays powerful acid blood from the wound. The wielder of the melee weapon must make a Reflex save (DC 10 + 1/2 Alien HD + Con modifier) or the weapon dissolves immediately. If the weapon is an unarmed melee attack or natural melee weapon, the wielder instead takes acid damage. This blood deals acid damage equal to the Reflex DC per round upon contact with any objects, and all xenomorphs are immune to its effects. The save DC is Constitution-based.

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

    Hive Mind (Ex): Warrior Aliens do not speak, nor appear to have the vocal cords to produce much more than screeches and hisses. The Warrior Aliens communicate via a natural hive mind, telepathy that connects any Warrior Alien within 300 ft. of another Warrior Alien.

    This allows the hive mind to remain in contact, assuming there are enough Warrior Aliens to maintain the link over large distances. This also means that if one Warrior Alien is aware of you, be sure that the rest knows where you are. Foes attacking do not get normal flanking bonuses if one is aware of the attacker, receiving half the bonus usually given.

    Hive Webbing (Ex): Secreted from the dorsal spines on their back, this web-like substance eventually hardens into a strong, resinous material (Harness 22, HP/Inch 15, Break DC 28) used to trap potential hosts for implantation and birth. The web dries quickly, in 1d4 rounds; colors vary from dark grey to black with splashes of dull dark blue or dark red.

    Quickly overwhelming an area, hive webbing forms the basic structure of the hive. Warrior Aliens often ambush enemy invaders from their resting places within, blending seamlessly into the walls and ceilings. +5 to Stealth checks while Warrior Aliens move while surrounded by the hive-web material.

    Skill Bonuses: +2 Racial bonus on acrobatics and stealth checks.

    CR: +2



    Runner

    Spoiler
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    small or medium animal hosts create a variation of the standard alien called Runners. Runners are tinged a noticeable red and run on four legs like the host they hailed from. However, they will walk and stand on two legs sometimes. On their back, there are no dorsal tubes, likely for better head mobility.

    Unlike most Aliens, they are digitigrade (i.e. they walk on their toes). The Runner Xenomorph is one of few aliens able to spit acid at its victims, which continues to damage long after it has been first sprayed. They also seem severely agitated, restless, often constantly moving once it reaches maturity.


    Template:
    Spoiler
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    -2 Str, +8 Dex, -2 Con, +2 Int, -4 Cha: Runner Aliens are extremely fast and agile while also being intelligent but extremely antisocial, xenophobic, and weaker than the other aliens.

    Type: Type changes to Aberration. Remove all levels and non-racial abilities from the host. Recalculate statistics where necessary but retain racial abilities.

    Small: Runner are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

    Weakness and Immunity: Immune to acid, fatigue, and exhaustion; weakness to fire 50%

    Speed: 50 ft. movement. Climb and Swim speed equal to base land speed

    Blindsense(Ex): 60 ft.

    Fast Healing (Ex): 5 (see nodes)

    Sprint (Ex): Once per minute, the runner alien can use a single full-round run action to move up to 6 times its speed or a single full-round charge action to move up to 3 times its speed.

    Natural Attacks: one primary bite (1d6)and 2 claws (1d4). All these attacks also deal acidic damage (see below)

    Stalking Aberrant (Ex): The Runner Alien does not suffer size penalties to stealth checks when using the crawl ability.

    Gnaw (Ex): If an Runner Alien begins a round with a grabbed foe, it inflicts automatic bite damage. A Runner Alien possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack, at full BAB dealing claw damage, against a foe it has already grabbed. The Runner Alien is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions.

    Blood of the Hive (Ex): If a Runner is struck by a melee weapon, it sprays powerful acid blood from the wound. The wielder of the melee weapon must make a Reflex save (DC 10 + 1/2 Alien HD + Con modifier) or the weapon dissolves immediately. If the weapon is an unarmed melee attack or natural melee weapon, the wielder instead takes acid damage. This blood deals acid damage equal to the Reflex DC per round upon contact with any objects, and all xenomorphs are immune to its effects. The save DC is Constitution-based.

    Death-Throes (Ex): When a runner alien dies, they thrash around for 1 round, spraying acidic blood in a 5 ft. radius. This damage is equal to the save DC for Blood of the Hive special ability. A successful Reflex save halves this damage.

    Acidic Spray (Ex): A Runner Alien learns to spray a line of Acidic spit, functioning like a natural breath weapon. The Runner can breathe a 60-foot line that deals 1d6 points of damage of the selected type per Alien HD it possesses, as well as 1d6 acid that clings to any surface.

    Those caught in the breath weapon can attempt a Reflex save for half damage and suffer only one point of acid damage the second round. The DC is equal to 10 + 1/2 the runner's HD + the runner's Constitution modifier. The runner can use this ability once per day at 1st level, another use at 5th level, then every five levels after.

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

    Skill Bonuses: +2 Racial bonus on acrobatics and stealth checks.

    CR: +3




    Drone

    Spoiler
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    Drones are carriers of Hive Nodes, and their major function is to care and provide everything that the hive or queen might need done. They work tirelessly to expand the hive, greatly quickened with the node's within the drone's body.

    This type of Alien is referred to as a Drone, they are created when a facehugger selects a small humanoid host. They are sleeker and smaller than warriors, with a shorter tail with more of a blade than spike. They tend to be more observant, stalking for longer to watch its prey to learn of its behaviors and to wait for the perfect moment to strike.


    Template:
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    -2 Str, +4 Dex, +2 Int, +2 Wis, -4 Cha: Drone Aliens are extremely agile, wise and intelligent but extremely antisocial, xenophobic and usually weaker.

    Type: Type changes to Aberration. Remove all levels and non-racial abilities from the host. Recalculate statistics where necessary but retain racial abilities.

    Small: Drones are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

    Weakness and Immunity: immune to acid, weakness to fire 50%

    Speed: 30 ft. movement. Climb and Swim speed equal to base land speed

    Blindsense(Ex): 60 ft.

    Fast Healing (Ex): 5 (see nodes)

    Natural Attacks: one primary bite (1d8 piercing plus acid), 2 claws (1d6 slashing plus acid) and one tail blade (1d8 slashing plus acid).

    Stalking Aberrant (Ex): The Drone Alien does not suffer size penalties to stealth checks when using the crawl ability.

    Gnaw (Ex): If an Drone Alien begins a round with a grabbed foe, it inflicts automatic bite damage. A Drone Alien possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack, at full BAB dealing claw damage, against a foe it has already grabbed. The Drone Alien is a ferocious predator, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions.

    Blood of the Hive (Ex): If a drone is struck by a melee weapon, it sprays powerful acid blood from the wound. The wielder of the melee weapon must make a Reflex save (DC 10 + 1/2 Alien HD + Con modifier) or the weapon dissolves immediately. If the weapon is an unarmed melee attack or natural melee weapon, the wielder instead takes acid damage. This blood deals acid damage equal to the Reflex DC per round upon contact with any objects, and all xenomorphs are immune to its effects. The save DC is Constitution-based.

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

    Hive Mind (Ex): Drone Aliens do not speak, nor appear to have the vocal cords to produce much more than screeches and hisses. The Drone Aliens communicate via a natural hive mind, telepathy that connects any Alien within 300 ft. of another Alien.

    This allows the hive mind to remain in contact, assuming there are enough Aliens to maintain the link over large distances. This also means that if one Alien is aware of you, be sure that the rest knows where you are. Foes attacking do not get normal flanking bonuses if one is aware of the attacker, receiving half the bonus usually given.

    Hive Webbing (Ex): Secreted from the dorsal spines on their back, this web-like substance eventually hardens into a strong, resinous material (Harness 22, HP/Inch 15, Break DC 28) used to trap potential hosts for implantation and birth. The web dries quickly, in 1d4 rounds; colors vary from dark grey to black with splashes of dull dark blue or dark red.

    Quickly overwhelming an area, hive webbing forms the basic structure of the hive. Drone Aliens often ambush enemy invaders from their resting places within, blending seamlessly into the walls and ceilings. +5 to Stealth checks while Drone Aliens move while surrounded by the hive-web material.

    Nodes (Ex): Drones create dormant hive nodes in their stomach and using a gag reflex, releases six hive nodes on walls and on the ground within a 60 ft. cone. Once deposited the node uses up available organic materials from plants, carcasses, and even microorganisms to also produce the hive's web structure within a radius of 15 ft. of a node. This demonstrates the species' complete hostility toward all life forms. The spreading web slowly destroys the natural ecosystem of entire planets.

    If not in a fight an Alien can stand adjacent to a hive node and heal itself as if it had Fast Healing 10 (20 for predaliens), making hive nodes a very valuable asset when infesting a planet. Nodes can be ejected 3 + Constitution Modifier times per day. They begin to dissolve after one day of existence, becoming hollow and brittle within a hour, leaving behind the webbing it grew but the node withers to dust.

    Skill Bonuses: +4 Racial bonus on acrobatics and stealth checks.

    CR: +2




    Predalien (New)

    Spoiler
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    This type of Alien is referred to as a predalien, they are created when a facehugger selects a yautja host. The predalien is an abomination; they hunt the terrain looking for vulnerable victims for direct implantation of chestbursters, without need for a facehugger. These seem to be rogues in nature, never remaining with the "lesser" children or seeming to build a hive. they are extremely feral, hunting all it sees down and kills it.

    Sharp blades on their long, powerful tails allow them to attack with them, usually before breaking stealth then moving in closer to begin to attack face to face. These Aliens fight to the bitter end and show a general dislike for company of its own species. These often attempt to impregnate helpless foes, grappling them and implanting 2d4 chestbursters, the process kills the host in 1 minute, if not somehow removed (impossible without magic).


    Template:
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    +8 Str, +4 Con, +2 Int, -8 Cha: Predaliens are strong, tough, and intelligent but extremely antisocial and xenophobic.

    Size: Large

    Type: Aberration.

    Immunity: immune to acid, fatigue and exhaustion. Immune to heat and cold effects as endure elements

    Blindsense(Ex): 120 ft.

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

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

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

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

    Signature Color
    |
    Source Temperature
    |
    Example
    |
    Spot skill bonus


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

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

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

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

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

    Fast Healing (Ex): 10 (see nodes)

    Speed: 40 ft. movement. Climb and Swim speed equal to 3/4th of base land speed (30 ft.). The Predalien may take 10 on acrobatics checks to climb, even when rushed.

    Natural Attacks: one primary bite (1d10 piercing plus gnaw and acid), 2 claws (1d8 slashing plus acid) and one tail blade (1d10 Piercing plus acid).

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

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

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

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

    Stalking Aberrant (Ex): The Alien does not suffer size penalties to stealth checks when using the crawl ability.

    Gnaw (Ex): If an Alien begins a round with a grabbed foe, it inflicts automatic bite damage. An Alien possesses a second set of jaws in its throat that aid in swallowing—it can make a second bite attack, at full BAB dealing claw damage, against a foe it has already grabbed. The Alien is a ferocious predalien, capable of holding prey in its primary jaws while a smaller set of jaws inside its throat chews away bite-sized portions.

    Blood of the Hive (Ex): If a Predalien is struck by a melee weapon, it sprays powerful acid blood from the wound. The wielder of the melee weapon must make a Reflex save (DC 10 + 1/2 Alien HD + Con modifier) or the weapon dissolves immediately. If the weapon is an unarmed melee attack or natural melee weapon, the wielder instead takes acid damage. This blood deals acid damage equal to the Reflex DC per round upon contact with any objects, and all xenomorphs are immune to its effects. The save DC is Constitution-based.

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

    Hive Mind (Ex): Predaliens do not speak, nor appear to have the vocal cords to produce much more than screeches and hisses. The Predaliens communicate via a natural hive mind, telepathy that connects any Alien within 300 ft. of another Alien.

    This allows the hive mind to remain in contact, assuming there are enough Predaliens to maintain the link over large distances. This also means that if one Alien is aware of you, be sure that the rest knows where you are. Foes attacking do not get normal flanking bonuses if one is aware of the attacker, receiving half the bonus usually given.

    Hive Webbing (Ex): Secreted from the dorsal spines on their back, this web-like substance eventually hardens into a strong, resinous material (Harness 22, HP/Inch 15, Break DC 28) used to trap potential hosts for implantation and birth. The web dries quickly, in 1d4 rounds; colors vary from dark grey to black with splashes of dull dark blue or dark red.

    Quickly overwhelming an area, hive webbing forms the basic structure of the hive. Predaliens often ambush enemy invaders from their resting places within, blending seamlessly into the walls and ceilings. +5 to Stealth checks while predaliens move while surrounded by the hive-web material.

    Implant (Ex): A predalien can force its proboscis down a host creature's throat and deposit 2d4 xenomorph embryos inside the host's torso as a full-round action when grappling the target.

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

    CR: +4
    Last edited by LordErebus12; 2012-12-23 at 03:28 PM.

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    Default Xenomorph Praetorian and Queen, Pathfinder Templates

    Praetorian Template

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    A Warrior Praetorian


    Once an alien has risen to the power of a hive praetorian, she gains several abilities as part of her first molt and gaining favor with the current queen. The Praetorians are often near the queen, acting like guards in a moments notice, as well as enforcing the queen's word. First, a larger body and more impressive head-crest, jutting out behind of the praetorian like a crown. Second, The exoskeleton of a praetorian hardens considerably.

    Improved Grab (Ex): To use this ability, the alien praetorian must hit with 2 successful claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins, it establishes a hold and may attack with its gnaw ability (and later as a queen perform a rake attack with its two minor claws)

    Fling (Ex): As a Full-Round Action and after a successful grapple on a single target one or more size catagories smaller, the praetorian may throw a grappled opponent or an improvised weapon at twice its range increment, adding twice her Strength modifier to her damage roll.

    Hardened Exoskeleton (Ex): A Praetorian's Exoskeleton thickens to reduce damage dealt to itself. The new exoskeleton can make the alien impervious to some weaker attacks. This exoskeleton becomes extremely tough as the alien advances in level. The Praetorian gains DR /--- equal to half its level.

    CR +1



    Queen Template

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    A Warrior Queen


    Once an alien has risen to the power of a hive queen, she gains several abilities as part of her second molt. First, She is no longer under the control of the former queen, if she still survives. Furthermore, her innate telepathic range doubles (600 ft.), her fast healing rate doubles and most lesser aliens innately obey her orders.

    She also becomes the instant enemy of any former member of her old hive if the old queen remains alive. The other aliens instantly recognize her as a threat to the current queen's reign and will attempt to drive her out of the hive, killing her if possible. Otherwise, if the queen had died, the old hive is inherited and they all become docile to her.


    Minor Claws (Ex): Two vestigial appendages sit between the alien queen's upper arms and bear claws that deal damage as if two sizes smaller than the normal claws. These minor claws can only be used during a rake attack while grappling.

    Egg Sack (Ex): This membranous sack contains unhatched Facehugger eggs. The alien queen is attached to one of these while in her lair, and it prevents any movement. It has a hardness of 10 and has 40 hit points. The egg sack can be detached by the alien queen in two full-round actions, allowing her normal movement. When the alien queen finds a suitable lair, a new egg sack can be grown in 3d4 hours. The egg sack is required to use the Lay Eggs ability.

    Lay Eggs (Ex): Once every 10 rounds, as a full round action, the alien queen may lay one Facehugger egg. This egg hatches when ordered to by the alien queen or when it senses non-alien movement within its blindsense range. Ordering the egg to hatch is a free action for the queen.

    Trample (Ex): As a full-round action, a queen with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling queen does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of bludgeoning damage equal to the trampling queen's primary bite damage + 1-1/2 times its Str modifier.

    Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 the Queen's HD + the Queen's Str modifier. A trampling queen can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

    CR +1
    Last edited by LordErebus12; 2012-12-23 at 03:28 PM.

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    Post Xenomorph Feats and some goodies

    Feats

    Quick Launcher (Xenomorph)
    A carrier alien can launch attached facehuggers faster than normal, as well as more than one per round.

    Prerequisite: Carrier Dorsal Launchers, Xenomorph.

    Benefit: The Carrier can launch up to four facehuggers in a standard action or just one in a move action. Each facehugger launched must all roll separate touch attack rolls and all the targets must be within 20 ft. of each other.

    Normal: Without this feat, a Carrier may launch one facehugger as a standard action.



    Vorpal Blades (Xenomorph)
    An alien's reaver blades are treated as vorpal when rolling for critical hits.

    Prerequisite: Reaver Blades, Xenomorph.

    Benefit: The Alien gains the vorpal weapon quality on its reaver blades.

    Vorpal: This potent and feared ability allows the alien with Reaver Blades to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the blades sever the opponent's head (if it has one) from its body.

    Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off.

    Normal: Without this feat, an alien's blades are treated as +1 magical weapons only.



    Streamlined (Xenomorph)
    A runner's body becomes sharper and more streamlined to reduce drag and improve its maneuverability further in flight or while swimming. The alien also learns to use its wings to aid in swimming.

    Prerequisite: Flight, Runner Xenomorph.

    Benefit: The runner's fly and swim speeds increase by 10 ft., as well as increasing maneuverability while flying to good.
    Last edited by LordErebus12; 2012-07-10 at 07:23 AM.

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    Default Re: Alien, The Dark Tapestry's Secret, Pathfinder Class

    Major Nerd Alert-approach with caution.
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    Quick question have you seen Prometheus? I heard it gives some explanation to the Xenomorphs and the Engineers/Jockeys relationship besides what we saw in AVP which many see as non-canon despite in never saying they created the Xenomorphs, simply used them as the perfect hunt. I remember in one of the novels a queen found herself on a planet full of lepers and since the chestbursters were inhabiting weakened ill host they grew weak and could not break free. Also there was one group who worshiped Xenomorphs for some reason, they willingly took the facehugger and couldn't be killed before the Chestburster emerged and resulted in a infestation. I remember a lot of variants of the Xenomorph, a cloned 'king' to oppose the queen, a group of cloned white xenomorphs who looked more organic, the xenomorphs resulting from implanting chestbusters in animals.


    I like the taste of it and the template for the Warrior seems about right, wouldn't mind seeing the variant of the Runner if you do make it. A few things I'm curious about though are what does Craft(Hive) do? Is it the manipulation of the resin they produce to form their hive? What else do they do with the skill?

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    Default Re: Alien, The Dark Tapestry's Secret, Pathfinder Class

    Quote Originally Posted by Warpwolf16 View Post
    Major Nerd Alert-approach with caution.
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    Quick question have you seen Prometheus? I heard it gives some explanation to the Xenomorphs and the Engineers/Jockeys relationship besides what we saw in AVP which many see as non-canon despite in never saying they created the Xenomorphs, simply used them as the perfect hunt. I remember in one of the novels a queen found herself on a planet full of lepers and since the chestbursters were inhabiting weakened ill host they grew weak and could not break free. Also there was one group who worshiped Xenomorphs for some reason, they willingly took the facehugger and couldn't be killed before the Chestburster emerged and resulted in a infestation. I remember a lot of variants of the Xenomorph, a cloned 'king' to oppose the queen, a group of cloned white xenomorphs who looked more organic, the xenomorphs resulting from implanting chestbusters in animals.


    I like the taste of it and the template for the Warrior seems about right, wouldn't mind seeing the variant of the Runner if you do make it. A few things I'm curious about though are what does Craft(Hive) do? Is it the manipulation of the resin they produce to form their hive? What else do they do with the skill?
    It will serve as that, ive yet to add a webbing feature to it but im going to be, its 5:15am here and this was an all nighter.

    While I cannot transition everything to this race/class/abomination, i hope i can do it justice.

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    i will attempt Warriors, Runners, Drones, and Locusts (my nickname to winged xenomorphs) and facehuggers... cant forget them.
    Last edited by LordErebus12; 2012-07-06 at 04:14 AM.
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    Exclamation Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    finished what i had promised, please review it.
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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    added two feats pertaining to the mutation class ability at 19th level.

    before everyone gripes about a feat granting you vorpal natural attacks. at 19th level you can obtain a vorpal weapon if enough effort is made, and this ability requires using the last feat obtained. not very balanced, but Reaver Aliens went for the beheading 9/10 times when dealing with attackers.
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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    I see no reason to gripe Erberus, most people I know get a vorpal sword tossed at them on occassion while the Xenomorph must wait to get a hold of the mutation. Though I'm feeling that maybe you could make it two sets of mutations, there were some minor mutations among the warrior caste if I remember correctly that created a thicker exo-skeleton and broadened their heads creating a battering ram like build and you could possibly make wings a mutation as well. Xenomorphs are highly adaptive so mutations are quite common from generation to generation.

    I love the templates and everything you've produced Erberus, looking forward to more material.

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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    I recognize all of these from the AVP: Extinction game... good times. I definitely like what I've seen here, though I do have one concern: Why do the hive nodes expire after 1 hour? AFAIK they lasted indefinitely as long as there were available nutrients in the area.

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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    Quote Originally Posted by Nanoblack View Post
    one concern: Why do the hive nodes expire after 1 hour? AFAIK they lasted indefinitely as long as there were available nutrients in the area.
    I couldnt allow myself to allow permanent nodes, i felt like i was making an ability to abuse, feeding off the fast healing, so i tried to nerf it slightly. do you have a better suggestion? anything?
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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    Quote Originally Posted by Warpwolf16 View Post
    I see no reason to gripe Erberus, most people I know get a vorpal sword tossed at them on occassion while the Xenomorph must wait to get a hold of the mutation.

    I felt that this is an example of a NPC species, totally not playable for standard characters. I'm treating the alien class as a Racial Class, meaning all levels function like aberration levels.

    This class it not so much balanced against the other classes, rather its built to mimic much of the abilities that they show throughout the continuum in stages.

    Its fact that the longer the xenomorphs live, the larger and more powerful they become. So, keeping that in account, I tried to mimic that. Normally, Reavers and Carriers are Praetorian mutations (chosen before hatching from egg) but I instead chose to allow the three main types of Aliens (runner, drone, warrior) that added to the base creature's racial statistics upon creation, borrowing all features that the original race contained.

    After the base xenomorph is created, it progresses down the class until it reaches 10th, it molts and becomes larger and more fierceness. Normally, the main three couldnt become praetorians, as they were their own type of alien. **** that. now a normally small runner can become a medium praetorian runner


    Though I'm feeling that maybe you could make it two sets of mutations, there were some minor mutations among the warrior caste if I remember correctly that created a thicker exo-skeleton and broadened their heads creating a battering ram like build and you could possibly make wings a mutation as well. Xenomorphs are highly adaptive so mutations are quite common from generation to generation.

    hmm, wings for drones (like ant drones); hardened exoskeleton (DR 5/Bludgeoning) for warriors; what of runners then...?

    I feel this is unnecessary somehow. in the case of flight... it was when a large dire bat (in one example) was infected and another was when a species of flying creatures was infested.

    While this doesn't change the fact I did this very thing to the reaver and carrier aliens, i feel that since each type can become praetorian, then either reaver or carrier just before its final molt into a queen.

    So as it evolved, the original small drone became a medium praetorian drone. It then grew carrier's launchers, so to carry facehuggers around with it as ranged weapons. Also, as it can vomit up nodes, it becomes an excellent carrier with means of healing itself and keeping a crew of facehugger's happy. now it becomes a large sized drone carrier queen with serious anger issues for being kicked out of the nest by its mother.

    if we made a warrior into a queen, it would be huge instead of large and it might have reaver claws; not the type of queen i'd personally like to face.


    I love the templates and everything you've produced Erebus, looking forward
    to more material.
    Thank you for your input, I hope you can critique further and maybe even contribute some abilities or such stuff to the concept. I'm more than willing to share credit where credit is due.
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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    Quote Originally Posted by LordErebus12 View Post
    I couldnt allow myself to allow permanent nodes, i felt like i was making an ability to abuse, feeding off the fast healing, so i tried to nerf it slightly. do you have a better suggestion? anything?
    If you don't want to make them permanent, I would suggest increasing their duration to something like 1 day/level so the hive can expand, but not without a proportionately large drone population.

    Also, I haven't noticed a vulnerability to fire mentioned anywhere. Lastly, i seem to remember several of the warrior types including reavers having some special type of personal recovery ability. Perhaps give them defensive roll (the rogue ability) followed by fast healing 1 for 1 minute? All of this is suggested that hive population levels would be similar to that of your average towns.

    Finally: I would like to see your ideas on what would happen when a facehugger latches onto some of D&D's more powerful creatures. Half Dragon Xeno? Heck yes!

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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    i have a mutator class (in the sig) which, whilst it didnt do great, has a boatload of mutations and mutation paths that might work for the xenomorphs (although most of them are fairly generic i guess so its not all that)?
    other than that, what about giving each node a "stock" of fast healing? so it can regen a set amount of health, maybe based on the size of the area it's covered in webbing? 1 point per 10ft square maybe?
    i guess thats quite a lot of book-keeping for an exceptionally large hive, but for individual nodes it would allow them to remain functional whilst not being too abusable.
    or, the opposite: each node gets say 5 points per the node layer's class level points per day. each point can either be used to expand the hive say....1 foot for one point, or used as fast healing for one point.

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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    Quote Originally Posted by Nanoblack View Post
    If you don't want to make them permanent, I would suggest increasing their duration to something like 1 day/level so the hive can expand, but not without a proportionately large drone population.

    increases the life of a node to one day, disintegrating within after, but within an hour.

    Also, I haven't noticed a vulnerability to fire mentioned anywhere.

    its under Immunties and Weaknesses

    Lastly, i seem to remember several of the warrior types including reavers having some special type of personal recovery ability. Perhaps give them defensive roll (the rogue ability) followed by fast healing 1 for 1 minute?

    all aliens have fast healing 5 to begin with, with the nodes increase this by 5.


    All of this is suggested that hive population levels would be similar to that of your average towns.

    Finally: I would like to see your ideas on what would happen when a facehugger latches onto some of D&D's more powerful creatures. Half Dragon Xeno? Heck yes!
    Dragon Xeno... my head hurts.... no, it must be humanoid or animal types for it to become a xenomorph, im trying to remain well within the normal species, and i dont want to create such an abomination.

    i only want it to work with base races and animals. that way it restricts what the alien could possibly have for abilities (and they have a lot when leveling up).

    I have it clarified some spots and also moved some stuff around. now the praetorian mutates twice, at 11th and 16th level; instead of level 19th only.

    moved the four claws stuff back to the queen. all my images show praetorians as two clawed.
    Last edited by LordErebus12; 2012-07-08 at 03:38 PM.
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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    A good list of xenomorphs and their variants
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    http://aliens.wikia.com/wiki/Xenomorph


    Ideas for me would be a few traits for non xenomorphs.

    Traits:
    Cult of Devourer
    Benefit: Xenomorphs are non hostile to you unless attacked.
    Feats:
    Xeno Cultist
    Prerequisites:Cult of Devourer Trait, manifester or caster level 1.
    Benefit:You Gain the Hive Mind Trait.

    Defiler
    Prerequisite:Cult of the Devourer trait, Xeno Cultist feat
    Benefit: As a standard action you may create a Node as the Drone ability. You can use this ability once per day.The Node must be placed near organic matter to survive.
    Grand Defiler
    Prerequisite:Cult of the Devourer trait, Xeno Cultist feat, Defiler feat.
    Benefit:You gain a extra use of the Node ability granted by the Defiler feat.

    Familiar of the Hive
    Prerequisites:Cult of the Devourer trait, Xeno Cultist feat, Caster level 4.
    Benefit:You gain a advanced Chestburster who does not advance into a Warrior or Drone. The Advanced Chestburster is treated as a familiar of your level.

    These are for non Xenomorphs and I'll put the reason why in spoilers.
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    In the Iron Kingdom setting they made tribute to the Predators as a species unknown to the entire world except those they hunt, once they make the kill the essentially take their trophy which is usually the head. I'm tossing these feats out as possible anti-xenomorphs

    Great Hunter
    Benefit:+2 to all damage rolls against aberrations.

    Predator Taught
    Benefit:You gain a +2 bonus to all attack and damage rolls

    Predator Survivor
    Benefit:Survival is now a class skill, if it is already a class skill you gain a +2 to all survival and Knowledge(*Geography)

    Xeno Hunter
    Prerequisites: Favored Enemy(Aberrations)
    Benefit: All attacks against Xenomorphs gain a +4 bonus to damage.
    Xeno Killer
    Prerequisite:Rage Class Feature, Predator Taught trait
    Benefit: When using Rage you gain a +2 bonus to attack and damage rolls against all aberrations.

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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    Quote Originally Posted by Warpwolf16 View Post
    A good list of xenomorphs and their variants
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    http://aliens.wikia.com/wiki/Xenomorph


    Ideas for me would be a few traits for non xenomorphs.

    Traits:
    Cult of Devourer
    Benefit: Xenomorphs are non hostile to you unless attacked.
    Feats:
    Xeno Cultist
    Prerequisites:Cult of Devourer Trait, manifester or caster level 1.
    Benefit:You Gain the Hive Mind Trait.

    Defiler
    Prerequisite:Cult of the Devourer trait, Xeno Cultist feat
    Benefit: As a standard action you may create a Node as the Drone ability. You can use this ability once per day.The Node must be placed near organic matter to survive.
    Grand Defiler
    Prerequisite:Cult of the Devourer trait, Xeno Cultist feat, Defiler feat.
    Benefit:You gain a extra use of the Node ability granted by the Defiler feat.

    Familiar of the Hive
    Prerequisites:Cult of the Devourer trait, Xeno Cultist feat, Caster level 4.
    Benefit:You gain a advanced Chestburster who does not advance into a Warrior or Drone. The Advanced Chestburster is treated as a familiar of your level.

    These are for non Xenomorphs and I'll put the reason why in spoilers.
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    In the Iron Kingdom setting they made tribute to the Predators as a species unknown to the entire world except those they hunt, once they make the kill the essentially take their trophy which is usually the head. I'm tossing these feats out as possible anti-xenomorphs

    Great Hunter
    Benefit:+2 to all damage rolls against aberrations.

    Predator Taught
    Benefit:You gain a +2 bonus to all attack and damage rolls

    Predator Survivor
    Benefit:Survival is now a class skill, if it is already a class skill you gain a +2 to all survival and Knowledge(*Geography)

    Xeno Hunter
    Prerequisites: Favored Enemy(Aberrations)
    Benefit: All attacks against Xenomorphs gain a +4 bonus to damage.
    Xeno Killer
    Prerequisite:Rage Class Feature, Predator Taught trait
    Benefit: When using Rage you gain a +2 bonus to attack and damage rolls against all aberrations.
    haha, your funny at the top there with that trait, id never allow an average player to be "safe" near a xenomorph. You are either a threat or genetic material for spawning. nice try though.

    ive been going to that link for a loooong time. i know there are a great deal of other types and have thoroughly quadruple checked everything ive made here, as well as every page on that site.

    If i do Yautja (predator) race and class, i'll do them in another topic. but I will treat the class as part assassin, ranger and some other goodies thrown in as i build it. I do like some of the feats and ive always been intrigued by the Yautja's fighting style and honour code. The tech section would be sweet, as I will give rules for creation (and the spells used to mimic them).

    thats if i make it (and i might), i will then add a predalien to this topic.
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    Ogre in the Playground
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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    added two feats of mostly your design.
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    Ogre in the Playground
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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    note: i do know one ability the Yautja will have.

    the ability to select Humanoids as a whole, instead of focusing on specific types.
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    EvilClericGuy

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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    lol the trait was reference to a old novel, a entire cult based around xenomorphs being the highest thing to god. The offer some of their followers to be vessels to their 'gods' while they attempt to fight off the marines coming in to destroy them. If I remember correctly they were usually hybrids so the trait would be a good addition to the character, it wasnt meant for players really though more for npc. That why I added the Xeno-Cultist and Familiar of the Hive since there is a mutated strain of the Chestbursters who do not evolve into Drones or Warriors.

    I was curious about the predalien and if you do make the Yautja I'd be very much into it, the Yautja race is interesting and a class would be interesting that you could make it path involved like the psychic warrior. The Yautja live in a caste system and their weapons and armor are made of the carapace of a beast native to their planet that lives in a radioactive wasteland so its carapace can stand extreme heat, radioactivity, and limited acid damage. Their idea of a rite of passage is going out and killing a Xenomorph like in the AVP films.

    Edit: That would be interesting.
    Last edited by Warpwolf16; 2012-07-08 at 04:38 PM.

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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    Quote Originally Posted by Warpwolf16 View Post
    lol the trait was reference to a old novel, a entire cult based around xenomorphs being the highest thing to god. The offer some of their followers to be vessels to their 'gods' while they attempt to fight off the marines coming in to destroy them. If I remember correctly they were usually hybrids so the trait would be a good addition to the character, it wasnt meant for players really though more for npc. That why I added the Xeno-Cultist and Familiar of the Hive since there is a mutated strain of the Chestbursters who do not evolve into Drones or Warriors.

    I was curious about the predalien and if you do make the Yautja I'd be very much into it, the Yautja race is interesting and a class would be interesting that you could make it path involved like the psychic warrior. The Yautja live in a caste system and their weapons and armor are made of the carapace of a beast native to their planet that lives in a radioactive wasteland so its carapace can stand extreme heat, radioactivity, and limited acid damage. Their idea of a rite of passage is going out and killing a Xenomorph like in the AVP films.

    Edit: That would be interesting.
    give me time to roll ideas around and help me finish this one, lol, and ill go full force at a Yautja race/class. im more than willing to compromise :P The armor and weapons should be fun to make.

    hmm, monstrous humanoid or aberration for the Yautja? what you think?
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    EvilClericGuy

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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    Monsterous Humanoids, they're not really aberrations. Yautja evolved just like humans and possibly the Mala'kak, the Yautja are a interesting race though. Their names are often based off natural elements or kills, I remember one was called Alien Predator because he wore a xenomorphs face as a mask.

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    Ogre in the Playground
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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    Quote Originally Posted by Warpwolf16 View Post
    Monsterous Humanoids, they're not really aberrations. Yautja evolved just like humans and possibly the Mala'kak, the Yautja are a interesting race though. Their names are often based off natural elements or kills, I remember one was called Alien Predator because he wore a xenomorphs face as a mask.
    lets not forget the ones in the movie Predators, usually based on description. Falconer, Mr. Black (the one with the jawbone attached to mask) course these are nicknames...
    Last edited by LordErebus12; 2012-07-08 at 04:52 PM.
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    EvilClericGuy

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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    Quote Originally Posted by LordErebus12 View Post
    imagine two dm's with three parties. one Alien, one Yautja, one Standard Pathfinder.
    Would be a great game.

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    EvilClericGuy

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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    Quote Originally Posted by LordErebus12 View Post
    you all need to move to michigan. we need to start this game...
    Sounds better then Florida!

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    EvilClericGuy

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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    Quote Originally Posted by LordErebus12 View Post
    too many zombies in Florida
    Indeed a bath salt zombie and TB outbreak!

    Back on topic though!

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    Ogre in the Playground
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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (and race)

    indeed, does anyone see anything out of place? something to fix? etc?

    Edit: changed darkvision to blindsense, which they are described as having.

    PS. I will add Predaliens soon
    Last edited by LordErebus12; 2012-07-10 at 07:33 AM.
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    Ogre in the Playground
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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (& race)

    gonna add a new monster to the facehugger slot (soon to be the bestiary slot), its basically a 18th level Xenomorph Rex.
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    Ogre in the Playground
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    Default Re: Xenomorph, Aliens of the Dark Tapestry, Pathfinder Class (& race)

    posted it, its rough but complete.
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