Author Topic: Cinematica  (Read 36855 times)

Offline Braininthejar

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Re: Cinematica
« Reply #60 on: October 30, 2014, 06:04:43 PM »
Oh, depending on portrayal the fay can be very lovecraftian  :P

But yea, it could go either way.

Offline bhu

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Re: Cinematica
« Reply #61 on: November 10, 2014, 06:50:17 PM »
Xenomorph Queen (Adult)
 
Xenomorph Queen is an Acquired or Inherited Template that can be applied to anything with the Xenomorph Soldier Template and 16 Hit Dice.  This represents young Queens created through Royal Facehuggers (which were cut from Aliens 3) similar to the one in AVP: Requiem.  As they age they will increse in both Size Category and Hit Dice.

Size and Type: Size Category increases by one.  Each additional 5 Hit Dice beyond the 16th die increases Size Category by one again.

Hit Dice: Unchanged.

Speed: All movement speeds increase by +10 ft.  Unless the original Base Creature that the Xenomorph Drone and Soldier Templates were applied to has a Racial Swim speed, the Queen loses the Swim speed given by the Soldier template as it is now too heavy and unwieldly to swim.

Armor Class: Natural Armor Bonus increases an additional +8.

Attacks: Unchanged.

Damage: Tail damage increases: 2d6 for Large Xenomorphs, 3d6 for Huge Xenomorphs, and 3d8 for Gargantuan Xenomorphs.

Special Attacks: Retains all Special Attacks of the Base Creature, except as modified below:

Pharyngeal Jaws (Ex):  Damage done by Queens if their opponent successfully Saves is increased to 5d6 piercing.

Improved Grab (Ex): Queens gain a +4 Racial Bonus on Grapple Checks.

Multiple Arms (Ex): Queens have 4 arms and can thus take advantage of certain Feats.

Special Qualities: Retains all Special Qualities of the Base Creature, except as modified below:

Blindsight (Ex): Blindsight range now extends to 60 ft.

Alien Hive Mind (Ex): The Queens racial telepathy extends out to 1 mile.

Wall-walker (Ex):  Due to their great weight, Queens can no longer crawl on ceilings, walls, or sheer vertical surfaces.  They still climb other surfaces just as easily.

Energy Resistance (Ex): Cold Resistance now becomes Cold Immunity.  Fire Resistance increases to 15.

Damage Reduction (Ex): DR increases to DR/10-.

Ovipositor: When first encountered, the Queen will be attached to an egg-laying Ovipositor, and/or suspended from a Resin Harness.  Detaching the Ovipositor is a Move Action which does 1d6 damage to the Queen (Her DR does not effect this).  Disentangling herself from the Harness is a Full Round Action.

Saves: Unchanged.

Abilities: +8 Str, +4 Con, +2 Int, +4 Wis.

Skills: Loses the Soldiers Racial Bonus to Swim Checks unless the original Base Creature has a Racial Swim Speed.

Feats: Gains Diehard as a Bonus Feat.

Environment: Unchanged.

Organization: Unique

Challenge Rating: +2

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: N/A, Xenomorphs are not PC's.


For newborn Queens (i.e. the Predalien from Requiem) use the following Template (which will be replaced during the above Template once the Queen matures).

Xenomorph Queen

Xenomorph Queen is an Acquired or InheritedTemplate that can be applied to anything with the Xenomorph Soldier Template and 8 Hit Dice.

Size and Type: Unchanged. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Natural Armor Bonus increases an additional +4.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, except as modified below:

Pharyngeal Jaws (Ex): Instead of killing opponents, the newborn Queen implants 2d3 embryos into them which emerge as Bellybursters later (which are in most ways identical to Chestbursters) if this ability is used successfully.  This has only been observed being done to pregnant women, so they may use their traditional killing bite against other opponents.

Special Qualities: Retains all Special Qualities of the Base Creature, except as modified below:

Blindsight (Ex): Blindsight range now extends to 60 ft.

Alien Hive Mind (Ex): The Queens racial telepathy extends out to 1 mile.

Energy Resistance (Ex): Cold and FIre Resistance increase to 15.

Damage Reduction (Ex): DR increases to DR/5-.

Saves: Unchanged.

Abilities: +2 Str, +2 Con, +2 Int, and +2 Wis.

Skills: Unchanged.

Feats: Gains Diehard as a Bonus Feat

Environment: Unchanged.

Organization: Unique

Challenge Rating: +1

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: N/A, Xenomorphs are not PC's.

« Last Edit: December 19, 2014, 05:47:27 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #62 on: November 10, 2014, 07:16:46 PM »
Facehugger
                      Small Aberration (Aquatic)
Hit Dice:             1d8+2 (10 hp)
Initiative:           +8
Speed:                30 ft. (6 squares), Climb 30 ft.
Armor Class:          19 (+1 Size, +4 Dex, +4 Natural), touch 15, flat-footed 15
Base Attack/Grapple:  +0/+14
Attack:               Attach +6 melee (Attach)
Full Attack:          Attach +6 melee (Attach)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Acid Grip, Paralysis, Implant Embryo, Attach, Acid Defense, Choke
Special Qualities:    Hardy, Blindsight 60 ft., Alien Hive Mind, Amphibious, Confined Spaces, Wall Walker, Immunities, Thermal Invisibility, Energy Resistance, Fast Healing 3
Saves:                Fort +4, Ref +6, Will +4
Abilities:            Str 14, Dex 18, Con 14, Int 3, Wis 14, Cha 2
Skills:               Balance +12, Climb +12, Hide +16, Jump +10, Move Silently +4, Spot +6
Feats:                Improved Initiative, Weapon Finesse (B)
Environment:          Any
Organization:         Solitary, Small Group (3-6), Large Group (10-30)
Challenge Rating:     1
Treasure:             None
Alignment:            Neutral
Advancement:          2 HD (Royal Facehugger)
Level Adjustment:     ---

Facehuggers are the pre-larval stage of the Xenomorph, content to remain in their protective ovomorph until prey is nearby.  Exactly how they sense prey is unknown, and they appear to be virtually immortal until they infect a host.

Acid Grip (Ex): After it has attached to an opponent the Facehugger sometimes needs to remove intervening protective materials like helmets.  As a Swift Action it may spit acid during a successful Grapple Check.  The acid does 21 points of damage per round for as long as the Grapple is maintained to wood and non-organic materials.

Paralysis (Ex): Victims the Facehugger attaches to quickly lose consciousness, prompting theories of them cutting off blood to the brain or using some form of paralytic toxin.  Once it has Attached the victim has one round to remove the Facehugger, before he must make a DC 20 Willpower Save (Save DC is Con based with a +8 Racial Bonus) or be rendered Unconscious for 24 hours.  During this time the Facehugger provides oxygen (or whatever the individual species atmosphere is) for the victim, and even filters toxin from the air rendering it immune to inhaled poisons and diseases.  Attempts to remove the Facehugger are problematic, and invariably fatal to the victim.  Attacks prompt it's acidic defenses, against which it's Attached victim receives no Save.  In addition it may attempt to kill the host (see Choke).

Implant Embryo (Ex): Once the victim a Facehugger is Attached to becomes Paralyzed, the Facehugger may transplant an embryo into the victim over a period of 24 hours (some theorize this is not an embryo but a viral infection that creates a Chestburster embryo from the victims own cells), after which the Facehugger lets go and apparently dies.  Gestation time for the Chestburster varies from 1-24 hours depending on various factors.  Queens take longer, as do Embryos implanted in individuals who have diseases like thyroid conditions or leprosy.  Short of receiving a Heal, Miracle or Wish spell, there is no way to prevent the Chestburster from killing the individual implanted at the end of this gestation period.  Normally a Facehugger can only produce one Drone, but Royal Facehuggers can produce 1 Drone and 1 Queen.

Attach (Ex):  If a Facehugger hits with a touch attack, it uses its bony limbs and tail to latch onto the opponent’s face. An attached Facehugger is effectively grappling its prey. The Facehugger loses its Dexterity bonus to AC and has an AC of 15, but holds on with great tenacity.  Facehuggers have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). 

An attached Facehugger can be struck with a weapon or grappled itself. To remove an attached Facehugger through grappling, the opponent must achieve a pin against the Facehugger (assuming the victim has not been Paralyzed).  Facehuggers don't take Size Penalties to grapple checks.  Once it has attached and begun the implantation process, the Facehugger will willingly destroy the victim rather than be removed.  It seems to instinctively know bystanders will not risk the victims death (see Choke).

Acid Defense (Ex): The Xenomorphs do not appear to have blood as we understand it, as their body chemistry is fluorine based.  They do have a network of vessels or something similar under their exoskeleton, however.  Upon being punctured it releases a highly concentrated acid.  When attacked successfully it sprays acid.  If an opponent successfully damages it in melee it must make a Reflex Saving Throw (Save DC is Con based) or take 3d6 Acid damage for 1d6 rounds.  Weapons used must likewise make a Save (magical weapons gain their Enhancement Bonus to the Saving Throw) or be destroyed unless the weapon is somehow proof against acid or does acid damage itself.  If destroyed in an Area Effect, anything within the Xenomorphs square or adjacent to it must make a Saving Throw.  Once it is dead the acidity of the corpse rapidly fades, and can be handled safely within 1 Minute.   If the Drone is attacked at range a random creature adjacent to it must make the Save to avoid damage.  If an attack has some sort of ability that causes the Xenomorph to bleed continuously, anything moving adjacent to it during the duration of it's bleeding must make a Save.

Choke (Ex): Once the Facehugger has attached itself, it will make it obvious to anyone that attempting to remove it will result in the victims death.  Initially it will simply cut off the victims air while crushing it's throat with it's tail.  Treat this like the suffocation rules from the DMG, except that the victim can't hold his breath, the suffocation begins immediately.  In addition the tail does 1d6+2 damage per round.  If this does not make opponents release it the Facehugger will vomit acid onto the victim killing it instantly.

Hardy (Ex): Xenomorphs have  maximum hit points per die and all Good Saves.

Blindsight (Ex):  A Xenomorph Drone can detect other beings within 30 ft of itself.  It is not known by which process it can perform this.  It Possibly mimics sight in some form because it can distinguish between humans, xenomorphs, androids, and Yautja.  It can also distinguish which humans have been infected with chestbursters.  Presumably, unlike normal, this functions within a vacuum.  The Alien Queen has also been demonstrated to sabotage equipment and have her minions cut power supplies, so either they can use it to read, or they have some sort of rudimentary ability to sense electricity or other forms of energy as well.

Alien Hive Mind (Ex): Xenomorphs have some sort of rudimentary hive mind, and are rumored to be telepathic, a suggestion which is backed up by the Ripley Clone having an empathic link to the hive.  Xenomorphs can tell when one of their own has been harmed or killed within one mile.  They also seem to have a relatively short range ability to communicate with each other, which I will define as Telepathy with a 30 ft. range.  This telepathy works for their species only, though it is suggested perhaps in Aliens3 that insane individuals can perhaps receive their communications as well (or perhaps Golic is just deep into hallucinatory psychosis).  Xenomorphs have also been shown to have some sort of genetic memory transfer, meaning that whatever one of them knows will be passed on to it's descendants.

Wall-walker (Ex):  A Xenomorph can climb sheer surfaces as though with a spider climb spell.  They have even been seeing crawling along ceilings.  Unlike normal it can move at it's full land speed, and may even use the Run action.

Confined Spaces (Ex): Xenomorphs ignore the speed reduction for hampered movement when moving in a narrow space (an area smaller than but at least one-half of their space) or a low space (an area shorter than but at least one-half of their height). They also retain their Dexterity bonus to your Armor Class. If the space is both narrow and low, their function as if only one of those conditions applied.

Immunities (Ex): Xenomorphs are immune to acid damage, as well as poison, Mind-Affecting Effects and nonlethal damage.  They are also immune to the following conditions, but only so long as they aren't cause by supernatural or magic means: Dazed, Disabled, Nauseated, Sickened, or Stunned.

Thermal Invisibility (Ex): The body temperature of a xenomorph perfectly matches that of the ambient temperature, making it invisible to detection via the infrared spectrum or other heat based sensors.

Skills: Facehuggers have a +8 Racial Bonus to Balance, Climb, Hide, and Jump checks.  They may use their Dexterity Modifier in place of their Strength Modifier for Climb Checks, and may always  Take 10 on a Climb Check.

Comabt: Facehuggers use stealth to avoid combat until they equal or exceed the numbers of potential victims, at which point they will immediately move in to attach themselves.
« Last Edit: January 25, 2015, 02:27:21 AM by bhu »

Offline Braininthejar

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Re: Cinematica
« Reply #63 on: November 10, 2014, 09:34:35 PM »
coming back to scarabs, you could probably make some "absurdly voracious swarm" template, kind like you did the fire-breating template for old movie dinosaurs. Unless you think D&D swarms are already portrayed that way.

Offline bhu

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Re: Cinematica
« Reply #64 on: November 10, 2014, 09:44:00 PM »
what would you like it to do?

Cinematic Death Swarm

Cinematic Death Swarm is an Inherited or Acquired Template that can be applied to any non-Good creature with the Swarm Subtype.  It represents those lovely swarms from films and bad TV that can disintegrate a man within seconds.

Size and Type: Unchanged.

Hit Dice: Unchanged.

Speed: All movement speeds increase by +5 ft.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature, plus gains the following:

Deadly Swarm Attack (Ex): Any creature subject to the Cinematic Death Swarms special swarm attack that takes damage must make a Fortitude Save (Save DC is Con Based) or die.  If the Save is successful (or the victim is immune to Death effects), they take an additional +3d6 damage instead.

Frightful Presence (Ex): The Cinematic Death Swarm can inspire terror by attacking.  Living creatures within the Swarms area of effect (or within 30 ft ofit when it uses it's Swarm Attack) must succeed on a Will Save (Save DC is Cha based with a +4 Racial Bonus) or become Shaken, remaining in that condition as long as they remain within the Swarms area of effect.

Special Qualities: Retains all Special Qualities of the Base Creature, plus gains the following:

Difficult to Control (Ex): Death Swarms gain a +4 Racial Bonus on Willpower Saves.  If Undead they also gain +4 Turn Resistance against Rebuke attempts meant to Command them (other Turn/Rebuke attempts proceed normally).

Saves: Unchanged.

Abilities: +2 Dex.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating:

Treasure: Unchanged.

Alignment: Unchanged.

Advancement: Unchanged.

Level Adjustment: <>
« Last Edit: December 19, 2014, 07:10:19 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #65 on: November 13, 2014, 08:17:14 PM »
                 Tasoth
                      Medium Monstrous Humanoid (Aquatic)
Hit Dice:             4d8+8 (36 hp)
Initiative:           +2
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple:  +4/+5
Attack:               Bite +5 melee (1d6+1) or Plasma Pistol +6 ranged (2d10)
Full Attack:          Bite +5 melee (1d6+1) or Plasma Pistol +6 ranged (2d10)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60', DR 5/-, Fire Resistance 20, Immune to Electricity. Vulnerability, Amphibious
Saves:                Fort +2, Ref +6, Will +5
Abilities:            Str 12, Dex 15, Con 12, Int 13, Wis 13, Cha 10
Skills:               Hide +7, Listen +6, Move Silently +7, Spot +6, Swim +10
Feats:                Alien Weapon Proficiency, Point Blank Shot
Environment:          Any Aquatic
Organization:         Single (1), Small group (3 - 10), Large group (10 - 15)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          By Character Class, usually Soldier (2 levels Strong Hero), Squad Leader (4 Levels Charismatic Hero. Squad Leaders often have Psi Implants giving them access to Psionic Dominate)
Level Adjustment:     +

D20 Modern
Mas: 12
Defense: Same as AC above
Allegiance: UFO Force
AP: 0
Rep: +0

The Tasoth are bio-engineered Lizardmen used as the spearhead of the aliens military advance.

Vulnerability (Ex): Tasoth take +1 point of damage per die against cold attacks, +2 against Sonic.  for example an attack doing 2d4 normally, would do 2d4+2 (+4 if Sonic).

Skills: Tasoth gain a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.

Combat: Given their obvious talent with guns, the Tasoth prefer to keep things at a range.

« Last Edit: January 31, 2015, 01:11:14 AM by bhu »

Offline bhu

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Re: Cinematica
« Reply #66 on: November 25, 2014, 03:10:13 AM »
Gillman
                      Medium Humanoid (Aquatic)
Hit Dice:             1d8 (4 hp)
Initiative:           +0
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          14 (+4 Natural), touch 10, flat-footed 14
Base Attack/Grapple:  +0/+0
Attack:               Plasma Pistol +0 ranged (2d10)
Full Attack:          Plasma Pistol +0 ranged (2d10)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Vulnerability, Immune to Electricity, Amphibious
Saves:                Fort +0, Ref +2, Will +0
Abilities:            Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 9
Skills:               Hide +2, Listen +2, Move Silently +2, Spot +2, Swim +8
Feats:                Alien Weapon Proficiency
Environment:          Any Aquatic
Organization:         Single (1), Small group (3 - 10), Large group (10 - 15)
Challenge Rating:   1
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          By Character Class, usually Soldier (2 levels Strong Hero), Squad Leader (4 Levels Charismatic Hero), Technician (2 Levels Smart Hero), or Commander (6 Levels Charismatic Hero).  Commanders often have Psi Implants giving them access to Psionic Dominate)
Level Adjustment:     

D20 Modern
Mas: 10
Defense: Same as AC above
Allegiance: UFO Force
AP: 0
Rep: +0

The Gillmen are a race of Aquatic humanoids that have sided with the Aliens in their invasion of Earth.

Vulnerability (Ex): Gillmen take +1 point of damage per die against Sonic atacks.  For example an attack doing 2d4 normally, would do 2d4+2.

Skills: Gillmen gain a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.

Combat:  Gillmen also prefer ranged combat as they have no natural weapons.
« Last Edit: January 31, 2015, 01:05:04 AM by bhu »

Offline bhu

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Re: Cinematica
« Reply #67 on: November 27, 2014, 06:46:53 PM »
Aquatoid
                      Medium Humanoid (Aquatic)
Hit Dice:             1d8-1 (3 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          11 (+1 Dex), touch 11, flat-footed 10
Base Attack/Grapple:  +0/+0
Attack:               Plasma Pistol +1 ranged (2d10)
Full Attack:          Plasma Pistol +1 ranged (2d10)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Vulnerability, Amphibious
Saves:                Fort -1, Ref +3, Will +2
Abilities:            Str 7, Dex 13, Con 9, Int 14, Wis 14, Cha 14
Skills:               Hide +5, Listen +6, Move Silently +5, Spot +6, Swim +6
Feats:                Alien Weapon Proficiency
Environment:          Any Aquatic
Organization:         Single (1), Small group (3 - 10), Large group (10 - 15)
Challenge Rating:   1/2
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          By Character Class, usually Soldier (2 levels Strong Hero), Squad Leader (4 Levels Charismatic Hero), Technician (2 Levels Smart Hero), Medic (2 Levels Dedicated Hero), Navigator (2 Levels Dedicated Hero), or Commander (6 Levels Charismatic Hero).  Technicians, Navigators, and Commanders often have Psi Implants giving them access to Psionic Dominate)
Level Adjustment:     

D20 Modern
Mas: 10
Defense: Same as AC above
Allegiance: UFO Force
AP: 0
Rep: +0

The Aquatoids appear to be Sectoids adapted for underwater life.

Vulnerability (Ex): Aquatoids take +5 points of damage per die against Electric attacks.  For example an attack doing 2d4 normally, would do 2d4+10.

Skills: Aquatoids gain a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.

Combat:  Aquatoids also prefer ranged combat as they have no natural weapons.
« Last Edit: January 31, 2015, 01:03:49 AM by bhu »

Offline bhu

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Re: Cinematica
« Reply #68 on: November 30, 2014, 02:12:52 AM »
Tentaculat
                      Medium Aberration (Aquatic)
Hit Dice:             4d8+8 (26 hp)
Initiative:           +2
Speed:                Swim 40 ft. (8 squares)
Armor Class:          24 (+2 Dex, +12 Natural), touch 12, flat-footed 22
Base Attack/Grapple:  +3/+5
Attack:               Tentacle +6 melee (1d3+2)
Full Attack:          6 Tentacles +6 melee (1d3+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Paralysis, Impregnate, DR 5/Slashing or Bludgeoning, Vulnerability, Immune to Electricity
Special Qualities:    Darkvision 60 ft.
Saves:                Fort +2, Ref +3, Will +5
Abilities:            Str 15, Dex 15, Con 12, Int 16, Wis 13, Cha 12
Skills:               Hide +8, Listen +8, Move Silently +8, Search +6, Spot +8, Survival +7, Swim +10
Feats:                Ability Focus (Impregnate, Paralysis)
Environment:          Any Aquatic
Organization:         Single (1), Small group (2-3)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          5-8 HD (Medium)
Level Adjustment:     ---

D20 Modern
Mas: 12
Defense: Same as AC above
Allegiance: UFO Force
AP: 0
Rep: +0

Tentaculats resemble floating brains with a beak and tentacles, and are in no way a rip-off of the Grell.  :p

Paralysis (Ex): When a Tentaculat makes a successful Tentacle attack against a living opponent, they must make a DC 15 Fort save or become Paralyzed for 1d3 rounds (Save DC is Constitution based)

Impregnate (Ex): When a Tentaculat makes a successfully paralyzes a living opponent and remains in contact with them for at least 1 round, they must make a DC 15 Fort save or become impregnated with an egg pellet (Save DC is Constitution based). Any person that is impregnated effectively becomes a Zombie and should have the appropriate template applied to them. 12 hours after a successful impregnation occurs, a fully grown Tentaculat will emerge, killing it's Zombie host. It is possible to remove the embryonic Tentaculat without killing its zombie host with a successful Surgery check (DC 20 Treat Injury roll, -4 without the Surgery feat). Unfortunately, the surgery is
complex and requires 9+1d4 hours to complete. If the surgery is still not complete by the end of the 12 hour gestation, then the Tentaculat will burst forth, ready to begin combat.

Vulnerability: Tentaculats take +1 point of damage per die against Cold or Sonic attacks.  For example an attack doing 2d4 normally, would do 2d4+2.  They also take +5 points of damage per die against Concussion damage.

Combat:  Tentaculats immediately wade into melee.




« Last Edit: January 31, 2015, 01:08:48 AM by bhu »

Offline bhu

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Re: Cinematica
« Reply #69 on: December 14, 2014, 02:52:02 AM »
Triscene
                      Large Animal (Aquatic)
Hit Dice:             5d8+15 (37 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          24 (-1 Size, +1 Dex, +15 Natural), touch 10, flat-footed 24
Base Attack/Grapple:  +3/+14
Attack:               Bite +9 melee (3d6+7) or Plasma Rifle +3 ranged (3d10)
Full Attack:          Bite +9 melee (3d6+7) or Plasma Rifle +3 ranged (3d10)
Space/Reach:          10 ft./5 ft.
Special Attacks:      -
Special Qualities:    Low Light Vision, Darkvision 60 ft., Amphibious, DR 5/-, Immune to Electricity, Energy Resistance 5 (Fire, Cold, Sonic)
Saves:                Fort +7, Ref +2, Will +2
Abilities:            Str 25, Dex 13, Con 16, Int 2, Wis 12, Cha 6
Skills:               Listen +5, Spot +5, Swim +15
Feats:                Alien Weapon Proficiency, Point Blank Shot
Environment:          Any
Organization:         Single (1), Small group (2-3)
Challenge Rating:     5
Treasure:             None
Alignment:            Usually Neutral
Advancement:          6-12 HD (Large-size), 12-18 HD (Huge-size).
Level Adjustment:     ---


D20 Modern
Mas: 16
Defense: Same as AC above
Allegiance: UFO Force
AP: 0
Rep: +0


The Triscene appear to be a species of primitive reptile resembling Earth's dinosaurs, with cybernetic implants added by their alien masters.

Combat: Triscene blast away while closing to bite.
« Last Edit: January 31, 2015, 01:09:29 AM by bhu »

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Re: Cinematica
« Reply #70 on: December 23, 2014, 06:59:13 PM »
Hallucinoid
                      Large Aberration (Aquatic)
Hit Dice:             4d8+8 (26 hp)
Initiative:           +3
Speed:                Swim 40 ft. (8 squares)
Armor Class:          24 (-1 Size, +3 Dex, +12 Natural), touch 12, flat-footed 21
Base Attack/Grapple:  +3/+7
Attack:               Tentacle +5 melee (1d3 plus 1d6 Cold) or Cold Blast +3 ranged (4d6 nonlethal cold)
Full Attack:          3 Tentacles +5 melee (1d3 plus 1d6 Cold) or Cold Blast +3 ranged (4d6 nonlethal cold)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Cold Touch, Cold Blast
Special Qualities:    Darkvision 60 ft., DR 5/-, Vulnerability, Immune to Electricity
Saves:                Fort +4, Ref +4, Will +5
Abilities:            Str 11, Dex 16, Con 14, Int 16, Wis 13, Cha 12
Skills:               Hide +4, Listen +8, Move Silently +8, Search +8, Spot +8, Survival +7, Swim +8
Feats:                Point Blank Shot, Weapon Finesse
Environment:          Any Aquatic
Organization:         Single (1), Small group (2-3)
Challenge Rating:     4
Treasure:             Standard
Alignment:            Lawful Evil
Advancement:          5-8 HD (Medium)
Level Adjustment:     ---

D20 Modern
Mas: 14
Defense: Same as AC above
Allegiance: UFO Force
AP: 0
Rep: +0

Hallucinoids are assumed to be genetically modified and upgraded jellyfish.

Cold Blast (Ex): Hallucinoids have a ranged attack doing 4d6 nonlethal cold damage.  Opponents struck by the hit must make a Fortitude Save (Save is Con based) or be Stunned 1 round.  The attack has a Range Increment of 70 ft, and may fire once every 1d4 rounds.

Cold Touch (Ex): Hallucinoids can do 1d6 Cold damage with a Grapple or melee Touch Attack.  They also add +1d6 cold damage when making a successful Tentacle hit.

Vulnerability: Hallucinoids take double damage from Fire Attacks.

Combat:  Hallucinoids immediately wade into melee.




« Last Edit: January 31, 2015, 01:09:47 AM by bhu »

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Re: Cinematica
« Reply #71 on: January 03, 2015, 03:48:25 AM »
Bio-Drone
                      Small Undead
Hit Dice:             4d12 (26 hp)
Initiative:           +3
Speed:                Fly 40 ft. (8 squares), Perfect
Armor Class:          17 (+1 Size, +1 Dex, +5 Natural), touch 12, flat-footed 16
Base Attack/Grapple:  +2/-1
Attack:               Auditory Disruptor +3 ranged (3d10 Sonic)
Full Attack:          Auditory Disruptor +3 ranged (3d10 Sonic)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Death Trap, Auditory Disruptor
Special Qualities:    Blindsight 60 ft., DR 5/Piercing, Immune to Electricity, Energy Resistance 5 (Sonic and Cold), Fire Resistance 20
Saves:                Fort +1, Ref +2, Will +4
Abilities:            Str 12, Dex 12, Con -, Int 16, Wis 10, Cha 1
Skills:               Hide +10, Listen +8, Move Silently +9, Search +8, Spot +9
Feats:               Ability Focus (Death Trap), Point Blank Shot
Environment:          Any
Organization:         Single (1), Small group (2-3)
Challenge Rating:     5
Treasure:             Standard
Alignment:            Lawful Evil
Advancement:          5-8 HD (Medium)
Level Adjustment:     ---

D20 Modern
Mas: 12
Defense: Same as AC above
Allegiance: UFO Force
AP: 0
Rep: +0


Bio-Drones are human or alien brains embedded in a flying mechanical platform.  Cruel surgery has limited them to being mindless weapons of terror.

Death Trap (Ex): Bio-Drones are equipped with bombs set to explode should their imprisoned brain die in combat.  If reduced to 0 hp the Bio Drone explodes doing 15d6 damage to everything in a 30 ft. Radius (DC 14 Reflex Save for half damage, Save DC is Constitution based).

Auditory Disruptor (Ex): The Bio-Drone may fire it's Auditory Disruptor every 1d4 rounds.  It has a Range Increment of 60 ft., and does 3d10 Sonic Damage.

Combat:  Bio-Drones will attempt to draw fire to set off their death bombs, and thus achieve a long sought suicide...




« Last Edit: January 31, 2015, 01:10:11 AM by bhu »

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Re: Cinematica
« Reply #72 on: January 10, 2015, 06:37:03 PM »
Deep Ones
                      Medium Aberration (Aquatic)
Hit Dice:             1d8 (4 hp)
Initiative:           +1
Speed:                30 ft. (6 squares), Swim 30 ft.
Armor Class:          12 (+1 Dex, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple:  +0/+0
Attack:               Electricity +1 ranged (x)
Full Attack:          Electricity +1 ranged (x)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Puke Electricity
Special Qualities:    Darkvision 60 ft., Dr 5/-, Vulnerability, Immune to Electricity, Amphibious
Saves:                Fort +0, Ref +1, Will +2
Abilities:            Str 10, Dex 12, Con 10, Int 10, Wis 10, Cha 9
Skills:               Hide +3, Listen +2, Move Silently +3, Spot +2, Swim +8
Feats:                Point Blank Shot
Environment:          Any Aquatic
Organization:         Single (1), Small group (3 - 10), Large group (10 - 15)
Challenge Rating:   1
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          2-3 HD (Medium)
Level Adjustment:     ---

D20 Modern
Mas: 10
Defense: Same as AC above
Allegiance: UFO Force
AP: 0
Rep: +0

The Deep Ones are captured humans perverted into monstrosities via the aliens science.

Puke Electricity (Ex): Deep Ones may us a ranged attack doing 3d6 Electricity damage once per round (but they get iterative attacks with it once they gain them).  This attack has a Range Increment of 50 ft., and may be fired over walls (it ignores Bonuses gained from Cover).

Vulnerability (Ex): Deep Ones take +1 point of damage per die against Sonic attacks.  For example an attack doing 2d4 normally, would do 2d4+2.

Skills: Deep Ones gain a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.

Combat: Deep Ones are perfectly content to set back and blast away.
« Last Edit: January 31, 2015, 01:06:04 AM by bhu »

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Re: Cinematica
« Reply #73 on: January 24, 2015, 03:24:00 AM »
Calcinite
                      Medium Aberration (Aquatic)
Hit Dice:             2d8+2 (11 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          23 (+1 Dex, +12 Natural), touch 11, flat-footed 22
Base Attack/Grapple:  +1/+8
Attack:               Claw +9 melee (2d4+7)
Full Attack:         2 Claws +9 melee (2d4+7)
Space/Reach:          5 ft./5 ft.
Special Attacks:      -
Special Qualities:    Darkvision 60 ft., Vulnerability, Immune to Electricity, Amphibious, DR 5/-, Fire Resistance 5
Saves:                Fort +1, Ref +1, Will +3
Abilities:            Str 25, Dex 12, Con 12, Int 10, Wis 10, Cha 9
Skills:               Hide +2, Listen +2, Move Silently +2, Spot +2, Swim +15
Feats:                Weapon Focus (Claws)
Environment:          Any
Organization:         Single (1), Small group (2-3)
Challenge Rating:   2
Treasure:             Standard
Alignment:            Lawful Evil
Advancement:          3-6 HD (Medium)

D20 Modern
Mas: 12
Defense: Same as AC above
Allegiance: UFO Force
AP: 0
Rep: +0

The Calcinites are horrible masses of cybernetically enhanced protoplasm with claws stronger than steel hiding in the diving suits of capture human enemies.

Vulnerability (Ex): Calcinites take +1 point of damage per die against Sonic attacks.  For example an attack doing 2d4 normally, would do 2d4+2.

Skills: Calcinites gain a +8 Racial Bonus on Swim Checks, and may always Take 10 on a Swim Check.

Combat:  Calcinites prefer melee combat as they have no ranged weapons.
« Last Edit: January 31, 2015, 01:07:24 AM by bhu »

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Re: Cinematica
« Reply #74 on: January 25, 2015, 02:24:59 AM »
Chestburster
                      Tiny Aberration
Hit Dice:             1d8+1 (9 hp)
Initiative:           +8
Speed:                30 ft. (6 squares)
Armor Class:          16 (+2 Size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple:  +0/+3
Attack:               Bite +6 melee (1d3-1)
Full Attack:          Bite +6 melee (1d3-1)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Attach, Acid Defense
Special Qualities:    Hardy, Blindsight, Alien Hive Mind, Hold Breath, Confined Spaces, Immunities
Saves:                Fort +3, Ref +6, Will +4
Abilities:            Str 8, Dex 18, Con 12, Int 1, Wis 14, Cha 2
Skills:               Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, Survival and Swim
Feats:                Improved Initiative, Weapon Finesse (B)
Environment:          Any
Organization:         Solitary, Pack (3-6)
Challenge Rating:     1
Treasure:             None
Alignment:            Neutral
Advancement:          See text
Level Adjustment:     ---

Chestbursters are the wormlike, larval form of the Xenomorph Drones.  They may or may not display vestigial limbs depending on whether or not they have been in their host overly long, or are a young Queen.  Lucky Chestbursters who have plenty of prey grow at the rate of 1 Hit Die per hour until they metamorphose into a Drone at 6 Hit Dice.  Royal Chestbursters begin at 2 Hit Dice, and become a Young Queen at 8 Hit Dice.

Attach (Ex):  If a Chestburster hits with a touch attack, it uses its teeth to latch onto the opponent’s body. An attached Chestburster is effectively grappling its prey. The Chestburster loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Chestbursters have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).

An attached Chestburster can be struck with a weapon or grappled itself. To remove an attached Chestburster through grappling, the opponent must achieve a pin against the Chestburster.   Anyone fool enough to damage the Chestburster grappling it gets no Reflex Saves vs. it's Acid Defense.

Acid Defense (Ex): The Xenomorphs do not appear to have blood as we understand it, as their body chemistry is fluorine based.  They do have a network of vessels or something similar under their exoskeleton, however.  Upon being punctured it releases a highly concentrated acid.  If an opponent successfully damages it in melee it must make a Reflex Saving Throw (Save DC is Con based) or take 3d6 Acid damage for 1d6 rounds.  Weapons used must likewise make a Save (magical weapons gain their Enhancement Bonus to the Saving Throw) or be destroyed unless the weapon is somehow proof against acid or does acid damage itself.  If destroyed in an Area Effect, anything within the Xenomorphs square or adjacent to it must make a Saving Throw.  Once it is dead the acidity of the corpse rapidly fades, and can be handled safely within 1 Minute.   If the Chestburster is attacked at range a random creature adjacent to it must make the Save to avoid damage.  If an attack has some sort of ability that causes the Xenomorph to bleed continuously, anything moving adjacent to it during the duration of it's bleeding must make a Save.

Hardy (Ex): Xenomorphs have  maximum hit points per die and all Good Saves.

Blindsight (Ex):  A Xenomorph chestburster can detect other beings within 30 ft of itself.  It is not known by which process it can perform this.  It Possibly mimics sight in some form because it can distinguish between humans, xenomorphs, androids, and Yautja.  It can also distinguish which humans have been infected with chestbursters.  Presumably, unlike normal, this functions within a vacuum.  The Alien Queen has also been demonstrated to sabotage equipment and have her minions cut power supplies, so either they can use it to read, or they have some sort of rudimentary ability to sense electricity or other forms of energy as well.

Alien Hive Mind (Ex): Xenomorphs have some sort of rudimentary hive mind, and are rumored to be telepathic, a suggestion which is backed up by the Ripley Clone having an empathic link to the hive.  Xenomorphs can tell when one of their own has been harmed or killed within one mile.  They also seem to have a relatively short range ability to communicate with each other, which I will define as Telepathy with a 30 ft. range.  This telepathy works for their species only, though it is suggested perhaps in Aliens3 that insane individuals can perhaps receive their communications as well (or perhaps Golic is just deep into hallucinatory psychosis).  Xenomorphs have also been shown to have some sort of genetic memory transfer, meaning that whatever one of them knows will be passed on to it's descendants.

Confined Spaces (Ex): Xenomorphs ignore the speed reduction for hampered movement when moving in a narrow space (an area smaller than but at least one-half of their space) or a low space (an area shorter than but at least one-half of their height). They also retain their Dexterity bonus to your Armor Class. If the space is both narrow and low, their function as if only one of those conditions applied.

Immunities (Ex): Xenomorphs are immune to acid damage, as well as poison, Mind-Affecting Effects and nonlethal damage.  They are also immune to the following conditions, but only so long as they aren't cause by supernatural or magic means: Dazed, Disabled, Nauseated, Sickened, or Stunned.

Skills: Chestbursters have a +8 Racial Bonus to Balance, Climb, Hide, and Jump checks. 

Combat: Chestbursters hunt small prey they can easily defeat, working their way up the food chain as they add mass.  They usually attack from ambush.
« Last Edit: April 16, 2015, 10:59:34 PM by bhu »

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Re: Cinematica
« Reply #75 on: January 26, 2015, 09:33:14 PM »
Xarquid
                      Large Aberration (Aquatic)
Hit Dice:             5d8+15 (37 hp)
Initiative:           +2
Speed:                Swim 30 ft. (6 squares).
Armor Class:          23 (-1 Size, +2 Dex, +10 Natural), touch 11, flat-footed 21
Base Attack/Grapple:  +3/+12
Attack:               Tentacles +7 melee touch (Grapple) or Plasma Rifle +5 ranged (3d10)
Full Attack:          Tentacles +7 melee touch (Grapple) and Bite +2 melee (2d6+5) or Plasma Rifle +5 ranged (3d10)
Space/Reach:          10 ft./5 ft.
Special Attacks:      Improved Grapple, Ink Cloud, Weapon Implant
Special Qualities:    Low Light Vision, Darkvision 60 ft., DR 10/Piercing, Immune to Electricity, Energy Resistance 5 Cold, Sonic), Fire Resistance 15
Saves:                Fort +5, Ref +4, Will +6
Abilities:            Str 20, Dex 15, Con 16, Int 2, Wis 12, Cha 6
Skills:               Listen +5, Spot +5, Swim +13
Feats:                Point Blank Shot, Far Shot
Environment:          Any
Organization:         Single (1), Small group (2-3)
Challenge Rating:     5
Treasure:             None
Alignment:            Usually Neutral
Advancement:          6-12 HD (Large-size), 12-18 HD (Huge-size).
Level Adjustment:     ---


D20 Modern
Mas: 16
Defense: Same as AC above
Allegiance: UFO Force
AP: 0
Rep: +0


The Xarquid appear to be common Nautiloid cephalopods grown gigantic under the Aliens biological experiments, and modified with cybernetic implants.

Improved Grapple (Ex): To use this ability, the Xarquid must hit an opponent of any size with its tentacles attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage.

Ink Cloud (Ex): A Xarquid can emit a cloud of jet-black ink 20 feet high by 120 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the Xarquid normally uses to escape a losing fight. All vision within the cloud is obscured.

Weapon Implant (Ex): The Xarquid has an alien heavy weapon such as a Plasma Rifle as a cybernetic implant.  It follows rules as normal, except that it regenerates it's ammo, regaining 1 charge per hour when empty.

Combat: Xarquid tend to look quietly in the background taking shots of opportunity at whatever wanders by.
« Last Edit: January 31, 2015, 01:10:34 AM by bhu »

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Re: Cinematica
« Reply #76 on: April 16, 2015, 11:17:24 PM »
Does CR 1 seem fair for the Chestburster?

Cloned Xenomorph
                      Medium Aberration
Hit Dice:             6d8+24 (72 hp)
Initiative:           +8
Speed:                40 ft. (8 squares), Swim Speed 40 ft.
Armor Class:          22 (+4 Dex, +8 Natural), touch 14, flat-footed 18
Base Attack/Grapple:  +2/+6
Attack:               Claw +6 melee (1d6+4) or Spit Acid +6 ranged (2d6)
Full Attack:          2 Claws +6 melee (1d6+4) and 1 Bite +1 melee (1d6+2) and 1 Tail +1 melee (1d8+2) or Spit Acid +6 ranged (2d6)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Pharyngeal Jaws, Improved Grab, Acid Defense, Acid Spit
Special Qualities:    Hardy, Blindsight, Resin, Alien Hive Mind, Hold Breath, Wall-walker, Confined Spaces, Immunities, Uncanny Dodge,
Thermal Invisibility, Energy Resistance
Saves:                Fort +9, Ref +9, Will +7
Abilities:            Str 18, Dex 18, Con 18, Int 4, Wis 14, Cha 14
Skills:               Balance +4, Climb +12, Hide +10, Intimidate +4, Jump +4, Listen +4, Move Silently +10, Search -2, Spot +4, Survival +4, and Swim +12
Feats:                Dodge, Improved Initiative, Mobility
Environment:          Any
Organization:         Solitary, Pack (3-6), Hive (11-20 plus Queen), Major Infestation (30-100 plus Queen)
Challenge Rating:     7
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment:     ---

These are the Drones from Alien: Resurrection whose Queen was contaminated with Ripley's genetic material.  They are roughly the same size as regular Drones, but have several important differences.  They are notably 'fleshier' in appearance, and their hide seems to be a shimmering green.  They are also partially quadrupedal with digitigrade hind legs.  Their life cycle is much quicker than that of regular Xenomorphs, and they can quickly overrun an area if not put down.  They roar as opposed to the usual Xeno hissing and screeching, and seem more intelligent.  Some are more intelligent than others, and may approach the lower levels of human capacity.

Pharyngeal Jaws (Ex): If a Drone pins it's opponent while grappling and maintains the pin for 3 consecutive rounds, the opponent must make a Fortitude save (DC 10 + Hit Dice + Dexterity Modifier) at the end of the third round or die. A creature with no discernible anatomy is immune to this effect of the ability.  Opponents with no discernible anatomy (and regular opponents who make the Save) take 3d6 points of piercing damage instead.

Improved Grab (Ex): Drones do not provoke an attack of opportunity when they make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Acid Defense (Ex): The Xenomorphs do not appear to have blood as we understand it, as their body chemistry is fluorine based.  They do have a network of vessels or something similar under their exoskeleton, however.  Upon being punctured it releases a highly concentrated acid.  When attacked successfully it sprays acid.  If an opponent successfully damages it in melee it must make a Reflex Saving Throw (Save DC is Con based) or take 3d6 Acid damage for 1d6 rounds.  Weapons used must likewise make a Save (magical weapons gain their Enhancement Bonus to the Saving Throw) or be destroyed unless the weapon is somehow proof against acid or does acid damage itself.  If destroyed in an Area Effect, anything within the Xenomorphs square or adjacent to it must make a Saving Throw.  Once it is dead the acidity of the corpse rapidly fades, and can be handled safely within 1 Minute.   If the Drone is attacked at range a random creature adjacent to it must make the Save to avoid damage.  If an attack has some sort of ability that causes the Xenomorph to bleed continuously, anything moving adjacent to it during the duration of it's bleeding must make a Save.

Acid Spit (Ex): Clones can spit a slightly less potent version of their acid as a Ranged attack.  It has a Range Increment of 30 ft., with a maximum range of 60 ft.  Damage is 2d6 for 1d4 rounds, and opponents can make a Reflex Save (Save DC is Con based) for half damage.  opponents who fail the Save by 5 or more are permanently blinded.

Hardy: A Xenomorph has maximum hp per Hit Die, and all Good Saves.

Blindsight (Ex):  A Xenomorph Drone can detect other beings within 30 ft of itself.  It is not known by which process it can perform this.  It Possibly mimics sight in some form because it can distinguish between humans, xenomorphs, androids, and Yautja.  It can also distinguish which humans have been infected with chestbursters.  Presumably, unlike normal, this functions within a vacuum.  The Alien Queen has also been demonstrated to sabotage equipment and have her minions cut power supplies, so either they can use it to read, or they have some sort of rudimentary ability to sense electricity or other forms of energy as well.

Resin (Ex): Xenomorphs can produce a sticky resin which they use to build their hives, and to trap live prey, attaching it to walls or hanging it from the ceiling above their eggs.  Resin has a Hardness of 7 and 10 hit points per inch of thickness.  Cocooning an opponent in resin takes 1 full Minute if it's Small or Medium, 5 Minutes if it's Large.

Alien Hive Mind (Ex): Xenomorphs have some sort of rudimentary hive mind, and are rumored to be telepathic, a suggestion which is backed up by the Ripley Clone having an empathic link to the hive.  Xenomorphs can tell when one of their own has been harmed or killed within one mile.  They also seem to have a relatively short range ability to communicate with each other, which I will define as Telepathy with a 30 ft. range.  This telepathy works for their species only, though it is suggested perhaps in Aliens3 that insane individuals can perhaps receive their communications as well (or perhaps Golic is just deep into hallucinatory psychosis).  Xenomorphs have also been shown to have some sort of genetic memory transfer, meaning that whatever one of them knows will be passed on to it's descendants.  Due to being cloned from DNA contaminated by Ripley, these Xenomorphs have access to her memories up to that point, though they may not fully understand them.

Hold Breath (Ex): A Drone can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning (or suffocating in the case of vacuum).

Wall-walker (Ex):  A Xenomorph can climb sheer surfaces as though with a spider climb spell.  They have even been seeing crawling along ceilings.  Unlike normal it can move at it's full land speed, and may even use the Run action.

Confined Spaces (Ex): Xenomorphs ignore the speed reduction for hampered movement when moving in a narrow space (an area smaller than but at least one-half of their space) or a low space (an area shorter than but at least one-half of their height). They also retain their Dexterity bonus to your Armor Class. If the space is both narrow and low, their function as if only one of those conditions applied.

Immunities (Ex): Xenomorphs are immune to acid damage, as well as poison, Mind-Affecting Effects and nonlethal damage.  They are also immune to the following conditions, but only so long as they aren't cause by supernatural or magic means: Dazed, Disabled, Nauseated, Sickened, or Stunned.

Uncanny Dodge (Ex): A Drone can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Thermal Invisibility (Ex): The body temperature of a xenomorph perfectly matches that of the ambient temperature, making it invisible to detection via the infrared spectrum or other heat based sensors.

Energy Resistance (Ex): Xenomorphs have Energy Resistance 10 to Fire and Cold damage.

Skills: Xenomorphs gain a +6 Racial Bonus on Hide and Move Silently Checks.  The Hide Bonus increases to +12 within their hive or in mechanical environments.  Xenomorphs do not take a penalty to skill points for having a negative Intelligence modifier.  Clones have a +8 Racial Bonus to Climb and Swim Checks, and may always Take 10 on a Climb or Swim Check. 

Combat:  The Cloned Xenomorphs are far more intelligent than their natural brethren, and often set up ambushes or traps.  On the downside, they appear to be emotional as they are actively vicious, which could be exploitable.
« Last Edit: December 01, 2015, 06:45:26 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #77 on: May 31, 2015, 09:34:40 PM »
Cloned Xenomorph Queen
                      Huge Aberration
Hit Dice:             16d8+112 (240 hp)
Initiative:           +9
Speed:                60 ft. (12 squares)
Armor Class:          33 (-2 Size, +5 Dex, +20 Natural), touch 13, flat-footed 28
Base Attack/Grapple:  +12/+34
Attack:               Claw +20 melee (2d6+10) or Spit Acid +15 ranged (3d6)
Full Attack:          2 Claws +20 melee (2d6+10) and 1 Bite +18 melee (2d6+5) and 1 Tail +18 melee (2d8+5/19-20) or Spit Acid +15 ranged (3d6)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Pharyngeal Jaws, Improved Grab, Acid Defense, Acid Spit, Multiple Arms
Special Qualities:    Hardy, Blindsight, Resin, Alien Hive Mind, Hold Breath, Wall-walker, Confined Spaces, Immunities, Uncanny Dodge, Thermal Invisibility, Energy Resistance, DR 10/-, Ovipositor
Saves:                Fort +17, Ref +15, Will +15
Abilities:            Str 30, Dex 20, Con 24, Int 6, Wis 20, Cha 14
Skills:               Balance +7, Climb +10, Hide +7, Intimidate +7, Jump +10, Listen +7, Move Silently +11, Search +1, Spot +7, Survival +7
Feats:                Dodge, Improved Critical (Tail), Improved Initiative, Mobility, Multiattack, Diehard (B)
Environment:          Any
Organization:         Solitary
Challenge Rating:     12
Treasure:             None
Alignment:            Always Neutral
Advancement:          7-9 HD (Large), 10-18 HD (Huge)
Level Adjustment:     ---

Cloned from a combination of a Queen Xenomorph and Ripley's DNA, this monster wasn't much different from most Queens other than skin color initially.  Except due to genetic transfer it has Ripley's memories, can communicate with the Ripley clone telepathically like any other Xenomorph, and eventually it became able to reproduce parthogenetically as well as via Ovomorphs.

Pharyngeal Jaws (Ex): If a Drone pins it's opponent while grappling and maintains the pin for 2 consecutive rounds, the opponent must make a Fortitude save (DC 10 + Hit Dice + Dexterity Modifier) at the end of the third round or die. A creature with no discernible anatomy is immune to this effect of the ability.  Opponents with no discernible anatomy (and regular opponents who make the Save) take 5d6 points of piercing damage instead.

Improved Grab (Ex): Drones do not provoke an attack of opportunity when they make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Acid Defense (Ex): The Xenomorphs do not appear to have blood as we understand it, as their body chemistry is fluorine based.  They do have a network of vessels or something similar under their exoskeleton, however.  Upon being punctured it releases a highly concentrated acid.  When attacked successfully it sprays acid.  If an opponent successfully damages it in melee it must make a Reflex Saving Throw (Save DC is Con based) or take 3d6 Acid damage for 1d6 rounds.  Weapons used must likewise make a Save (magical weapons gain their Enhancement Bonus to the Saving Throw) or be destroyed unless the weapon is somehow proof against acid or does acid damage itself.  If destroyed in an Area Effect, anything within the Xenomorphs square or adjacent to it must make a Saving Throw.  Once it is dead the acidity of the corpse rapidly fades, and can be handled safely within 1 Minute.   If the Drone is attacked at range a random creature adjacent to it must make the Save to avoid damage.  If an attack has some sort of ability that causes the Xenomorph to bleed continuously, anything moving adjacent to it during the duration of it's bleeding must make a Save.

Acid Spit (Ex): Clones can spit a slightly less potent version of their acid as a Ranged attack.  It has a Range Increment of 30 ft., with a maximum range of 60 ft.  Damage is 3d6 for 1d4 rounds, and opponents can make a Reflex Save (Save DC is Con based) for half damage.  opponents who fail the Save by 5 or more are permanently blinded.

Multiple Arms (Ex): Queens have 4 arms and can thus take advantage of certain Feats.

Hardy: A Xenomorph has maximum hp per Hit Die, and all Good Saves.

Blindsight (Ex):  A Xenomorph Drone can detect other beings within 60 ft of itself.  It is not known by which process it can perform this.  It Possibly mimics sight in some form because it can distinguish between humans, xenomorphs, androids, and Yautja.  It can also distinguish which humans have been infected with chestbursters.  Presumably, unlike normal, this functions within a vacuum.  The Alien Queen has also been demonstrated to sabotage equipment and have her minions cut power supplies, so either they can use it to read, or they have some sort of rudimentary ability to sense electricity or other forms of energy as well.

Resin (Ex): Xenomorphs can produce a sticky resin which they use to build their hives, and to trap live prey, attaching it to walls or hanging it from the ceiling above their eggs.  Resin has a Hardness of 7 and 10 hit points per inch of thickness.  Cocooning an opponent in resin takes 1 full Minute if it's Small or Medium, 5 Minutes if it's Large.

Alien Hive Mind (Ex): Xenomorphs have some sort of rudimentary hive mind, and are rumored to be telepathic, a suggestion which is backed up by the Ripley Clone having an empathic link to the hive.  Xenomorphs can tell when one of their own has been harmed or killed within one mile.  They also seem to have a relatively short range ability to communicate with each other, which I will define as Telepathy with a 30 ft. range (1 mile in the case of the Queen).  This telepathy works for their species only, though it is suggested perhaps in Aliens3 that insane individuals can perhaps receive their communications as well (or perhaps Golic is just deep into hallucinatory psychosis).  Xenomorphs have also been shown to have some sort of genetic memory transfer, meaning that whatever one of them knows will be passed on to it's descendants.  Due to being cloned from DNA contaminated by Ripley, these Xenomorphs have access to her memories up to that point, though they may not fully understand them. 

Hold Breath (Ex): A Drone can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning (or suffocating in the case of vacuum).

Confined Spaces (Ex): Xenomorphs ignore the speed reduction for hampered movement when moving in a narrow space (an area smaller than but at least one-half of their space) or a low space (an area shorter than but at least one-half of their height). They also retain their Dexterity bonus to your Armor Class. If the space is both narrow and low, their function as if only one of those conditions applied.

Immunities (Ex): Xenomorphs are immune to acid and cold damage, as well as poison, Mind-Affecting Effects and nonlethal damage.  They are also immune to the following conditions, but only so long as they aren't cause by supernatural or magic means: Dazed, Disabled, Nauseated, Sickened, or Stunned.

Uncanny Dodge (Ex): A Drone can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Thermal Invisibility (Ex): The body temperature of a xenomorph perfectly matches that of the ambient temperature, making it invisible to detection via the infrared spectrum or other heat based sensors.

Energy Resistance (Ex): Xenomorphs have Energy Resistance 15 to Fire damage.

Ovipositor: When first encountered, the Queen will be attached to an egg-laying Ovipositor, and/or suspended from a Resin Harness.  Detaching the Ovipositor is a Move Action which does 1d6 damage to the Queen (Her DR does not effect this).  Disentangling herself from the Harness is a Full Round Action.

Skills: Xenomorphs gain a +6 Racial Bonus on Hide and Move Silently Checks.  The Hide Bonus increases to +12 within their hive or in mechanical environments.  Xenomorphs do not take a penalty to skill points for having a negative Intelligence modifier.  Clones have a +8 Racial Bonus to Climb and Swim Checks, and may always Take 10 on a Climb or Swim Check. 

Combat: If it is pregnant the Queen is relatively immobile and helpless until well after giving birth.  She would have to rely upon the hive to assist her.
« Last Edit: December 01, 2015, 06:51:15 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #78 on: June 03, 2015, 01:35:48 AM »
as very little information is available i will be winging this so to speak.

Xenomorph/Human Hybrid
                      Large Aberration
Hit Dice:             8d8+56 (104 hp)
Initiative:           +4
Speed:                40 ft. (8 squares)
Armor Class:          17 (-1 Size, +8 Natural), touch 9, flat-footed 17
Base Attack/Grapple:  +6/+20
Attack:               Claw +15 melee (1d8+10)
Full Attack:          2 Claws +15 melee (1d8+10) and 1 Bite +10 melee (1d8+10)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Rage
Special Qualities:    Hardy, Alien Hive Mind, Hold Breath, Immunity to Acid and Cold damage
Saves:                Fort +9, Ref +2, Will +9
Abilities:            Str 30, Dex 10, Con 24, Int 12, Wis 17, Cha 10
Skills:               Climb+18, Intimidate +10, Listen +13, Search +4, Spot +13
Feats:               Endurance, Improved Initiative, Power Attack
Environment:          Any
Organization:         Solitary
Challenge Rating:     
Treasure:             None or Standard depending on it's development
Alignment:            Neutral, but if left to develop Alignment would likely change due to it's having emotions
Advancement:          9-13 HD (Large), 14-27 HD (Huge)
Level Adjustment:     n/a

Improved Grab (Ex): The Hybrid can initiate Grapple Checks without provoking an Attack of Opportunity, and gains a +4 Racial Bonus to Grapple Checks.

Rage (Ex): This is similar to the Barbarian ability, but the Hybrid always enters Rage as a Free Action the first round of combat, and cannot end it's Rage voluntarily.  It also does not tire after Rage.

Hardy (Ex): The Hybrid gets maximum hit points per die.  You can move and fight normally at negative hit points, and do not need to roll for stabilization.  You cannot be Staggered or Disabled.

Alien Hive Mind (Ex): Xenomorphs have some sort of rudimentary hive mind, and are rumored to be telepathic, a suggestion which is backed up by the Ripley Clone having an empathic link to the hive.  Xenomorphs can tell when one of their own has been harmed or killed within one mile.  They also seem to have a relatively short range ability to communicate with each other, which I will define as Telepathy with a 30 ft. range (1 mile in the case of the Queen).  This telepathy works for their species only, though it is suggested perhaps in Aliens3 that insane individuals can perhaps receive their communications as well (or perhaps Golic is just deep into hallucinatory psychosis).  Xenomorphs have also been shown to have some sort of genetic memory transfer, meaning that whatever one of them knows will be passed on to it's descendants.  Due to being cloned from DNA contaminated by Ripley, these Xenomorphs have access to her memories up to that point, though they may not fully understand them. 

Hold Breath (Ex):  A Hybrid can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning.

Skills:  Xenomorphs do not take a penalty to skill points for having a negative Intelligence modifier.  Clones have a +8 Racial Bonus to Climb Checks, and may always Take 10 on a Climb Check.

Combat: The Hybrid generally flies into a rage and tries to teat victims apart.
« Last Edit: April 15, 2017, 08:54:13 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #79 on: October 03, 2015, 04:40:51 AM »
http://www.marvunapp.com/Appendix5/brownman.htm

The Brown Man of the River
                      Huge Aberration (Water)
Hit Dice:             20d8+300 (390 hp)
Initiative:           +2
Speed:                40 ft. (8 squares), Swim 40 ft.
Armor Class:          29 (-2 Size, +2 Dex, +19 Natural), touch 10, flat-footed 27
Base Attack/Grapple:  +15/+39
Attack:               Club +29 melee (2d6+16) or Claw +29 melee (1d6+16) or Rock +29 ranged (2d8+16)
Full Attack:          Club +29/+24/+19 melee (2d6+16) or 2 Claws +29 melee (1d6+16) and 1 Bite +24 melee (1D8+8)and 1 Snakes +24 melee (1D8+8 plus poison) or Rock +29 ranged (2d8+16)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Improved Grab, Throw Victim, Rock Throwing, Uproot, Frightful Presence, Sweep, Trample (1d8+24)
Special Qualities:    Darkvision 60 ft., The River is Life, Rites of Resurrection
Saves:                Fort +21, Ref +7, Will +16
Abilities:            Str 42, Dex 15, Con 40, Int 14, Wis 18, Cha 24
Skills:               Intimidate +21, Knowledge (Arcana, Nature) +9, Listen +13, Spot +13, Survival +13, Swim +33
Feats:                Awesome Blow, Brutal Throw, Combat Reflexes, Greater Multigrab, Improved Bull Rush, Multigrab, Power Attack
Environment:          A river between Aquilonia and the Land of the Picts known as the Black River
Organization:         Unique
Challenge Rating:     
Treasure:             None
Alignment:            Neutral
Advancement:          21+ HD (Huge)
Level Adjustment:     ---


In his current incarnation the Brown Man of the river is a humanoid giant covered in mud, moss, and river slime.  His face is skull-like, and he has snakes for hair.  His teeth and nails are long and sharp, and he wields a tree trunk as a club.  Originally the terror of the Picts, he was eventually slain by one of their heroes.  Generations later he was revived to murder King Conan.  The Brown Man is something of an anomaly, not quite a God or alien, and too tied to the elements of nature to be a demon.  He has a limited sense of honor, as he was willing to murder Conan as thanks for being resurrected by his ancient enemies, the Picts.  However when Conan managed to catch the Brown Man in a death trap, he was willing to turn on the Picts in exchange for being set free, even though attacking them was quite obviously suicidal.

Improved Grab (Ex): If the Brown Man succeeds in making a Claw Attack against an opponent that us Huge or smaller, the Brown man can initiate a Grapple Check as a Free Action without provoking an Attack of Opportunity.  He also does not provoke an Attack of Opportunity when making a Grapple Check normally.

Throw Victim (Ex): The Brown Man can fling foes away from him with a successful grapple check. Flinging the enemy requires a standard action. For every 5 points by which hia grapple check beats hia foe's grapple check or Escape Artist check, he can throw that foe 10 feet. His foe lands prone in the square he designates, and takes 1d6 damage per 10 feet traveled.  He must be strong enough to lift an enemy over his head (the enemy's weight cannot exceed hia maximum load) to throw him.

Rock Throwing (Ex) The range increment for the Brown Man's thrown rocks is 140 ft.

Uproot (Ex): If necessary the Brown Man can uproot a tree as a Full Round Action.  It must make a Str Check whose DC depends on the size of the tree: 20 for Medium, 25 for Large, 30 for Huge.  He may wield these trees as clubs, with damage varying based on size: Medium is 2d6 plus Str (one handed), Large is 3d6 plus Str (one handed), Huge is 4d6 plus one and a half times Str (two handed).  He may also throw these trees, with the same range as his thrown rocks.

Frightful Presence (Ex): When the Brown Man attacks, any living creature with less Hit Dice than himself must make a DC 27 Willpower Save (Save DC is Charisma Based), or be Shaken for 1d6 rounds.

Sweep (Ex): As a Full Round Action the Brown Man can swing his club in a sweeping arc, hitting every opponent in squares he threatens.  This does normal weapon damage, and can be used with his Awesome Blow Feat.

Trample (Ex): Reflex half DC 36. The save DC is Strength-based.

The River is Life (Su):  While standing in the river that is his home, the Brown Man is virtually unkillable.  He effectively has DR 10/-, and Regeneration 10.  So long as he is in the river mere hit point damage cannot destroy him, and if reduced to negative hit points he is merely restricted to only a single Move or attack action each round.  He also doesn't seem effected by blood loss, and does not lose additional hit points or take Constitution damage from bleeding type effects.  He is also immune to poison, sleep effects, stunning, disease, death effects, critical hits, non lethal damage and temporary ability damage while within the river.  He does still need food, and can starve to death (this is the one exception to his apparent invulnerability), and can only feed upon those who die in the river.  He must kill at least one Medium creature per month to survive, and will leave to fetch one if it is not present in the river when needed.

This has it's downside.  When he leaves the river, he loses all these abilities (except the obvious one about eating only life that has perished there), and he takes 1 point of temporary Str damage per round.  Presumably he may not also be Resurrected on dry land as well.  His ability damage returns at the rate of 1 point per round when he returns to the river, and he regains all other abilities as well.  Despite this he rarely seems reluctant to leave the river to pursue foes. 

Rites of Resurrection (Su): The Picts know rituals capable of returning the Brown Man to life, no matter how he has been destroyed, though presumably his remains must be brought to the river if they are not already there.  Those reviving him should know this does not place him under their control, though they can ask of him one boon and he will grant it if he is able.  After that they die like anyone else.

Combat:  The Brown Man needs to feed on life that has died  in the river, so he will confront foes within it, or drag them into it if possible.  His virtual indestructibility while within the river leads him to be somewhat overconfident against smaller foes who have no supernatural abilities, but he is no slouch outside it either.  He will sweep multiple foes, or fling them away.  Single foes will be crushed, drowned, or bludgeoned to death.
« Last Edit: October 24, 2015, 08:28:23 PM by bhu »