Author Topic: Cinematica  (Read 38899 times)

Offline Braininthejar

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Re: Cinematica
« Reply #140 on: December 25, 2016, 04:37:07 PM »
long version ( it was an awfully long battle sequence)

https://www.youtube.com/watch?v=iOKyvQ6NtrI

Offline bhu

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Re: Cinematica
« Reply #141 on: December 25, 2016, 11:32:06 PM »
working out the math fishmen would start with +16 Str...

Offline Braininthejar

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Re: Cinematica
« Reply #142 on: December 26, 2016, 06:52:30 AM »
Wasn't the whole point of making them a monster class to spread it over several levels?

Or do you think it's not worth it, and this setting should just use the game mechanics from Exalted or something?

Offline bhu

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Re: Cinematica
« Reply #143 on: December 26, 2016, 04:50:17 PM »
Is Exalted like Epic Level dnd? if so then yes

also has a peek back at the Wight Template for the Holows, tis almost done

Offline Braininthejar

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Re: Cinematica
« Reply #144 on: December 27, 2016, 02:13:41 PM »
You don't know Exatled?



Exalted started as "mythical past to World of Darkness", with trying to create one past that brings together all the metaplots, under the common theme of "with great power come great narcisstic disorders."

The second edition cut it out into a separate animesque setting, cut down on the darkness (though kept the strong possibility of mental problem for the heroes - part of what makes a mythical hero is that he doesn't take "no" for an answer)

The game mechanics builds up on World of Darkness, complicating the system to allow for purposefully superhuman feats of everything really - a high level exalted character can not only punch people through mountains, but do things like make seduction checks in writing, or use a martial art attack to steal your kidney (or sense of humor. There is a sub-class of characters called Sidereals, mages in service of the celestial beurocracy, and the varied ways they can bend reality are a source of constant memes)
« Last Edit: December 27, 2016, 02:15:32 PM by Braininthejar »

Offline Braininthejar

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Re: Cinematica
« Reply #145 on: December 28, 2016, 04:41:11 PM »
Dropping the fishmen... how about the Slaver Engines from Girl Genius?

Offline bhu

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Re: Cinematica
« Reply #146 on: December 28, 2016, 06:34:51 PM »
I could do a powered down fishman suitable for dnd.  Lemme look up the slaver engines.

Offline Braininthejar

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Re: Cinematica
« Reply #147 on: December 28, 2016, 08:45:36 PM »
The correct term is hive engine.

You are familiar with the series, do I remember correctly?

Offline bhu

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Re: Cinematica
« Reply #148 on: December 29, 2016, 07:15:22 PM »
I am, I just remember the engines as unintelligent machines containing slaver wasps

Offline Braininthejar

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Re: Cinematica
« Reply #149 on: December 30, 2016, 05:42:06 PM »
They seem to be vermin (made by science, but organic enough to be susseptible to critical hits.)

They come in three sizes:

Queen: Huge, mostly immobile, though she can tear out of her cradle and go all Alien Queen on enemies. She produces and controls other types of wasps. An activated hive engine will usually produce a retinue of warriors, before creating a swarm of slaver wasps.

Warrior: slightly smaller than a human (still within medium size), multi-limbed, flying monster. Unless ordered otherwise by their creator, they  will secure the perimeter around the engine - dangerous enemies are killed on the spot, while subduable foes are grappled and dragged to the engine to be enslaved.

Slaver: slaver wasps are fine. They attack by trying to force their way into opponent's mouth. (either attacking as a swarm, using their size modifiers to approach stealthily and infect a flat-footed opponent, or infecting victims pinned by warrior wasps.) The infection is irreversible (but can be inoculated against), and turns the victim into a slave called a revenant.

Revenant: revenant is a human infected by a slaver wasp. He is usually conditioned to obey the creator of the hive engine, or the Engine itself if no orders are available. They come in two general types:

1 failed revenant. The type everyone is familiar with. These people lose their humanity completely, turning into meat puppets that serve the hive engine. They aid the warrior wasps in protecting the queen, and dragging in new victims. Levels of physical deformation vary depending on a particular strain - most are just "zombies without the undead type", but some experiments created more dangerous variations; climbing, clawed, or uncontrollable by their creator.

2 true revenant. The true purpose of the experiment, these unfortunates are unknown to the populace at large, but in truth far outnumber the zombie-like variants. They leave the hive engine soon after being infected, often forgetting about the whole event, living their lives in peace, until they hear the voice of their master. When that happens, the infestation becomes apparent - the revenants become blindly obedient slaves, fulfilling orders to the best of their ability.

The infection only works on normal humans - templated humans are incompatible, and sparks (what do we substitute here) go irreperably crazy on infestation.

Variant Hive Engines:

During recent years two new versions of the hive engines have emerged:

1 Portable engines: This hive engine is the size of a watermelon. It cannot fight, and only produces slaver wasps, much smaller than the standard ones. It is intended for covert actions, activated in the night to infect sleeping citizens; it is a weapon intended for revenants to make more revenants.

2 Single-wasp engine. This engine is a golden ball the size of a small apple. It only contains a single wasp, that can be released against the intended target, hopefully catching him flat-footed. What makes it truly unique is the improved infection technology that overcomes some compatibility problems - it is capable of turning a spark into a true revenant.
« Last Edit: December 30, 2016, 05:45:48 PM by Braininthejar »

Offline bhu

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Re: Cinematica
« Reply #150 on: January 03, 2017, 08:54:26 PM »
are there any pics of the queens or warriors?

Offline bhu

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Re: Cinematica
« Reply #151 on: January 05, 2017, 01:54:10 AM »
                     Slaver Wasp, Warrior
                      Medium Construct (Living)
Hit Dice:             3d10+6 (22 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          16 (+2 Dex, +4 Natural), touch 12, flat-footed 14
Base Attack/Grapple:  +2/+4
Attack:               Claw +4 melee (1d6+2)
Full Attack:          2 Claws +4 melee (1d6+2) and 1 Sting +4 melee (1d6+1)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab
Special Qualities:    Dark Vision 60 ft., Loyalty, Hardy
Saves:                Fort +3, Ref +3, Will +3
Abilities:            Str 14, Dex 14, Con 14, Int 6, Wis 14, Cha 6
Skills:               Climb +4, Listen +4, Spot +4
Feats:                Improved Multiattack, Multiattack
Environment:          Any
Organization:         Hive (10-20)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          4-6 HD (Medium), 7-9 HD (Large)
Level Adjustment:     ---

Anytime a Hive Engine is activated it releases multiple swarms of slaver wasp warriors to murder everything in the vicinity.

Improved Grab (Ex): When the Wasp successfully uses it's claw attack against an opponent it's own Size or smaller, it can immediately attempt a Grapple as a Free Action without provoking an attack of opportunity. 

Loyalty (Ex): Wasps are required to obey the Command Voice of their creator, even if it means their own death.  Other Mind-affecting Effects cannot counter this.  Once activated they are undying in their loyalty to their creator, and cannot be compelled to disobey them.

Hardy (Ex): Unlike other Constructs, Warriors die at -10 hp.

Combat: Warriors basic strategy is "kill anything not us."  They aren't geniuses.
« Last Edit: April 08, 2018, 09:36:49 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #152 on: January 07, 2017, 02:49:29 AM »
                    Slaver Wasp Swarm
                      Fine Construct (Living, Swarm)
Hit Dice:             3d10+6 (22 hp)
Initiative:           +8
Speed:                5 ft. (1 square), Fly 40 ft. (Good)
Armor Class:          22 (+8 Size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple:  +2/-
Attack:               Swarm 1d6 plus Infection)
Full Attack:          Swarm 1d6 plus Infection)
Space/Reach:          10 ft./0 ft.
Special Attacks:      Distraction, Infection
Special Qualities:    Darkvision 60 ft., Loyalty, Mindless, Immune to Weapon damage, Swarm traits
Saves:                Fort +2, Ref +5, Will +3
Abilities:            Str -, Dex 18, Con 11, Int -, Wis 14, Cha 1
Skills:               Listen +4, Spot +5
Feats:                Improved Initiative
Environment:          Any
Organization:         Solitary or Hive (3-6 Swarms)
Challenge Rating:     2
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

Anytime a Hive Engine is activated it releases multiple swarms of slaver wasps as a defense.  Once a wasp stings a valid target, it puts it under the control of the Other, turning it into a Revenant.

Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Infection (Ex): Any Living creature that is damaged by the Swarms attack gains the Revenant template if it fails a DC 21 Fortitude Save (Save DC is Con based with a +10 Racial Bonus).

Loyalty (Ex):  Wasps are required to obey the Command Voice of their creator, even if it means their own death.  Other Mind-affecting Effects cannot counter this.  Once activated they are undying in their loyalty to their creator, and cannot be compelled to disobey them.  This overrides Mindless.

Combat: Slaver Wasps attack any valid target in sight.
« Last Edit: August 05, 2017, 07:36:56 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #153 on: January 07, 2017, 06:24:41 PM »
Revenant, Common

Common Revenant can be applied to any Humanoid that has failed a Saving Throw against the Slaver Wasps Infection ability.

Size and Type: Unchanged. 

Hit Dice: Unchanged.

Speed: Unchanged.

Armor Class: Unchanged.

Attacks: Unchanged.

Damage: Unchanged.

Special Attacks: Retains all Special Attacks of the Base Creature.

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

Loyalty (Ex): Revenants are required to obey the Command Voice of their creator, even if it means their own death.  Other Mind-affecting Effects cannot counter this.  Once activated they are undying in their loyalty to their creator, and cannot be compelled to disobey them.

Saves: Unchanged.

Abilities: Unchanged.

Skills: Unchanged.

Feats: Unchanged.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +0

Treasure: Unchanged.

Alignment: Technically Unchanged, but see above.

Advancement: Unchanged.

Level Adjustment: +0
« Last Edit: March 24, 2017, 11:24:18 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #154 on: January 07, 2017, 06:25:07 PM »
Revenant, Failed

Failed Revenant can be applied to any Humanoid that has failed a Saving Throw against the Slaver Wasps Infection ability.  It has not been mentioned what causes some Revenants to become mindless failures.

Size and Type: Unchanged, but Alignment Subtypes (if any) are lost. 

Hit Dice:
Unchanged (but remember to ad additional hp from Con boost).

Speed: Unchanged.

Armor Class: You gain a Natural Armor Bonus to AC depending on your Size (+1 for Smal, +2 for Medium, +3 for Large).

Attacks:
If the base creature has no natural weapons it gains a Slam attack.

Damage:
Slam does 1d4+Str for Small, 1d6+Str for Medium and 1d8+Str for Large.

Special Attacks: Base creature loses all Special Attacks not based on race or physical form.

Special Qualities: Base creature loses all Special Qualities not based on race or physical form (i.e. it would lose Rage but keep DR if it were a Barbarian), plus gains the following:

Damage Reduction (Ex): DR 5/Slashing.

Single Actions Only (Ex): Failed Revenants have poor reflexes and can perform only a single move action or attack action each round. A Revenant can move up to its speed and attack in the same round, but only if it attempts a charge.

Loyalty (Ex): Revenants are required to obey the Command Voice of their creator, even if it means their own death.  Other Mind-affecting Effects cannot counter this.  Once activated they are undying in their loyalty to their creator, and cannot be compelled to disobey them.  This overrides Mindless.

Mindless (Ex):  No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Saves: Unchanged (remember to recalculate due to ability score changes).

Abilities: +2 Str, +2 Con, -2 Dex, -2 Wis, Int and Cha become -

Skills: Base creature loses all skills.

Feats: Base creature loses all feats.

Environment: Unchanged.

Organization: Usually solitary.

Challenge Rating: +0

Treasure: None.

Alignment: Always Neutral.

Advancement: Can be up to double it's original HD.

Level Adjustment: ---
« Last Edit: April 08, 2018, 09:21:14 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #155 on: January 07, 2017, 06:25:36 PM »
Revenant, Snarlantz

Snarlantz Revenant can be applied to any Humanoid that has failed a Saving Throw against the Slaver Wasps Infection ability, but only by mutant wasps created by Snarlantz.

Size and Type: Unchanged. 

Hit Dice:
Unchanged.

Speed: Unchanged.

Armor Class: You gain a Natural Armor Bonus to AC depending on your Size (+1 for Smal, +2 for Medium, +3 for Large).

Attacks: The base creature gains a Primary Claw attack and Secondary Bite attack if it doesn't already have them (2 Claws and a Bite on a Full Attack Action).

Damage: Claws and Bite both do (1d4+Str Small, 1d6+Str Medium and 1d8+Str Large).

Special Attacks: Base creature loses all Special Attacks not based on race or physical form.

Special Qualities: Base creature loses all Special Qualities not based on race or physical form (i.e. it would lose Rage but keep DR if it were a Barbarian), plus gains the following:

Damage Reduction (Ex): DR 5/Slashing.

Loyalty (Ex): Revenants are required to obey the Command Voice of their creator, even if it means their own death.  Other Mind-affecting Effects cannot counter this.  Once activated they are undying in their loyalty to their creator, and cannot be compelled to disobey them.  This overrides Mindless.

Mindless (Ex):  No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Saves: Unchanged (but recalculate due to changes in ability scores).

Abilities: +2 Str, +2 Dex, +2 Con, -2 Wis, Int and Cha become -

Skills: Base creature loses all skills, but does gain a +8 Racial Bonus on Climb and Jump checks.

Feats: Base creature loses all feats.

Environment: Unchanged.

Organization: Unchanged.

Challenge Rating: +0

Treasure: None.

Alignment: Always Neutral.

Advancement: Can be up to double it's original HD.

Level Adjustment: ---
« Last Edit: August 05, 2017, 07:39:16 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #156 on: July 22, 2017, 09:36:40 PM »
                     


Caltiki, The Immortal Monster
                      Huge Ooze (Amphibious, Aquatic)
Hit Dice:             12d10+96 (162 hp)
Initiative:           -5
Speed:                20 ft. (4 squares), Climb 20 ft., Swim 20 ft.
Armor Class:          11 (-2 Size, -5 Dex, +8 Natural), touch 3, flat-footed 11
Base Attack/Grapple:  +9/+25
Attack:               Slam +15 melee (2d6+12 plus 2d6 acid plus disease)
Full Attack:          Slam +15 melee (2d6+12 plus 2d6 acid plus disease)
Space/Reach:          15 ft./10 ft.
Special Attacks:      Acid, Improved Grab, Constrict (2d6+8 plus 2d6 acid)
Special Qualities:    Blindsight 60 ft., ooze traits, Split, Mindless, DR 10/-, Vulnerable to Fire
Saves:                Fort +12, Ref -1, Will +4
Abilities:            Str 26, Dex 1, Con 26, Int -, Wis 10, Cha 1
Skills:               Climb +16, Swim +16
Feats:                ---
Environment:          Any
Organization:         Solitary or Swarm (5-10)
Challenge Rating:    8 (9 during the comet)
Treasure:             None
Alignment:            Always Neutral
Advancement:          13-24 HD (Gargantuan), See below
Level Adjustment:     ---

Caltiki is an unusual single celled micro-organism that grows exponentially when exposed to rare forms of radiation that is rare on earth but radiated profusely by a comet that approaches Earth once every 850 years.  During this time Caltiki begins growing and dividing rapidly, and will quickly overwhelm civilization if not stopped.  The only known residence of the Caltiki bacterium is at the bottom of a cave temple pool in Mexico, somewhere near Tikal.  It is presumed to have wiped out the Mayans.

Acid (Ex):  The creature secretes a digestive acid. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 24 Reflex saves. A weapon that strikes Caltiki also dissolves immediately unless it succeeds on a DC 24 Reflex save. The save DCs are Constitution-based.

Improved Grab (Ex): To use this ability, Caltiki must hit with its slam 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 can constrict.

Constrict (Ex):
Caltiki deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.

Disease (Ex): Caltiki's touch delivers an exotic venom that causes what look like 3rd degree burns, but upon closer examination the flesh is 'mummified'.  Mechanically this works like a disease.  Contact, DC 24 Fortitude Save (Save DC is Con based), Incubation 1 day, damage is 1 Con and 1d6 Wisdom.  When Wisdom reaches 0, the infected is incurably insane, becoming every more aggressive and sociopathic.  Normally they would go catatonic, but the disease simply seems to make them murderous.  When it reaches 0 Con it dies.  The disease is only passed via contact with Caltiki, not the infected.

Split (Ex): When the comet approaches Earth, Caltiki will double in Hit Dice every 15 minutes, and divide into two entities when it reaches 24 HD.  The comet remains in the sky for 8 hours.

Skills: Caltiki has a +8 Racial Bonus to Climb and Swim Checks. 

Combat:
Caltiki basically rolls over anything it senses.  It's more 'mindless engine of destruction' than opponent.


« Last Edit: April 14, 2024, 07:54:38 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #157 on: August 24, 2017, 11:48:49 PM »
Neomorph, Bloodburster
                      Tiny Aberration
Hit Dice:             1d8+1 (9 hp)
Initiative:           +4
Speed:                20 ft. (4 squares), Climb 10 ft.
Armor Class:          19 (+2 Size, +4 Dex, +3 Natural), touch 16, flat-footed 15
Base Attack/Grapple:  +0/-8
Attack:               Claw +6 melee (1d3)
Full Attack:          2 Claws +6 melee (1d3), 1 Bite +1 melee (1d4 plus 1d6 acid), and 1 Tail +1 melee (1d4)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Rage, Acidic Bite
Special Qualities:    Hardy, Blindsight, Immunities, Uncanny Dodge
Saves:                Fort +3, Ref +6, Will +4
Abilities:            Str 10, Dex 18, Con 12, Int 1, Wis 14, Cha 2
Skills:               Balance +4, Climb +8, Hide +10, Intimidate -2, Jump +2, Listen +3, Move Silently +10, Search -3, Spot +3, Survival +2
Feats:                Weapon Finesse
Environment:          Any
Organization:         Solitary
Challenge Rating:     1
Treasure:             None
Alignment:            Always Neutral
Advancement:          ---
Level Adjustment:     ---

Unlike newborn Xenomorphs, Neomorphs can burst from just about anywhere, and are fully formed versions of adults.  Much like Xenomorphs they rapidly gain adult size very quickly.

Rage (Ex): A Neomorph that sees another creature (that isn't a Neomorph) flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Acidic Bite (Ex): The Neomorphs bite does an additional 1d6 acid damage.

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

Blindsight (Ex):  A Protomorph 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, Protomorphs, androids, and Yautja.  It can also distinguish which humans have been infected with bloodbursters.  Presumably, unlike normal, this functions within a vacuum.

Immunities (Ex): Neomorphs 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 Neomorph can react to danger before it's senses would normally allow it to do so.  It retains it's Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses it's Dexterity bonus to AC if immobilized.

Skills:
Skills are completely redone.  New class skills are Balance, Climb, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, and Survival.  Neomorphs gain a +6 Racial Bonus on Hide and Move Silently Checks.  They also gain a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check.  Neomorphs do not take a penalty to skill points for having a negative Intelligence modifier.

Combat: Neomorphs are rabid, frantically attacking anything they see.


Neomorph, Adult

Neomorphs are the result of David carpet bombing the Engineers with the black goo they use as a bioweapon.   They begin as what seem to be small fungal spheres that release insect-like clouds of 'spores' of the black goo, which seek out the closest animal life form.  That life form dies within hours as a Neomorph rips it's way from their body.  Generally Neomorphs are a  fleshy, pale white with a shape similar to that of the Xenomorph.  Initially quadrupedal, they become bipedal as adults.  They vary in appearance.  Translucent skin, and dorsal spikes are two variations seen.  Far more animalistic than even the Xenomorphs, they attack any animal life within range.  Neomorph is an Acquired Template that can be applied to any corporeal Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, or Vermin whose Size is no smaller than Small and no larger than Large

Size and Type: While it is generally larger than the species it has used as a host, the Neomorph retains the same Size Category.  Type changes to Aberration.  Actual size varies, but Neomorphs created by infecting humans average 6+ ft. tall and weigh 100 to 120 kilograms.

Hit Dice: Unchanged unless Hit Dice are less than d8's.  In such case raise them to d8's, and recalculate hp. Neomorphs gain maximum hp per Hit Die.  Neomorphs have a minimum of 6 Hit Dice, if the base creature is not at least 6 HD, raise it to 6 HD.

Speed: Base land speed increases by +10 ft.  Gains a Climb speed equal to half base land speed.   

Armor Class: The base creature's Natural Armor Bonus increases by +6.

Attacks: Retains all natural weapons of the base creature.  In addition it gains a Tail Attack doing Piercing damage if it doesn't have one, as well as Bite and Claw attacks if Humanoid. 

Damage: The Tail and Bite attack does 1d6 for Small Neomorphs, 1d8 for Medium Neomorphs, and 2d6 for Large Neomorphs.  Otherwise damage remains unchanged.  Claws do 1d4 for Small, 1d6 for Medium and 1d8 for Large.

Special Attacks: Loses all Class Abilities of the base creature.  It also loses any Racial Abilities that aren't Exceptional, but it gains the following:

Rage (Ex): A Neomorph that sees another creature (that isn't a Neomorph) flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily.

Acidic Bite (Ex): The Neomorphs bite does an additional 1d6 acid damage.

Special Qualities: Loses all Class Abilities of the base creature.  It also loses any Racial Abilities that aren't Exceptional, but it gains the following:

Blindsight (Ex):  A Protomorph 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, Protomorphs, androids, and Yautja.  It can also distinguish which humans have been infected with bloodbursters.  Presumably, unlike normal, this functions within a vacuum.

Immunities (Ex): Neomorphs 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 Neomorph can react to danger before it's senses would normally allow it to do so.  It retains it's Dexterity bonus to AC (if any) even if it is caught flat-footed or struck by an invisible attacker. However, it still loses it's Dexterity bonus to AC if immobilized.

Saves: Neomorphs have all good Saves, and their Saving Throws must be recalculated.

Abilities: +8 Str, +6 Dex, +8 Con, +4 Wis, +2 Cha.  Intelligence becomes a 1 if the base creatures Int is 2 or less, 2 if it 3 or higher. 

Skills: Skills are completely redone.  New class skills are Balance, Climb, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, and Survival.  Neomorphs gain a +6 Racial Bonus on Hide and Move Silently Checks.  They also gain a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check.  Neomorphs do not take a penalty to skill points for having a negative Intelligence modifier.

Feats: Feats may be rechosen.  If Hit Dice increase new Feats may be chosen based on the new Hit Dice.

Environment: Any.

Organization: Solitary, Pack (3-6)

Challenge Rating: +2, minimum CR is 6

Treasure: None

Alignment: Always Neutral

Advancement: Neomorphs advance by increasing in Racial Hit Dice.

Level Adjustment: N/A.  Neomorphs are not PC's.
« Last Edit: April 08, 2018, 10:35:32 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #158 on: August 24, 2017, 11:49:23 PM »
Protomorph

The Protomorph is the culmination of years of experiments by David the android, and designed to destroy the human race.  It propagates in much the same manner as the classic Xenomorph.  Somehow he used Shaw's womb to create the Ovomorphs that hold the Facehuggers.  Proto Facehuggers have much less potent acid for blood, but can implant within seconds. The Protomorph Chestburster  is a miniature adult, and also matures much more rapidly.  The adult Protomorph resembles a normal Xenomorph drone, but without the biomechanical features (in fact it has something of a partially skinless appearance).  It's limbs are longer, thicker, and it's tail is thinner.  Shoulders and dorsal tubes are likewise more narrow.  It also seems to be partially bipedal compared to the traditional Xenomorph.  Despite it's lack of armor, it has some regenerative abilities, making it very difficult to kill.   Protomorph is an Acquired Template that can be applied to any corporeal Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, Outsider, or Vermin whose Size is no smaller than Small and no larger than Large.  The Protomorph described here is the one from the Alien: Covenant film.  The Facehugger design doesn't really allow for too much size variation, hence the size limitation for the Template.

Size and Type: While it is generally larger than the species it has used as a host, the Protomorph retains the same Size Category.  Type changes to Aberration.  Actual size varies, but Protomorphs created by infecting humans average 7 ft. tall and weigh 120 to 140 kilograms.

Hit Dice: Unchanged unless Hit Dice are less than d8's.  In such case raise them to d8's, and recalculate hp.  Protomorphs gain maximum hp per Hit Die.  Protomorphs have a minimum of 6 Hit Dice, if the base creature is not at least 6 HD, raise it to 6 HD.

Speed: All Movement modes increase by +10 ft. 

Armor Class: The base creature's Natural Armor Bonus increases by +6.

Attacks: Retains all natural weapons of the base creature.  In addition it gains a Tail Attack doing Piercing damage if it doesn't have one, as well as Claw attacks if Humanoid. 

Damage: The Tail attack does 1d6 for Small Protomorphs, 1d8 for Medium Protomorphs, and 2d6 for Large Protomorphs.  Otherwise damage remains unchanged.  Claws do 1d4 for Small, 1d6 for Medium and 1d8 for Large.

Special Attacks: Loses all Class Abilities of the base creature.  It also loses any Racial Abilities that aren't Exceptional, but it gains the following:

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.

Special Qualities: Loses all Class Abilities of the base creature.  It also loses any Racial Abilities that aren't Exceptional, but it gains the following:

Blindsight (Ex):  A Protomorph 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, Protomorphs, androids, and Yautja.  It can also distinguish which humans have been infected with bloodbursters.  Presumably, unlike normal, this functions within a vacuum. 

Hold Breath (Ex): A Protomorph 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 Protomorph 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.

Immunities (Ex): Protomorphs 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.

Regenerate (Ex): The Protomorph gains Regeneration 3 (Regeneration doesn't work against Fire damage).

Saves: Protomorphs have all good Saves, and their Saving Throws must be recalculated.

Abilities: +8 Str, +6 Dex, +8 Con, +2 Wis, +2 Cha.  Intelligence becomes a 1 if the base creatures Int is 2 or less, 2 if it 3 or higher. 

Skills: Skills are completely redone.  New class skills are Balance, Climb, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, and Survival.  Protomorphs gain a +6 Racial Bonus on Hide and Move Silently Checks.  They also gain a +8 Racial Bonus on Climb Checks, and may always Take 10 on a Climb Check. Xenomorphs do not take a penalty to skill points for having a negative Intelligence modifier.

Feats: Feats may be rechosen.  If Hit Dice increase new Feats may be chosen based on the new Hit Dice.

Environment: Any.

Organization: Solitary, Pack (3-6)

Challenge Rating: +2, minimum CR is 6

Treasure: None

Alignment: Always Neutral

Advancement: Protomorphs advance by increasing in Racial Hit Dice.

Level Adjustment: N/A.  Protomorphs are not PC's.
« Last Edit: April 08, 2018, 10:07:37 PM by bhu »

Offline Braininthejar

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Re: Cinematica
« Reply #159 on: March 07, 2018, 10:18:13 PM »
Has anyone tried the fu dogs from Dresden Files yet?