Author Topic: Cinematica  (Read 37011 times)

Offline bhu

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Re: Cinematica
« Reply #180 on: March 13, 2024, 08:51:51 PM »
https://www.youtube.com/watch?v=kTZR5Ut9NpA

Andromedan
                      Medium Aberration
Hit Dice:             6d8+24 (51 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:          12 (+2 Natural), touch 10, flat-footed 12
Base Attack/Grapple:  +4/+8
Attack:               Slam +8 melee (1d3+4) or Disintegrator +4 ranged (disintegration)
Full Attack:          2 Slams +8 melee (1d3+4) or Disintegrator +4 ranged (disintegration)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Kidnap, Stun, Frightful Presence, Disintegrator, Sunder
Special Qualities:    Darkvision 60 ft., Emotionless, Disguise, Alien Machine, Forcefield,  Gaseous Form
Saves:                Fort +6, Ref +2, Will +7
Abilities:            Str 18, Dex 11, Con 18, Int 14, Wis 14, Cha 14
Skills:               Bluff +4, Disguise +4, Drive +6, Intimidate +4, Knowledge (Earth and Life Sciences,  Physical Sciences, any 1 other) +6, Listen +4, Navigation +6, Pilot +4, Spot +4 
Feats:                Alien Weapons Proficiency (see D20 Modern), Personal Firearms Proficiency (see D20 Modern), Starship Operation (see D20 Future)
Environment:          Any? (unknown really)
Organization:         Solitary or Group )
Challenge Rating:     6
Treasure:             Standard
Alignment:            Neutral Evil
Advancement:          By Character Class
Level Adjustment:     ---

"Don't you worry Marge. I know where to get our men. Human men!"

The Andromedan's planet suffered a natural disaster, prompting them to flee in their fleet of spacecraft.  Searching for a new world, they come across the toxic planet Earth, losing all the females of their race along the way.  Finding humanoid life on the planet, they decided to settle down and construct suits that would let them survive our atmosphere while impersonating the locals.  Swiftly taking over many small towns, they set about researching ways to mutate Earth women to carry their children.  Notably, the Andromedan's are completely emotionless, and did not foresee a need to ask consent.  They begin kidnapping and replacing local married men who are childless in order to be ready when they make the necessary genetic breakthroughs.  They do, however, make some mistakes.  Animals can easily see through their disguise, which inspires an awful lot of pet murder.  They park their ship within walking distance of the town in a stupefying example of foolishness.  The technology that lets them pass as human also grants them emotions, which makes them behave oddly.  Being as Earth is toxic to them they don't partake of cigarettes or alcohol.  In 1950's America.  They mock humans for being dumb and short lived, but make glaring errors such as murdering people in the open on city streets, going swimming to keep up appearances (they can't swim), etc.  They are tall with hands of three tentacle like fingers, and stubby two toed feet.  Their mouth is circular, and it's eyes are the only other facial feature (besides some tubes, which may or may not be part of them).  Once they are discovered, all their ships flee, looking for another home.  Earth was the very first place they found after all, and given how inhospitable it is to them it's amazing they stopped here to begin with.

Kidnap (Su): If an opponent is helpless, paralyzed, stunned or unconscious, the Andromedan may change him into a Gaseous Form (as per the spell), after which the target is unconscious until he changes back to a solid form, and moves at 30 feet per round towards the Andromedan's ship.  So long as the Machine is working and on, the Andromedan may use this at will (it has a range of 10 feet), and the target remains in Gaseous Form until it arrives at the ship, and is plugged into the machine, or the machine is destroyed or turned off.

Stun (Ex): If the Andromedan successfully confirms a critical hit with it's Slam attack, it Stuns the target for one round.

Frightful Presence (Ex):Andromedans can inspire terror by charging or attacking. Creatures within 30 feet that have less hit dice than the Andromedan must succeed on a DC 15 Will save or become shaken for 2d6 rounds (if the Save is failed by 5 or more, the target is Frightened instead). The save DC is Charisma-based.  An opponent that succeeds on the saving throw is immune to that same Andromedan’s frightful presence for 24 hours.

Disintegrator : The Andromedans carry rayguns that fire a beam of unknown energy.  This weapon has a range of 100 feet, and can be fired every other round.  When firing it, the wielder makes a ranged touch attack, and if it is successful, the target must make a DC 19 Fortitude Save to take half damage, taking 12d6 damage if it fails.

Sunder (Ex): When the Andromedan,  in human or natural form, successfully hits an object with it's Slam attack, it gets a Sunder attempt as a Free Action without provoking an Attack of Opportunity.  If successful, the attack ignores Hardness.

Emotionless (Ex): In their natural state, the Andromedans are emotionless, immune to any mind-affecting effects.  Their machine, however, broadcasts emotions to them when they are in their artificial bodies in order to make their deception possible (meaning they lose this immunity).

Disguise (Ex):  The Andromedans can become gaseous and seep into an artificial body created from a human they have kidnapped.  This looks perfectly like the human they wish to mimic, and sounds perfectly like him too.  Animals, particularly ones with Scent, seem to see right through this disguise, and are never better than Hostile towards the Andromedan.  When uninhabited, this is an object with a Hardness of 5, and the same hit points as the Andromedan inhabiting it.

Alien Machine:  Kidnap victims are placed into a special machine that allows them to be kept alive and unconscious as long as they are plugged in.  It also provides several other benefits to the Andromedans:

It powers the artificial bodies they inhabit while disguised as humans, which protects them from Earth's atmosphere (If they are not in their artificial body, it still protects them from the atmosphere).  If the machine is destroyed, turned off, or the human it is mimicking is unplugged, it can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape.  This also happens if the Andromedan is given oxygen while in it's bodysuit, pretending to be a human.

It allows a version of telepathy with all other Andromedans of the creatures choice within 20 miles.  It also provides them access to the memories of the unconscious human they are mimicking.  When making a Skill Check, the Andromedan uses it's own ranks of the ranks of the human it is mimicking, whichever is greater.  It also lets them speak the language of the person they are impersonating.

It provides a forcefield, which is visible in their normal form, but invisible when being hidden in their bodysuits.  This forcefield renders them immune to damage from opponents who aren't adjacent to them  (and still stops Bludgeoning or Ballistic damage even if the opponent is adjacent).  A Disintegrate spell )or their own weapons) will destroy the forcefield on contact.  This sort of works like a Wall of Force that protects them from all directions.

Gaseous Form (Su): The Andromedans may cast Gaseous Form at will as a Supernatural Ability.  Unlike normal, they are immune to Earth's atmosphere in this form, and have a movement speed of 30 feet.  They must assume Gaseous form to enter or exit their human disguise (this is a Move Action).

Combat: In their human disguise, the Andromedans rely on their Slam attack, unless they are mimicking a member of a profession that can carry some sort of weapon.  In their natural form defending the ship, or to get rid of evidence (bodies) they use disintegrators.

« Last Edit: March 19, 2024, 07:55:02 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #181 on: March 15, 2024, 12:53:31 AM »
https://www.youtube.com/watch?v=OZHrCkEmgFo

The Martian
                      Medium Monstrous Humanoid
Hit Dice:             14d8+98 (161 hp)
Initiative:           +0
Speed:                30 ft. (6 squares)
Armor Class:         20 (+10 Natural), touch 10, flat-footed 20
Base Attack/Grapple:  +14/+26
Attack:               Claw +22 melee (2d6+8/19-20)
Full Attack:          2 Claws +22 melee (2d6+8/19-20)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Throw, Rend, Improved Grab, Blood Drain, Sunder
Special Qualities:    Darkvision 60 ft., Invulnerability 20/-, Immune to Radiation and Poison, Powerful Build
Saves:                Fort +13, Ref +9, Will +10
Abilities:            Str 26, Dex 11, Con 24, Int 10, Wis 12, Cha 6
Skills:               Climb +13, Hide +6, Listen +7, Move Silently +6, Spot +7, Survival +6
Feats:                Cleave, Great Cleave, Great Fortitude, Improved Critical (Claw), Power Attack
Environment:          Mars
Organization:         Unique?
Challenge Rating:     9
Treasure:             None
Alignment:            Neutral
Advancement:          15+HD (Large)
Level Adjustment:     ----

"Every bone in his body must be broken. But I'm not sure that's what killed him."

The last (?) creature on Mars is a hulking, vaguely reptilian figure with massive three clawed hands (it's feet have three claws as well).  It's face could be described as bat-like with humanoid ears.  Initially thought of as a dumb beast, it quickly displays intelligence, hiding the bodies of a victim it's drained of all liquid and oxygen with no wounds on him.  Nearly invulnerable, the crew is forced to blow open an airlock to kill it.  The astronauts who encounter it as a stowaway on their ship think it's the last of a Martian civilization descended into a primitive state.  It never occurs to them that given it's power and viciousness, it might have prevented the supposed Martian civilization from ever happening.

Throw (Ex): In melee combat, if an opponent attacks and misses the Martian, it may immediately make a trip attack against the opponent. This counts as an attack of opportunity, and does not provoke an attack of opportunity.  If the Trip attempt fails, the opponent does not get to try to Trip the Martian back.

Rend (Ex): If the Martian hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 4d6+12 points of damage.

Improved Grab (Ex): To use this ability, the Martian must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Blood Drain (Ex): The Martian can drain all fluids from a living victim via osmosis by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the Martian heals 5 hit points.

Sunder (Ex): The Martians natural attacks against objects ignore Hardness.

Invulnerability (Ex): Invulnerability is similar to Damage Reduction, but it also blocks damage from energy attacks, spells, spell-like abilities, and supernatural abilities.  For example the Martian has Invulnerability 20.  That means it negates the first 20 points of damage from any attack (this includes untyped damage).

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

The Martian is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. The Martian can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Combat:
Due to it's incredible tenacity, the Martian generally dispenses with tactics, lurching toward the nearest target, before tearing it apart and moving on to the next one.

« Last Edit: March 28, 2024, 08:16:45 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #182 on: March 27, 2024, 09:45:01 PM »
https://www.youtube.com/watch?v=wvY30GZfPjI

Atomic Zombie

Atomic Zombie is an Acquired Template that can be applied to the corpse of any Humanoid.  A mobster hellbent on revenge meets an ex Nazi scientist who has learned to replace the brains of dead men with nuclear powered machines that make the bodies animated, durable and superhumanly strong.  Unfortunately, they only last for several days before they disintegrate (though it's also shown that one lasts almost a month).  He also appears to have installed cameras and a microphone, as he can see and hear what they do, and speak through them.  Fortunately he only seems to be able to pilot one at a time, though he can unleash the mindless horde, as they will defend themselves if attacked as best they can.  Editors note: The film describes the zombies as 'mindless' and 'unaware', yet clearly has them doing things that make this unlikely.  Hence, I have taken some artistic license.
.
"This animal looks content, doesn't it? You'd never suspect it had 18 electrodes implanted in its brain!"

Size and Type: Type changes to Construct.

Hit Dice: All current Hit Dice become d12's.

Speed: Unchanged, but can no longer take the Run Action..

Armor Class: Natural Armor Bonus to AC improves by +8.

Attacks: If the base creature has no Slam attack, it gains one. 

Damage: Slam damage depends on the base creatures size: Small (1d3 plus one and a half times Str modifier), Medium (1d4 plus one and a half times Str modifier) or Large (1d6 plus one and a half times Str modifier).

Special Attacks: Retains none of the Special Attacks of the base creature, but gains the following:

Improved Grapple (Ex): The Atomic Zombie can initiate a Grapple without provoking an Attack of Opportunity.

Constrict (Ex): The Atomic Zombies doe double it's Slam damage plus one and a half times it's Strength Modifier with a successful Grapple Check.

Throw (Ex): The Atomic Zombie can bodyslam a creature it has Grappled with a unsuccessful Grapple Check.  This does 2d6, ends the Grapple, and the opponent lands Prone.

Sunder (Ex): The Atomic Zombie's Slam attack ignores an object's Hardness.

Radioactive (Ex): The zombie is highly radioactive, and anything it touches glows in the dark.  Touching one is dangerous.  Getting it's blood on you even moreso.  This Radiation Sickness sort of works like a disease, and the effects depend on whether a creature has fought with the Atomic Zombie, or been exposed to it's 'blood'.  If an attacked uses a Piercing or Slashing weapon on the Zombie it must make a Reflex Save (DC is 10 plus the damage dealt), or be exposed.  Just Fighting it requires a DC 18 Fortitude Save, has an incubation period of 3d6 hours, with damage being 1d6-1 Con (minimum damage 1).  If exposed to the 'blood', the Fortitude Save DC is 21, with an incubation period of 2d6 hours, with damage done being 1d6 Con.

Special Qualities: Retains all Exceptional Special Qualities based on it's physical form, plus gains the following:

Damage Reduction 10/-

Homing Sense (Ex): If sent on a mission, and not given orders, or damaged enough that it can't be remote controlled, it will automatically return home when it's power gets low.  They can contain a charge allowing them to operate for up to 16 hours, and will start to return if left to their own devices when at half that.  If the charge runs out, they are effectively dead until they're recharged.  There is a cumulative 10% chance per day it goes without a charge that it becomes unchargeable, and simply falls apart.

Remote Controlled (Ex): The doctor who animates the corpses (or someone of his choice) can use a machine to see and hear what the zombie sees and hears via a video feed, and can speak through it's mouth (Initially the Zombie uses the operators voice, but by the end of the film the doctor has found a way to let the Zombie use it's own voice.).  It also grants the zombie some of it's skills and feats.  The zombie cannot resist the operators orders, though there is a chance that the zombie misunderstands the operators orders.  Roll 1d20+ the Zombie's Wisdom Modifier against a DC 15 if it has less than 50% hit points, is given complicated orders (DM's discretion on how complicated the order must be), or the signal controlling it is cut off (presumable a strong electromagnetic field would work).  If the Zombie fails, it is Confused, as per the spell, for 1 round.  It should be noted that uncontrolled Zombies will attack others on sight, including their creator.  If the machine that broadcasts the signal that animates them is turned off or destroyed, the Zombies fall to the ground unconscious (dead if the machine is destroyed).  The machine is a Medium sized object weighing 200 pounds, with a Hardness of 5 and 30 hit points.

Semi-Mindless: The Atomic Zombie has an Intelligence score of 2, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).  It still loses all Feats and skil ranks.

Saves: Unchanged.

Abilities: +8 Str, -4 Wis, -6 Cha.  Int resets to 2, and it has no Con score.

Skills: If given orders by the operator, the Atomic Zombie has access to his skills.  It has half the ranks of the operator in any skills he or she has, plus it's own ability score modifiers.

Feats: The Atomic Zombie has some of the Feats possessed by it's operator.  It has any Weapon or Armor Proficiencies, and any Feats that are based purely on skill or mental ability.

Environment:
Any

Organization: Solitary or Group (2-10)

Challenge Rating: +2

Treasure: None

Alignment: Always Neutral

Advancement: ---

Level Adjustment: ---

Example of creature using template here:

Willard Pierce (Human Expert 6/Atomic Zombie)
                      Medium Construct
Hit Dice:             6d12 (39 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:         20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple:  +4/+10
Attack:               Slam +10 melee (1d4+9) or Grapple +10 melee touch (Grapple)
Full Attack:          Slam +10 melee (1d4+9) or Grapple +10 melee touch (Grapple)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grapple, Constrict, Throw, Sunder, Radioactive
Special Qualities:    DR 10/-, Homing Sense, Remote Controlled, Semi-Mindless
Saves:                Fort +2, Ref +4, Will +4
Abilities:            Str 23, Dex 14, Con -, Int 2, Wis 8, Cha 8
Skills:               ---
Feats:                ---
Challenge Rating:     8
Treasure:             None
Alignment:            Neutral
Advancement:          ---
Level Adjustment:     ---

Willard Pierce was an aging criminal with tuberculosis whose body was stolen from the morgue to be used as an instrument of vengeance.  He doesn't last more than a month.

« Last Edit: April 06, 2024, 07:13:59 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #183 on: March 30, 2024, 08:10:16 PM »
Ginosaji
                      Medium Outsider (Evil, Shapechanger)
Hit Dice:             6d8+30 (57 hp)
Initiative:           +8
Speed:                40 ft. (8 squares)
Armor Class:          16 (+4 Dex, +2 Natural), touch 14, flat-footed 12
Base Attack/Grapple:  +6/+7
Attack:               +1 Spoon +11 melee (1 point plus possible effects) or Spoon +11 ranged (1 point plus possible effects)
Full Attack:          +1 Spoon +11/+6 melee (1 point plus possible effects) or Spoon +11 ranged (1 point plus possible effects)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Spoon Collection
Special Qualities:    Darkvision 60 ft., Curse of the Ginosaji, Partial Invulnerability, Immunities, Spiderclimb, Change Shape, Selective Invisibility
Saves:                Fort +10, Ref +9, Will +8
Abilities:            Str 12, Dex 18, Con 20, Int 14, Wis 16, Cha 18
Skills:               Balance +14, Climb +11, Hide +14, Intimidate +14, Jump +11, Knowledge (Arcana) +11, Listen +13, Move Silently +14, Spot  +13, Swim +1
Feats:                Improved Initiative, Two-Weapon Fighting, Weapon Finesse
Environment:          Any
Organization:         Unique?
Challenge Rating:     6
Treasure:             Spoons (see below)
Alignment:            Neutral Evil
Advancement:          7+ HD (Medium)
Level Adjustment:     ---

The Ginosaji is a tall, slender white man with black lips and circles around his eyes, wearing black clothes and a hoodie.  There is a cryptogram known as the Mark of the Ginosaji on his left wrist.  He has an odd walk, carries a collection of spoons, and sports a sneer of perpetual rage.  His blood is black, and he appears to be full of worms.  He doesn't communicate, preferring to just batter his victims with a spoon.  He does not appear to need air, food or water.  He doesn't speak, except when changing shape to disguise himself.  He is a remarkably tenacious (beep), and is apparently a vengeful demon of some sort whose goal is to punish people by murdering them as slowly and inefficiently as possible, to the extent he will even save them from suicide if he has to.

Spoon Collection: The Ginosaji keeps a collection of 16 magical +1 spoons under it's hoodie.  These are weapons that do 1 point of bludgeoning damage, and can be thrown up to 10 feet.  If the Ginosaji successfully hits an opponent, it can choose to add one of the following effects:

Disarm: As a Free Action the Ginosaji can make a Disarm attempt, without provoking an Attack of Opportunity.

Fatigue: The target must make a DC 14 Fortitude Save or become Fatigued (or Exhausted if it's already Fatigued).  The Save DC is Strength based.

Knockdown: As a Free Action the Ginosaji can make a Trip attempt, without provoking an Attack of Opportunity.

Stun: The target must make a DC 14 Fortitude Save, or be Stunned for 1 round.  The Save DC is Strength based.

Sunder: As a Free Action the Ginosaji can make a Sunder attempt, without provoking an Attack of Opportunity.

Curse of the Ginosaji (Su): The Ginosaji always knows the location of it's intended current target, so long as they are on the same plane of existence.  It cannot choose a new victim until it has killed the old one.

Partial Invulnerability: The Ginosaji is immune to non-magical weapon damage, and has DR 10/- against magical weapons.  If the Ginosaji loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Immunities: The Ginosaji has immunity to poison, sleep effects, paralysis, petrification, polymorph, stunning, disease, and death effects.  He is not subject to critical hits, nonlethal damage, ability drain, or energy drain. He is immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.  He is immune to cold, fire and negative energy damage.

Spiderclimb (Ex): The Ginosaji can climb sheer surfaces as though with a spider climb spell.

Change Shape (Su): The Ginosaji magically polymorphs into a small or medium humanoid, or back into its true form. Its statistics are the same in each form. Any equipment the Ginosaji is wearing or carrying transforms to something appropriate for the new form. If the Ginosaji dies, it reverts to its true form.

Selective Invisibility (Su): The Ginosaji is permanently Invisible to everyone but it's current intended target.

Combat:  The Ginosaji just runs after his victim, relentlessly battering him with a spoon.  He only breaks out the fancy maneuvers when the target tries to fight back, in an attempt to crush it's spirit.   Sadistic to a fault, the Ginosaji will let it's victim escape to attack later, and will not pursue another victim until it kills it's current one.


« Last Edit: April 06, 2024, 07:20:36 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #184 on: April 03, 2024, 08:55:47 PM »
https://www.youtube.com/watch?v=svyPswixryM

https://www.youtube.com/watch?v=5qsn8294YFU

 The Gillman
                      Medium Monstrous Humanoid (Aquatic)
Hit Dice:             4d8+20 (38 hp)
Initiative:           +2
Speed:                25 ft. (5 squares), Swim 25 ft.
Armor Class:          20 (+2 Dex, +8 Natural), touch 12, flat-footed 18
Base Attack/Grapple:  +4/+15
Attack:               Claw +11 melee (16+7)
Full Attack:          2 Claws +11 melee (1d6+7)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Improved Grab, Constrict, Bodyslam
Special Qualities:    Darkvision 60 ft., Blindsense 20 ft., Hold Breath, DR 5/-, Fire Resistance 5, Powerful Build, Light Sensitivity, Fast Healing 3
Saves:                Fort +8, Ref +6, Will +5
Abilities:            Str 24, Dex 14, Con 20, Int 8, Wis 12, Cha 6
Skills:               Hide, Listen, Move Silently, Spot, Survival, Swim
Feats:                Great Fortitude, Power Attack, Improved Sunder (B)
Environment:          Warm Aquatic
Organization:         Unique?
Challenge Rating:     <##>
Treasure:             None
Alignment:            Neutral
Advancement:          5-6 HD (Medium), 7-12 HD (Large)
Level Adjustment:     ---

"It is my considered opinion that rat No. 4 is sitting inside that cat."

A scientific expedition looking for fossils runs into a local legend who is too lonely for his own good.  Despite having being riddled with bullets, the Gillman survives, and has scientists attempting to communicate with him...while he's on display in an amusement park.  What the Hell science? Sadly he is gunned down again, and surgically modified to breathe air and to be made more 'human'.  His end is appalling, and tragic.  While he doesn't appear to use a language, he does seem more than capable of letting his muscles speak for him.  He is obscenely strong for his size, and apparently capable of felling trees.  Wrestling promoters should take note: he has a picture perfect scoop slam.  And he comes with his own, instantly recognizable, personal theme music!

Improved Grab (Ex): To use this ability, the Gillman must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Constrict (Ex): The Gillman does 1d6+7 damage with a successful Grapple Check.

Bodyslam (Ex): With a successful Grapple Check, the Gillman can throw an opponent up to 10 feet.  The grapple ends,and the opponent is knocked Prone, and takes 1d6+7 damage.

Blindsense (Ex): The Gillman can locate creatures underwater within a 20-foot radius. This ability works only when the Gillman is underwater.

Hold Breath (Ex): The Gillman can leave the water for a number of rounds equal to 8 × its Constitution score before it risks suffocating.

Powerful Build (Ex): The physical stature of the Gillman lets him function in many ways as if he were one size category larger.

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

The Gillman is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. The Gillman can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

Light Sensitivity (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds the Gillman for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Skills: The Gillman has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *The Gillman gains a +4 racial bonus on Hide checks when in the water.

Combat: The Gillman is surprisingly tough.  He is shot, stabbed, poisoned and set on fire multiple times and always bounces back.  For this reason he needs little in the way of tactics, but he does still display a tactical mind,  He uses stealth to attack from ambush, sets traps, etc.  He really is underestimated by the egocentric humans.


« Last Edit: April 05, 2024, 07:56:55 PM by bhu »