Author Topic: Cinematica  (Read 43819 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 Blindness, 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 +4 (+8 in water), Listen +2, Move Silently +4, Spot +2, Survival +2, Swim +15
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 Blindness (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 14, 2024, 08:00:09 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #185 on: July 05, 2024, 05:05:59 PM »
     https://www.youtube.com/watch?v=In8fuzj3gck

   Jean Jacket
                      Colossal+ Aberration
Hit Dice:             72d8+1116 (1440 hp)
Initiative:           +8
Speed:                Fly 120 ft. (24 squares) (Perfect)
Armor Class:          36 (-16 Size, +4 Dex, +28 Natural), touch 0, flat-footed 32
Base Attack/Grapple:  +54/+109
Attack:               Engulf +73 melee (12d6+52)
Full Attack:          Engulf +73 melee (12d6+52)
Space/Reach:          300 ft./200 ft.
Special Attacks:      Improved Grab, Threat Display, Expectorate, Scoop, Swallow Whole, EMP Field, Wind
Special Qualities:    See in Darkness, Weather Control, Supersonic Flight, Blindsight 1400 ft., Immune to Cold Damage, Fire and Electricity Resistance 20, Don't Look, Vulnerable Internally
Saves:                Fort +39, Ref +34, Will +41
Abilities:            Str 80, Dex 18, Con 40, Int 4, Wis 16, Cha 10
Skills:               Disguise +10 (+30 to Disguise self as a cloud), Hide -4, Intimidate +15, Knowledge (Geography, Nature) +4, Listen +10, Move Silently +11, Spot +15, Survival +9
Feats:                Alertness, Blind-Fight, Diehard, Dodge, Endurance, Flyby Attack, Improved Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility. Stealthy, Toughness x12  Epic Feats: Epic Endurance, Epic Reflexes
Environment:          Any
Organization:         28
Treasure:             None
Alignment:            Always Neutral
Advancement:          73-150 HD (Colossal+)
Level Adjustment:     ---

The Jean Jacket species is an alien predator that resembles a gigantic, flying jellyfish.  It is rarely seen in this form, theoretically because it make it vulnerable to wind shear or internal damage (or possibly it is reserved for defensive fighting).  Normally it is seen in hunting mode, which is a saucer roughly 330 feet wide by 50 feet thick at it's center point.  It has an opening roughly 50 feet wide on it's bottom, which acts as it's mouth, and which also spits out any indigestible material.  It's single eye also uses this opening as a viewing point.  The creature has electrogenerative organs that it uses for hunting, that are powerful enough to suppress electronic equipment.  Once it closes in, the eye gives visual confirmation, though it can be fooled.  At some point in the film, the protagonists realize it can't tell the difference between a real and a fake horse, and the trigger for it to pounce seems to be looking up at it.

Due to it's ability to manipulate the wind and weather though, it is rarely seen.  It seems to be able to cover itself in a cloud, so the easiest way to spot a hidden one is to look for a cloud that isn't moving.  How it got to Earth is unknown, as presumably it still needs oxygen.  The entire valley it roams is blocked out on Google Earth, so presumably someone in the government knows of it's existence.

Improved Grab (Ex): To use this ability, Jean Jacket must hit with it's Engulf attack (it cannot use Engulf unless it has opened itself up to use it's Threat Display). It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If successful, it can Swallow a Huge or smaller opponent on subsequent rounds with a successful Grapple Check.

Threat Display (Ex): Jean Jacket can unsettle foes by unfolding it's body, and making loud noises. Creatures within a radius of 1400 feet are subject to the effect if they have fewer HD than it does. A potentially affected creature that succeeds on a DC 46 Will save (Save DC is Cha based) remains immune to Jean Jacket's frightful presence for 24 hours. On a failure, creatures with 10 or less HD become panicked for 4d6 rounds and those with 11 or more HD become shaken for 4d6 rounds.

Expectorate (Ex): Jean Jacket's stomach acid only works on organic material, and it sits out inorganic remains after it digests a meal.  It ejects them with such force that the leftovers can kill or embed themselves in anything beneath Jean Jacket at the time.  As a Standard action, Jean Jacket spits out bits of debris within a 50 foot radius at it's center.  Anything underneath it in this area must make a DC 81 Reflex Save (Save DC is Str based) or take 6d6 ballistic damage (see d20 modern).

Scoop (Ex): As a Standard Action, Jean Jacket can unleash a tornado underneath it from it's mouth.  This affects an area 50 feet across by 100 ft high.  Anything Huge or smaller within this area must make a DC 81 Reflex Save (Save DC is Str based) or be sucked into Jean Jacket's maw, and swallowed.

Swallow Whole (Ex): Jean Jacket may Swallow anyone it has Engulfed with a Grapple Check.  This is rare, as it must unfold to use it's Threat Display to Engulf opponents.  It's far more common that it Swallows an opponent who fails a Saving Throw against it's Scoop attack.  Once inside Jean Jacket, the swallowed victims take 1d6 points of acid damage per round from Jean Jacket's digestive juices. While this digestive acid is weak, Jean Jacket crushes anything inside it if it fights back (or after it's marinated a few hours or so), doing 12d6+52 crushing damage.  A swallowed creature can cut its way out by dealing 50 points of damage to Jean Jacket’s digestive tract (AC 24). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. Jean Jacket’s gullet can hold 2 Huge, 10 Large, 40 Medium, 160 Small, or 640 Tiny or smaller creatures.

EMP Field (Ex): Jean Jacket radiates a strong electromagnetic field out to 1400 feet.  This effectively acts like Blindsight within this range, as well as temporarily suppressing any device using electricity within this range.

Wind (Ex): Jean Jacket presumably flies by manipulating winds, and because of this (or perhaps due to it's size and speed) it pushes a wall of wind 300 ft. across in front of it out to 50 ft., and beneath it out to 50 feet.  This wind is 75 mph or higher (see the effects of Hurricane Force winds under Wind Effects in the DMG page 95).

See in Darkness (Ex): Jean Jacket can see perfectly in darkness of any kind, even that created by a deeper darkness spell.

Weather Control (Su): Jean Jacket can cast Control Weather at will as an Exceptional Ability, but is limited in it's effects.  It can cause it to rain or increase winds, which it usually does to hide itself.  It can also sheathe itself in a cloud, giving itself a +20 Circumstance Bonus to Disguise Checks meant to appear as a cloud.  Caster Level is 20th.

Supersonic Flight (Ex): Jean Jacket has to slow down to hunt, so it uses the speed listed above.  Out of combat,  it's Fly speed is 6600 feet.

Don't Look: Jean Jacket instinctively attacks opponents who look it in the eye.  By remaining still and avoiding looking up at it, one can effectively hide from the creature.  It must make an opposed Spot vs. Hide Check to realize you're there.  Targets can make this Hide Check even if they are standing in an open desert, without any penalties that normally apply to Hide Checks.  Additionally, any potential targets get a +4 Circumstance Bonus to the Hide Check.

Vulnerable Internally: Jean jacket travels in it's hunting form because it protects it's vulnerable internal organs from danger.  Attacks from inside it are automatically confirmed criticals.  On rounds in which it uses it's Threat Display, any hit has a 50% chance of instead becoming a critical hit.

Combat: In hunting form, Jean Jacket will fly by using it's Scoop attack to swallow targets.  Against bigger targets, or potential threats it doesn't understand, it will engulf them in it's tentacles and swallow it if a Threat Display doesn't drive the opponent off.


« Last Edit: July 13, 2024, 06:40:16 PM by bhu »

Offline bhu

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Re: Cinematica
« Reply #186 on: September 28, 2024, 04:30:17 PM »
https://www.youtube.com/watch?v=9V3YGz-u2Ts

Krites
                      Tiny Aberration
Hit Dice:             3d8+6 (19 hp)
Initiative:           +2
Speed:                20 ft. (4 squares)
Armor Class:          16 (+2 Size, +2 Dex, +2 Natural), touch 14, flat-footed 14
Base Attack/Grapple:  +2/+3
Attack:               Bite +4 melee (1d3+3) or Quill +4 ranged (1 point plus poison)
Full Attack:          Bite +4 melee (1d3+3) or Quill +4 ranged (1 point plus poison)
Space/Reach:          2 1/2 ft./0 ft.
Special Attacks:      Poison Quills, Shriek, Critter Ball, Rolling Charge, Ferocious Grappler, Sundering Bite
Special Qualities:    Darkvision 60 ft., Roll Up, Leap
Saves:                Fort +3, Ref +3, Will +4
Abilities:            Str 14, Dex 15, Con 14, Int 12, Wis 12, Cha 10
Skills:               Climb +5, Computer Use* +2, Craft (Chemical, Electronic, Mechanical)* +2, Hide +11, Intimidate +3, Jump +7, Knowledge (Physical Sciences, Technology)* +2, Listen +2, Move Silently +5, Navigate* +2, Pilot* +3, Repair* +2, Spot +2, Survival +2, Tumble +4
Feats:                Ankle Biter, Dodge, Alien Weapon Proficiency*(B), Starship Gunnery*(B), Starship Operation*(B)
Environment:          Any
Organization:         Pack (10-100)
Challenge Rating:     <##>
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          4-5 HD (Small), 6 HD (Medium)
Level Adjustment:    ---

*See D20 Modern.

The Kriites are a ravenous alien species who may have devoured all life on their homeworld.  They are generally thought of as a plague, as the more they eat, the bigger they get and the more eggs they lay.  Standing 15 cm tall as hatchlings (30-40 cm tall as adults), their leaders can grow up to 1.8 meters tall if they can find enough food.  They are fairly resourceful, and seem quite technologically savvy.  They may have some form of genetic memory, as hatchlings seem to have full knowledge of their native language (once they reach adult size) without being taught, and quickly develop the skills listed here. The Krites speak their own language.  Once hatched they attain adult size and abilities within a day or so.  Technically they are genderless until the fourth film (or at least they don't appear to have genders), which introduces a female as a good protagonist (among some other small changes).  Krites usually have Proficiency with Personal, Exotic and Alien Firearms (see D20 Modern).

Poison Quills (Ex): Any creature struck by the Krites Quill attack must make a Saving Throw against Poison.  Injury, DC 13 Fortitude (Save DC is Con based), Initial damage is 1d3 Str and Secondary damage: Target becomes Unconscious until the dart is removed, or 3 hours have passed.

Shriek (Ex): As a Full Round Action the Krite can unleash a wail of the damned that was easily audible through a multi-story apartment block.  Technically a cry for help, any non-Krite within 30 feet of the screamer must make a DC 13 Fortitude Save (Save DC is Con based) or be Deafened for 1 Minute, and unable to attack, cast spells, concentrate on spells, or do anything else requiring attention for 1 round due to the pain. The only action the targets can take is a single move action per turn.

Critter Ball (Ex): If 100 or more Krites are present, they may cling together in a defensive formation called a Critter Ball (see stats below).

Rolling Charge (Ex): If the Krite successfully makes a Charge attack while Rolled Up, it does 1d4+3 Bludgeoning damage, and it gets an attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Krite.  Optionally, if they are trying to break down a door, they get a free Sunder attempt instead of a Trip.

Ferocious Grappler (Ex): Krites do not take Size Penalties to Grapple Checks.  They can Grapple a creature of any size, but cannot move a creature more than 2 Size Categories above their own.

Sundering Bite (Ex): If an opponent attacks the Krite with a weapon that has a long wooden haft (spears, polearms, staves, etc.) and misses, the Krite immediately gets a Sunder attempt on that weapon as an Immediate Action, without provoking an attack of opportunity.  The Krite's opponent doesn't gain a Size Bonus to the roll, as the Krite tries to bite through the haft.

Roll Up (Ex): As a Swift Action the Krite can roll into a ball.  While in this form it's speed increases by +10 ft., and it's AC improves by +1.  The only Action it can take is it's Rolling Charge.

Leap (Ex): Krites do not take speed penalties for Jump Checks, and their Check DC isn't increased if they don't have a running start.

Skills: Krites have a +2 Species Bonus on Climb, Intimidate, Move Silently, and Tumble Checks.  They also have a +4 Species Bonus on Jump Checks.

Combat:  Krites tend to be straight forward.  They send a volley of poison needles, and then move in to wipe out whatever is left hand to hand (usually rolling up before charging).  Sometimes they will make or use weapons if they need them (or they're just available).


Options: In the fourth film the Krites don't seem to use their quills or shriek, and they have a vulnerability to Sonic damage.  High pitched sounds, such as police sirens or air horns, do 1d6 Sonic damage if they are within 30 feet of them, and the Krite must make a DC 15 Fortitude Save or be unable to attack, cast spells, concentrate on spells, move, or do anything else requiring attention.


                      Krite Leader
                      Medium Aberration
Hit Dice:             6d8+18 (45 hp)
Initiative:           +1
Speed:                30 ft. (6 squares)
Armor Class:          16 (+1 Dex, +5 Natural), touch 11, flat-footed 15
Base Attack/Grapple:  +4/+9
Attack:               Bite +9 melee (1d6+5)
Full Attack:          Bite +9 melee (1d6+5) and 2 Claws +9 melee (1d3+2)
Space/Reach:          5 ft./5 ft.
Special Attacks:      Poison Quills, Shriek, Critter Ball, Rolling Charge, Ferocious Grappler, Sundering Bite
Special Qualities:    Darkvision 60 ft., Roll Up, Leap
Saves:                Fort +5, Ref +3, Will +7
Abilities:            Str 20, Dex 12, Con 16, Int 14, Wis 14, Cha 14
Skills:               Climb +8, Computer Use* +3, Craft (Chemical, Electronic, Mechanical)* +5, Hide +4, Intimidate +5, Jump +10, Knowledge (Physical Sciences, Technology)* +5, Listen +5, Move Silently +4, Navigate* +3, Pilot* +2, Repair* +3, Spot +5, Survival +5, Tumble +3
Feats:                Dodge, Improved Multiattack, Multiattack, Alien Weapon Proficiency*(B), Starship Gunnery*(B), Starship Operation*(B)
Environment:          Any
Organization:         Self plus pack of Krites (10-100)
Challenge Rating:     <##>
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          ---
Level Adjustment:     ---

A few Krites become Leaders, who are generally bigger, tougher, meaner and smarter than the average Krite.  They give the orders, and Krites can form the terrifying Critter Ball if they have a Leader with them.

Poison Quills (Ex): Any creature struck by the Krites Quill attack must make a Saving Throw against Poison.  Injury, DC 16 Fortitude (Save DC is Con based), Initial damage is 1d6 Str and Secondary damage: Target becomes Unconscious until the dart is removed, or 3 hours have passed.

Shriek (Ex): As a Full Round Action the Krite can unleash a wail of the damned that was easily audible through a multi-story apartment block.  Technically a cry for help, any non-Krite within 30 feet of the screamer must make a DC 16 Fortitude Save (Save DC is Con based) or be Deafened for 1 Minute, and unable to attack, cast spells, concentrate on spells, or do anything else requiring attention for 1 round due to the pain. The only action the targets can take is a single move action per turn.

Critter Ball (Ex): If 100 or more Krites are present, they may cling together in a defensive formation called a Critter Ball (see stats below).

Rolling Charge (Ex): If the Krite successfully makes a Charge attack while Rolled Up, it does 2d4+7 Bludgeoning damage, and it gets an attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Krite.  Optionally, if they are trying to break down a door, they get a free Sunder attempt instead of a Trip.

Ferocious Grappler (Ex): Krites do not take Size Penalties to Grapple Checks.  They can Grapple a creature of any size, but cannot move a creature more than 2 Size Categories above their own.

Sundering Bite (Ex): If an opponent attacks the Krite with a weapon that has a long wooden haft (spears, polearms, staves, etc.) and misses, the Krite immediately gets a Sunder attempt on that weapon as an Immediate Action, without provoking an attack of opportunity.  The Krite's opponent doesn't gain a Size Bonus to the roll, as the Krite tries to bite through the haft.

Roll Up (Ex): As a Swift Action the Krite can roll into a ball.  While in this form it's speed increases by +10 ft., and it's AC improves by +1.  The only Action it can take is it's Rolling Charge.

Leap (Ex): Krites do not take speed penalties for Jump Checks, and their Check DC isn't increased if they don't have a running start.

Skills: Krites have a +2 Species Bonus on Climb, Intimidate, Move Silently, and Tumble Checks.  They also have a +4 Species Bonus on Jump Checks.

Combat: Leaders aren't all that much different from the average Krite.


                      Critter Ball
                      Tiny Aberration (Swarm)
Hit Dice:             18d8+36 (117 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          17 (+2 Size, +2 Dex, +3 Natural), touch 14, flat-footed 15
Base Attack/Grapple:  +13/-
Attack:               Swarm (4d6) or Quill +14 ranged (1 point plus poison)
Full Attack:          Swarm (4d6) or 4 Quills +14 ranged (1 point plus poison)
Space/Reach:          15 ft./0 ft.
Special Attacks:      Poison Quills, Shriek, Rolling Charge, Distraction
Special Qualities:    Darkvision 60 ft., Roll Up, Disperse, Half damage from slashing and piercing, Swarm traits
Saves:                Fort +8, Ref +8, Will +12
Abilities:            Str 14, Dex 15, Con 14, Int 12, Wis 12, Cha 10
Skills:               Climb +5, Computer Use* +2, Craft (Chemical, Electronic, Mechanical)* +2, Hide +11, Intimidate +18, Jump +7, Knowledge (Physical Sciences, Technology)* +2, Listen +9, Move Silently +5, Navigate* +2, Pilot* +3, Repair* +2, Spot +9, Survival +3, Tumble +19 
Feats:                Ankle Biter, Dodge, Alien Weapon Proficiency*(B), Starship Gunnery*(B), Starship Operation*(B)
Environment:          Any
Organization:         Pack (10-100)
Challenge Rating:     <##>
Treasure:             Standard
Alignment:            Chaotic Evil
Advancement:          4-5 HD (Small), 6 HD (Medium)
Level Adjustment:    ---

Poison Quills (Ex):

Shriek (Ex):

Rolling Charge (Ex):

Distraction (Ex):

Roll Up (Ex):

Disperse (Ex):

Skills:

Combat:
« Last Edit: October 13, 2024, 03:04:23 PM by bhu »