Protoss Tempest

Written below is a D&D 3.5 draft of Starcraft's protoss tempest.
This particular version is a smaller, unmanned version of the original that I have called the harrier.
Similar drafts of other units can be found here: Starcraft d20

A spellcaster with the Hierarch's Favor feat, can summon “harriers” using a summon monster IX spell.

Usually N Huge Construct (Protoss, Psionitronic)
Init +4 (+4 feat); Senses Darkvision 2 miles, Blindsight 60 ft., Superior Low-Light Vision, All-Around Hyperoptic Sensors; Listen +24, Spot +24
Languages understands Common, Khalani and up to 4 others; cannot speak; Psionitronic Mind

AC 25, touch 12, flat-footed 25 (-2 Size, +13 natural, +4 deflection)
hp 208 (19d10+40+30+15+19); Psionitronic Shield; DR 5/adamantine
Immune blindness, deafness, petrification, polymorph, construct immunities
Resist acid 5, cold 30, electricity 10, fire 30, sonic 5
Weakness Psionitronic Vulnerability
Fort +8, Ref +8, Will +12

Speed fly 40 ft. (perfect), swim 20 ft.; Run
Melee slam +23 (2d6+8)
Ranged kinetic matrix +13 touch (24d6)
Space 15 ft.; Reach 10 ft. (Long)
Base Atk +14; Grp +38
Atk Options resonating frequency

Abilities Str 43, Dex 11, Con —, Int 18, Wis 11, Cha 10
SA adamantine strike, charge delay, particle orbs, resonating frequency
SQ all-around hyperoptic sensors, construct traits, extra buff, heavy deflection, improved buff, induction engines, psionitronic collectors, psionitronic mind, psionitronic prowess, psionitronic shield, psionitronic vulnerability, targeting systems
Feats Aerial Reflexes (RW 148), Improved Natural Attack [Kinetic Matrix] (MM 304), Keen Intellect* (DragMag #318 38), Master of Knowledge (HH 123), Open Minded (taken three times, XPH 48)
Racial Feats Aquatic Shot (Sto 90), Blind-Fight, Coordinated Shot (HB 96), Far Shot, Great Fortitude, Improved Initiative, Improved Toughness (CW 205), Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Run, Sharp-Shooting (CW 105), Weapon Focus [Kinetic Matrix]
Skills Hide +11, Knowledge (any 11) +20, Listen +24, Move Silently +11, Psicraft +24, Search +20, Sense Motive +17, Spellcraft +24, Spot +24, Swim +24, Tumble +5
Synergy Diplomacy +5, Gather Information +3, Search +3 (secret doors/compartments), Survival +3 (get along/navigate), Survival +2 (follow tracks)

Kinetic Matrix (Ex) A harrier discharges orbs of charged particles in combat without provoking attacks of opportunity. Its kinetic matrix attack is considered a natural weapon despite having a projectile weapon’s unmodified range increment of 400 feet. Kinetic matrix attacks made underwater have an unmodified range increment of 120 feet with no additional penalties for range. A kinetic matrix attack that hits a target with a ranged touch attack, deals untyped energy damage. A kinetic matrix attack always deals full damage against objects (although hardness still applies).
Particle Orbs (Ex) Particle orbs are considered "siege weapons" when wind speeds and water currents become a factor. Spells and abilities that affect a kinetic matrix attack, affect the particle orbs it shoots accordingly.
Charge Delay (Ex) A harrier must wait at least 2 rounds after making a kinetic matrix attack, before the weapon can be used to attack again.
Resonating Frequency (Ex) When making a kinetic matrix attack against an object or structure, a harrier may apply a -2 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.
Adamantine Strike (Ex) The natural weapons of harriers overcome adamantine-based damage reduction.
All-Around Hyperoptic Sensors (Ex) A harrier’s sensor array allows it to look in any direction, and provides it with a +8 racial bonus on Listen, Spot and Search checks. A harrier cannot be flanked. In addition, a harrier suffers only one half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet).
Extra Buff (Ex) Harriers gain an extra 30 hit points.
Heavy Deflection (Ex) Harriers gain a +4 deflection bonus to Armor Class.
Improved Buff (Ex) Harriers gain an extra 15 hit points.
Induction Engines (Ex) Harriers possess the reach and carrying capacity of a quadruped, and produce artificial gravity to provide thrust and lift, enabling them to fly, swim and otherwise maneuver. They gain a +4 racial bonus to Move Silently checks and may even fly in a vacuum without hindrance. Wind speeds and water currents affect harriers as if they were two sizes larger than they actually are.
Psionitronic Collectors (Ex) When subjected to a magical or psionic effect that would normally recover its hit points, a Construct with the Psionitronic subtype, always gains an equal number of temporary hit points instead.
Psionitronic Mind (Ex) A Construct with the Psionitronic subtype always has an Intelligence score, and gains a number of skill points as if it possessed the Outsider type. It counts all skills as class skills, but may not use any skill untrained. Although it can learn and evolve, it must obey its creator(s) and has no form of advancement based on its own experience. While it remains immune to charms, compulsions, phantasms, patterns, morale effects and fear, it can be affected by any other mind-affecting ability or effect, but only when produced by itself, its creator(s) or another individual they permit.
Psionitronic Prowess (Ex) All Constructs with the Psionitronic subtype gain Blind-Fight, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes and Run as racial bonus feats.
Psionitronic Shield (Ex) A Construct with the Psionitronic subtype, usually has a temporary hit point capacity equal to half its undamaged hit point total (rounded up). Each round at the start of its turn, it automatically gains or loses 1 temporary hit point as needed to reach this total. Temporary hit points it gains from any source, always stack and have an instantaneous duration, but are otherwise lost in the typical manner.
Psionitronic Vulnerability (Ex) A Construct with the Psionitronic subtype is not immune to critical hits and precision damage. There is still a 50% chance that any critical hit or any precision damage scored against it is negated so that the damage is instead rolled normally.
Targeting Systems (Ex) Harriers gain Aquatic Shot (Sto 90), Coordinated Shot (HB 96), Far Shot, Point Blank Shot, Precise Shot, Sharp-Shooting (CW 105) and Weapon Focus [Kinetic Matrix] as racial bonus feats.
Skills Harriers gain a +8 racial bonus to Swim checks. A harrier can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when flying or swimming, provided it does so in a straight line. *A harrier may use its Intelligence modifier instead of its Wisdom modifier for Heal, Sense Motive, Spot and Survival checks, as well as for Will saves.

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