tag:blogger.com,1999:blog-77383049754985334942024-03-05T02:45:17.649-08:00MageRuneAndion Isurand's Homebrew Blog - 3rd Era Dungeons and Dragons - Custom Creations and RevisionsAndion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.comBlogger136125tag:blogger.com,1999:blog-7738304975498533494.post-77296360247201013822016-03-10T00:26:00.000-08:002016-03-10T00:31:03.292-08:00Overdue UpdateIt has been a while since I've come up with more to add, given that things have been a bit murky in the area of creativity. Otherwise, I've been faring well enough and I'm still open to drafting new D&D homebrew projects should I stumble across one or more ideas that call to me. I don't have anything specific in the pipeline at this time, I'm just aiming to keep this blog intact for the foreseeable future.Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com1tag:blogger.com,1999:blog-7738304975498533494.post-63942531089870490222015-09-30T09:14:00.000-07:002015-09-30T09:22:29.926-07:00Starcraft and Warcraft VestigesI recently started working on some new vestiges, based on heroes from Starcraft and Warcraft. Until I have more to say here on the subject, you can find them on the Giant in the Playground forums, at the following link.<br />
<br />
<a href="http://www.giantitp.com/forums/showthread.php?441894-Starcraft-and-Warcraft-Hero-Vestiges">Starcraft and Warcraft Hero Vestiges</a>Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-36240796276878627402015-08-26T01:27:00.001-07:002015-09-04T18:22:09.583-07:00Defiant Defender PrC (2)<div style="text-align: justify;">
Used as bodyguards and point soldiers, these individuals are often highly trained and motivated to make sure enemies have to get through them first. Capable of anticipating and reacting to danger at a moment's notice, they are also adept at measuring up a situation and those involved.<br />
<br />
<b>ENTRY REQUIREMENTS</b><br />
To qualify to become an defiant defender, a character must fulfill all the following criteria.<br />
<b>Base Attack Bonus:</b> +5<br />
<b>Skills:</b> Listen 4 ranks, Spot 4 ranks<br />
<b>Feats:</b> Combat Reflexes and one other feat from the list of fighter bonus feats<br />
<br /></div>
<table cellpadding="0" cellspacing="0" style="border-spacing: 0px; padding: 0px;"><tbody>
<tr style="background-color: #cccccc;"><td style="text-align: center; vertical-align: bottom; width: 40px;"><b>Level</b></td><td style="text-align: center; vertical-align: bottom; width: 70px;"><b>Base<br />Attack<br />Bonus</b></td><td style="text-align: center; vertical-align: bottom; width: 50px;"><b>Fort<br />Save</b></td><td style="text-align: center; vertical-align: bottom; width: 50px;"><b>Ref<br />Save</b></td><td style="text-align: center; vertical-align: bottom; width: 50px;"><b>Will<br />Save</b></td><td style="padding-left: 15px; text-align: left; vertical-align: bottom;"><b>Special</b></td></tr>
<tr><td style="padding-left: 10px; text-align: left;">1st</td><td style="text-align: center;">+1</td><td style="text-align: center;">+2</td><td style="text-align: center;">+2</td><td style="text-align: center;">+2</td><td style="padding-left: 15px; text-align: left;">Reactive, Disruptive, Crossfire Ken, <br />
Undying Toughness, Steady</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 10px; text-align: left;">2nd</td><td style="text-align: center;">+2</td><td style="text-align: center;">+3</td><td style="text-align: center;">+3</td><td style="text-align: center;">+3</td><td style="padding-left: 15px; text-align: left;">Elude Touch, Lunging Menace </td></tr>
<tr><td style="padding-left: 10px; text-align: left;">3rd</td><td style="text-align: center;">+3</td><td style="text-align: center;">+3</td><td style="text-align: center;">+3</td><td style="text-align: center;">+3</td><td style="padding-left: 15px; text-align: left;">Holding Ground, Defensive Feature</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 10px; text-align: left;">4th</td><td style="text-align: center;">+4</td><td style="text-align: center;">+4</td><td style="text-align: center;">+4</td><td style="text-align: center;">+4</td><td style="padding-left: 15px; text-align: left;">None Shall Pass, None Shall Flee </td></tr>
<tr><td style="padding-left: 10px; text-align: left;">5th</td><td style="text-align: center;">+5</td><td style="text-align: center;">+4</td><td style="text-align: center;">+4</td><td style="text-align: center;">+4</td><td style="padding-left: 15px; text-align: left;">Proactive, Sure Grasp</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 10px; text-align: left;">6th</td><td style="text-align: center;">+6</td><td style="text-align: center;">+5</td><td style="text-align: center;">+5</td><td style="text-align: center;">+5</td><td style="padding-left: 15px; text-align: left;">Interference</td></tr>
<tr><td style="padding-left: 10px; text-align: left;">7th</td><td style="text-align: center;">+7</td><td style="text-align: center;">+5</td><td style="text-align: center;">+5</td><td style="text-align: center;">+5</td><td style="padding-left: 15px; text-align: left;">Contingency Plans</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 10px; text-align: left;">8th</td><td style="text-align: center;">+8</td><td style="text-align: center;">+6</td><td style="text-align: center;">+6</td><td style="text-align: center;">+6</td><td style="padding-left: 15px; text-align: left;">Defensive Feature</td></tr>
<tr><td style="padding-left: 10px; text-align: left;">9th</td><td style="text-align: center;">+9</td><td style="text-align: center;">+6</td><td style="text-align: center;">+6</td><td style="text-align: center;">+6</td><td style="padding-left: 15px; text-align: left;">Intercept Style</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 10px; text-align: left;">10th</td><td style="text-align: center;">+10</td><td style="text-align: center;">+7</td><td style="text-align: center;">+7</td><td style="text-align: center;">+7</td><td style="padding-left: 15px; text-align: left;">Impetuous Endurance</td></tr>
</tbody></table>
<div style="text-align: justify;">
<b>Hit Die:</b> d12<br />
<b>Class Skills (4 + Int modifier per level):</b> Balance, Climb, Escape Artist, Intimidate, Jump, Listen, Perform (weapon drill), Search, Sense Motive, Spot, Swim, Tumble.<br />
<br />
<b>CLASS FEATURES</b><br />
All the following are class features of the defiant defender prestige class.<br />
<br />
<b>Weapon and Armor Proficiency:</b> Defiant defenders gain no proficiency with any weapon, armor or shield. <br />
<br />
<b>Reactive (Ex)</b> A defiant defender may add his class level to the number of attacks of opportunity he can make in one round.<br />
<br />
<b>Disruptive (Ex)</b> As far as a defiant defender sees fit, any number of opponents he threatens suffer a penalty equal to 1 + half his class level (rounded down) on all skill checks, as well as on all attack rolls made against targets other than the defiant defender himself and his gear. Opponents become aware of this effect while they are aware of being threatened by the defiant defender.<br />
<br />
<b>Crossfire Ken (Ex)</b> Except when helpless, a defiant defender and his position never provide any opponent with cover against any attack made by one of his allies.<br />
<br />
<b>Undying Toughness (Ex)</b> A defiant defender without a Constitution score, may increase his maximum hit point total by an amount equal to his class level multiplied by his Charisma bonus (if any).<br />
<br />
<b>Steady (Ex)</b> Whenever a defiant defender uses a standard action to perform or ready a move action or any other action that involves making a melee attack roll, he may then assume the penalties and benefits of fighting defensively until the start of his next turn. Any penalty a defiant defender suffers on attacks of opportunity due to fighting defensively, is reduced by an amount equal to half his class level (rounded down), down to a minimum of 0.<br />
Alternatively, if the standard action is used to perform or ready a move action only, the defiant defender may then assume the penalties and benefits of a total defense (instead of fighting defensively) and still make attacks of opportunity at a –10 penalty, reducing that penalty by an amount equal to his class level, down to a minimum of 0.<br />
In either case, a defiant defender with the Combat Expertise feat, may use it as part of this ability.<br />
A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.<br />
<br />
<b> Elude Touch (Ex)</b> Starting at 2nd level, a defiant defender's instincts begin to supersede his intellect, alerting him to danger from touch attacks (including rays). He gains a bonus to Armor Class against all touch attacks equal to half his class level (rounded down); however, his touch AC can never exceed his Armor Class against normal attacks.<br />
<br />
<b>Lunging Menace (Ex)</b> By 2nd level, whenever a defiant defender uses the Intimidate or Perform (weapon drill) skill in an attempt to demoralize a single foe he threatens, he may do so as a swift action. If using either of these skills as a standard action, he may attempt to demoralize a maximum number of foes he threatens, equal to his class level. Whenever a defiant defender successfully demoralizes a foe, it remains shaken for a number of rounds equal to half his class level (rounded down) or until that foe witnesses the defiant defender rendered helpless or dead.<br />
<br />
<b>Holding Ground (Ex)</b> For every two class levels gained beyond the first, a defiant defender gains a cumulative +1 bonus (up to a maximum of +4) on Escape Artist checks and on opposed rolls made to avoid or resist bull rush, disarm, feint, grapple, overrun, sunder and trip attempts made against him. In addition, the defiant defender gains an equal dodge bonus to AC against charge attacks and attacks of opportunity made against him. He also gains an equal bonus on saving throws against fear.<br />
<br />
<b>Defensive Feature:</b> At 3rd level and again at 8th level, a defiant defender may choose to gain one of the following:<br />
<i>Armor Mastery (Ex)</i> As per the knight's class feature (PH2 24). A defiant defender with two instances of this ability from any source, may apply its benefit to medium and heavy armor.<br />
<i>Bulwark of Defense (Ex)</i> As per the knight's class feature.<br />
<i>Uncanny Dodge (Ex)</i> As per the barbarian's class feature. A defiant defender with two instances of this ability from any source, gains Improved Uncanny Dodge.<br />
<i>Vigorous Recovery (Ex)</i> A defiant defender gains Fast Healing 1. This ability recovers nonlethal damage normally, but cannot bring his current hit points above one-half his full normal hit point total (rounded up).<br />
<br />
<b>None Shall Pass (Ex)</b> Starting at 4th level, whenever a defiant defender deals physical damage to an opponent with a melee attack of opportunity that the opponent provoked by moving through the area threatened by the defiant defender, the defiant defender may try and stop that opponent in its tracks.<br />
If the defiant defender so wishes, the opponent struck must make a Reflex save (DC equals 10 + half his Hit Dice + his Strength modifier). The opponent gets a +2 bonus on the save for each size category it holds over the defiant defender or a –1 penalty for each size category the defiant defender holds over it. If the opponent fails the save, it loses the remainder of its action.<br />
Alternatively, the defiant defender may attempt to trip the opponent struck by the attack of opportunity, without provoking an attack of opportunity against himself in turn. In this case, the defiant defender may use the opponent's momentum to his advantage, gaining a circumstance bonus equal to half his class level (rounded down), on the opposed ability check.<br />
<br />
<b>None Shall Flee (Ex)</b> Starting at 4th level, any opponent threatened by a defiant defender, that takes any sort of movement, even a 5-ft step, provokes an attack of opportunity from him. Opponents may not use the withdraw action to treat the square they start in as no longer threatened by such a defiant defender.<br />
<br />
<b>Proactive (Ex)</b> Starting at 5th level, a defiant defender's initiative count does not change when taking a readied action.<br />
<br />
<b>Sure Grasp (Ex)</b> Starting at 5th level, if a defiant defender becomes stunned or panicked, he may choose not to drop whatever he is holding.<br />
<br />
<b>Interference (Ex)</b> Starting at 6th level, before the defiant defender knows the result of a physical attack that he can perceive passing through or occurring within the area he threatens, be it melee or ranged, the defiant defender may use a melee attack of opportunity in an attempt to knock it off course. If the defiant defender's attack roll exceeds the incoming attack roll, the incoming attack suffers a 50% miss chance.<br />
For each size category the enemy attacker holds over the defiant defender, the defiant defender suffers a –4 penalty on his attack of opportunity when using this ability. Unusually massive weapons (such as boulders or ballista bolts) and attacks that don't involve a solid object or missile can't be affected. Attacks from incorporeal and ethereal enemies can't be affected unless the defiant defender possess a means of striking them with the attack of opportunity this ability allows, in which case he may suffer a miss chance (or not, if using a Ghost Touch weapon or wielding a force effect modeled after a melee weapon).<br />
<br />
<b>Contingency Plans (Ex)</b> By 7th level, a defiant defender has mastered the task of mentally rehearsing the moves he will make should circumstances change at a moment's notice.<br />
<br />
As a standard action, he may ready a standard, move action or swift action.<br />
As a move action, he may ready a move action or swift action.<br />
As a swift action, he may ready a swift action.<br />
<br />
The defiant defender may have multiple readied actions available at any one time, but only one of them may be allowed to occur just before a single triggering action. Only after one of the readied actions is taken, and its triggering action is then resolved, may the other readied action(s) be taken at that time or remain readied to possibly be triggered later during the round.<br />
A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.<br />
<br />
<b>Intercept Style (Ex)</b> By 9th level, whenever a defiant defender uses a standard action to ready a move action for the purpose of movement, he may use that readied action any number of times during the round, until the sum of movement it provides equals what he can get from a single move action, or until an event occurs in which he would normally lose an entire move action. For movement that involves a check of some kind, the check must be made each time this particular readied action is used.<br />
A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.<br />
<br />
<b>Impetuous Endurance (Ex)</b> After reaching 10th level, a defiant defender does not automatically fail a saving throw on a roll of 1. He still fails the save, however, if his result fails to overcome the save's DC.</div>
Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-63728783965550382352015-08-20T19:34:00.001-07:002015-08-26T17:52:32.998-07:00New and Revised Weapons<div style="text-align: justify;">
A selection of new and revised weapons for D&D 3.5 is written below.<br />
<br />
One thing that's eluding me, is how many bolts to put in a typical case for repeating crossbow, given all the abilities and effects out there that offer additional attacks. I really want a full case of bolts to facilitate at least one full attack in nearly any situation.<br />
<br />
<br /></div>
<table cellpadding="0" cellspacing="0" style="border-spacing: 0px; font-size: 8px; margin-left: 0px; margin-right: 0px; padding: 0px;"><tbody>
<tr><td style="padding-left: 1em;"><b>Simple Weapons</b></td><td style="padding-left: 1em; text-align: center;"><b>Cost</b></td><td style="padding-left: 1em; text-align: center;"><b>Dmg (S)</b></td><td style="padding-left: 1em; text-align: center;"><b>Dmg (M)</b></td><td style="padding-left: 1em; text-align: center;"><b>Critical</b></td><td style="padding-left: 1em; text-align: center;"><b>Range Inc.</b></td><td style="padding-left: 1em; text-align: center;"><b>Weight</b></td><td style="padding-left: 1em;"><b>Type </b></td></tr>
<tr style="background-color: #66ccff;"><td colspan="8" style="padding-left: 1em; text-align: left;"><i>Ranged Weapons</i></td></tr>
<tr><td style="padding-left: 1em; text-align: left;"> Crossbow, Heavy</td><td style="padding-left: 1em; text-align: center;">75 gp</td><td style="padding-left: 1em; text-align: center;">1d8</td><td style="padding-left: 1em; text-align: center;">1d10</td><td style="padding-left: 1em; text-align: center;">19-20/x2</td><td style="padding-left: 1em; text-align: center;">120 ft.</td><td style="padding-left: 1em; text-align: center;">6 lb.</td><td style="padding-left: 1em;">Piercing</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 1em; text-align: left;"> Bolts (12)</td><td style="padding-left: 1em; text-align: center;">1 gp</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">1 lb.</td><td style="padding-left: 1em;">-</td></tr>
<tr><td style="padding-left: 1em; text-align: left;"> Crossbow, Light</td><td style="padding-left: 1em; text-align: center;">50 gp</td><td style="padding-left: 1em; text-align: center;">1d6</td><td style="padding-left: 1em; text-align: center;">1d8</td><td style="padding-left: 1em; text-align: center;">19-20/x2</td><td style="padding-left: 1em; text-align: center;">80 ft.</td><td style="padding-left: 1em; text-align: center;">4 lb.</td><td style="padding-left: 1em;">Piercing</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 1em; text-align: left;"> Bolts (12)</td><td style="padding-left: 1em; text-align: center;">1 gp</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">1 lb.</td><td style="padding-left: 1em;">-</td></tr>
<tr><td style="padding-left: 1em;"><b><br />Martial Weapons</b></td><td style="padding-left: 1em; text-align: center;"><b><br />Cost</b></td><td style="padding-left: 1em; text-align: center;"><b><br />Dmg (S)</b></td><td style="padding-left: 1em; text-align: center;"><b><br />Dmg (M)</b></td><td style="padding-left: 1em; text-align: center;"><b><br />Critical</b></td><td style="padding-left: 1em; text-align: center;"><b><br />Range Inc.</b></td><td style="padding-left: 1em; text-align: center;"><b><br />Weight</b></td><td style="padding-left: 1em;"><b><br />Type</b></td></tr>
<tr style="background-color: #66ccff;"><td colspan="8" style="padding-left: 1em; text-align: left;"><i>Ranged Weapons</i></td></tr>
<tr><td style="padding-left: 1em; text-align: left;"> Crossbow, Great</td><td style="padding-left: 1em; text-align: center;">100 gp</td><td style="padding-left: 1em; text-align: center;">1d10</td><td style="padding-left: 1em; text-align: center;">2d6</td><td style="padding-left: 1em; text-align: center;">19-20/x2</td><td style="padding-left: 1em; text-align: center;">160 ft.</td><td style="padding-left: 1em; text-align: center;">8 lb.</td><td style="padding-left: 1em;">Piercing</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 1em; text-align: left;"> Bolts (12)</td><td style="padding-left: 1em; text-align: center;">1 gp</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">1 lb.</td><td style="padding-left: 1em;">-</td></tr>
<tr><td style="padding-left: 1em; text-align: left;"> Crossbow, Hand</td><td style="padding-left: 1em; text-align: center;">100 gp</td><td style="padding-left: 1em; text-align: center;">1d3</td><td style="padding-left: 1em; text-align: center;">1d4</td><td style="padding-left: 1em; text-align: center;">19-20/x2</td><td style="padding-left: 1em; text-align: center;">40 ft.</td><td style="padding-left: 1em; text-align: center;">2 lb.</td><td style="padding-left: 1em;">Piercing</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 1em; text-align: left;"> Bolts (12)</td><td style="padding-left: 1em; text-align: center;">1 gp</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">1 lb.</td><td style="padding-left: 1em;">-</td></tr>
<tr><td style="padding-left: 1em;"><b><br />Exotic Weapons</b></td><td style="padding-left: 1em; text-align: center;"><b><br />Cost</b></td><td style="padding-left: 1em; text-align: center;"><b><br />Dmg (S)</b></td><td style="padding-left: 1em; text-align: center;"><b><br />Dmg (M)</b></td><td style="padding-left: 1em; text-align: center;"><b><br />Critical</b></td><td style="padding-left: 1em; text-align: center;"><b><br />Range Inc.</b></td><td style="padding-left: 1em; text-align: center;"><b><br />Weight</b></td><td style="padding-left: 1em;"><b><br />Type</b></td></tr>
<tr style="background-color: #66ccff;"><td colspan="8" style="padding-left: 1em; text-align: left;"><i>Ranged Weapons</i></td></tr>
<tr><td style="padding-left: 1em; text-align: left;"> Crossbow, Repeating Great</td><td style="padding-left: 1em; text-align: center;">500 gp</td><td style="padding-left: 1em; text-align: center;">1d10</td><td style="padding-left: 1em; text-align: center;">2d6</td><td style="padding-left: 1em; text-align: center;">19-20/x2</td><td style="padding-left: 1em; text-align: center;">160 ft.</td><td style="padding-left: 1em; text-align: center;">12 lb.</td><td style="padding-left: 1em;">Piercing</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 1em; text-align: left;"> Case of Bolts (6)</td><td style="padding-left: 1em; text-align: center;">1 gp</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">1 lb.</td><td style="padding-left: 1em;">-</td></tr>
<tr><td style="padding-left: 1em; text-align: left;"> Crossbow, Repeating Heavy </td><td style="padding-left: 1em; text-align: center;">375 gp</td><td style="padding-left: 1em; text-align: center;">1d8</td><td style="padding-left: 1em; text-align: center;">1d10</td><td style="padding-left: 1em; text-align: center;">19-20/x2</td><td style="padding-left: 1em; text-align: center;">120 ft.</td><td style="padding-left: 1em; text-align: center;">9 lb.</td><td style="padding-left: 1em;">Piercing</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 1em; text-align: left;"> Case of Bolts (6)</td><td style="padding-left: 1em; text-align: center;">1 gp</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">1 lb.</td><td style="padding-left: 1em;">-</td></tr>
<tr><td style="padding-left: 1em; text-align: left;"> Crossbow, Repeating Light</td><td style="padding-left: 1em; text-align: center;">250 gp</td><td style="padding-left: 1em; text-align: center;">1d6</td><td style="padding-left: 1em; text-align: center;">1d8</td><td style="padding-left: 1em; text-align: center;">19-20/x2</td><td style="padding-left: 1em; text-align: center;">80 ft.</td><td style="padding-left: 1em; text-align: center;">6 lb.</td><td style="padding-left: 1em;">Piercing</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 1em; text-align: left;"> Case of Bolts (6)</td><td style="padding-left: 1em; text-align: center;">1 gp</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">-</td><td style="padding-left: 1em; text-align: center;">1 lb.</td><td style="padding-left: 1em;">-</td></tr>
</tbody></table>
<br />
<br />
<div style="text-align: justify;">
<b>Crossbow, Great:</b> A great crossbow requires two hands to use effectively. You draw a great crossbow back by turning a winch. Loading a great crossbow is a full-round action that provokes an attack of opportunity. You cannot shoot or load a great crossbow of your size with one hand at all.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<b>Crossbow, Repeating:</b> A repeating crossbow (of any type) holds 6 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 6 bolts is a full-round action that provokes attacks of opportunity, and requires two hands. In all other ways, shooting a repeating crossbow works the same as shooting a standard crossbow of the same type.</div>
Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-62262418027591782912015-08-14T20:21:00.001-07:002015-09-04T18:21:22.451-07:00Commando Base Class<div style="text-align: justify;">
This class is primarily intended for D&D 3.5 and welcomes other non-casters to be given more consideration.<br />
<br />
Compared to other soldiers and military operatives, commandos are often well educated and highly skilled, capable of facilitating reconnaissance, espionage and precise combat objectives. While they may lack some of the blunt resilience found in other warriors, they are still quite capable of using their training, along with the right tools and equipment, to gain the advantage.<br />
<br />
<b>Starting Age:</b> same as Ranger<br />
<b>Starting Gold:</b> 6d4x10 gp (150 gp)<br />
<b>Hit Die:</b> d6<br />
<b>Class Skills (8 + Int modifier per level):</b> Balance, Climb, Craft, Disable Device, Escape Artist, Heal, Hide, Jump, Knowledge (all), Listen, Move Silently, Profession, Search, Sense Motive, Sleight of Hand, Spot, Survival, Swim and Tumble.<br />
<br /></div>
<table cellpadding="0" cellspacing="0" style="border-spacing: 0px; margin-left: 0px; margin-right: 0px; padding: 0px;"><tbody>
<tr style="background-color: #cccccc;"><td style="text-align: center; vertical-align: bottom; width: 40px;"><b>Level</b></td><td style="padding-left: 10px; vertical-align: bottom; width: 45px;"><b>Base<br />Attack Bonus</b></td><td style="text-align: center; vertical-align: bottom; width: 45px;"><b>One<br />Good<br />Save</b></td><td style="text-align: center; vertical-align: bottom; width: 45px;"><b>Two<br />Poor<br />Saves</b></td><td style="padding-left: 15px; vertical-align: bottom;"><b>Special</b></td></tr>
<tr><td style="padding-left: 10px;">1st</td><td style="padding-left: 10px;">+1</td><td style="text-align: center;">+2</td><td style="text-align: center;">+0</td><td style="padding-left: 15px;">Adroit Reload, Open Fire,<br />
Trapfinding, Save Focus, Specialize </td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 10px;">2nd</td><td style="padding-left: 10px;">+2</td><td style="text-align: center;">+3</td><td style="text-align: center;">+0</td><td style="padding-left: 15px;">Elude Touch, Hard Target</td></tr>
<tr><td style="padding-left: 10px;">3rd</td><td style="padding-left: 10px;">+3</td><td style="text-align: center;">+3</td><td style="text-align: center;">+1</td><td style="padding-left: 15px;">Insightful Aim, Pack Mastery</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 10px;">4th</td><td style="padding-left: 10px;">+4</td><td style="text-align: center;">+4</td><td style="text-align: center;">+1</td><td style="padding-left: 15px;">Bonus Feat, Harder Target +1</td></tr>
<tr><td style="padding-left: 10px;">5th</td><td style="padding-left: 10px;">+5</td><td style="text-align: center;">+4</td><td style="text-align: center;">+1</td><td style="padding-left: 15px;">Farsight, Multitask, Trap Sense +1</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 10px;">6th</td><td style="padding-left: 10px;">+6/+1</td><td style="text-align: center;">+5</td><td style="text-align: center;">+2</td><td style="padding-left: 15px;">Elusiveness +1</td></tr>
<tr><td style="padding-left: 10px;">7th</td><td style="padding-left: 10px;">+7/+2</td><td style="text-align: center;">+5</td><td style="text-align: center;">+2</td><td style="padding-left: 15px;">Bonus Feat, Harder Target +2</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 10px;">8th</td><td style="padding-left: 10px;">+8/+3</td><td style="text-align: center;">+6</td><td style="text-align: center;">+2</td><td style="padding-left: 15px;">Rapid Aim, Masterful Motion</td></tr>
<tr><td style="padding-left: 10px;">9th</td><td style="padding-left: 10px;">+9/+4</td><td style="text-align: center;">+6</td><td style="text-align: center;">+3</td><td style="padding-left: 15px;">Camouflage, Grounding</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 10px;">10th</td><td style="padding-left: 10px;">+10/+5</td><td style="text-align: center;">+7</td><td style="text-align: center;">+3</td><td style="padding-left: 15px;">Bonus Feat, Harder Target +3</td></tr>
<tr><td style="padding-left: 10px;">11th</td><td style="padding-left: 10px;">+11/+6/+1</td><td style="text-align: center;">+7</td><td style="text-align: center;">+3</td><td style="padding-left: 15px;">Expert Aim, Trap Sense +2</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 10px;">12th</td><td style="padding-left: 10px;">+12/+7/+2</td><td style="text-align: center;">+8</td><td style="text-align: center;">+4</td><td style="padding-left: 15px;">Hasty Barrage</td></tr>
<tr><td style="padding-left: 10px;">13th</td><td style="padding-left: 10px;">+13/+8/+3</td><td style="text-align: center;">+8</td><td style="text-align: center;">+4</td><td style="padding-left: 15px;">Bonus Feat, Harder Target +4</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 10px;">14th</td><td style="padding-left: 10px;">+14/+9/+4</td><td style="text-align: center;">+9</td><td style="text-align: center;">+4</td><td style="padding-left: 15px;">Clustered Aim, Hide in Plain Sight</td></tr>
<tr><td style="padding-left: 10px;">15th</td><td style="padding-left: 10px;">+15/+10/+5</td><td style="text-align: center;">+9</td><td style="text-align: center;">+5</td><td style="padding-left: 15px;">Impetuous Endurance</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 10px;">16th</td><td style="padding-left: 10px;">+16/+11/+6/+1</td><td style="text-align: center;">+10</td><td style="text-align: center;">+5</td><td style="padding-left: 15px;">Bonus Feat, Harder Target +5</td></tr>
<tr><td style="padding-left: 10px;">17th</td><td style="padding-left: 10px;">+17/+12/+7/+2</td><td style="text-align: center;">+10</td><td style="text-align: center;">+5</td><td style="padding-left: 15px;">Steady Barrage, Trap Sense +3</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 10px;">18th</td><td style="padding-left: 10px;">+18/+13/+8/+3</td><td style="text-align: center;">+11</td><td style="text-align: center;">+6</td><td style="padding-left: 15px;">Elusiveness +2</td></tr>
<tr><td style="padding-left: 10px;">19th</td><td style="padding-left: 10px;">+19/+14/+9/+4</td><td style="text-align: center;">+11</td><td style="text-align: center;">+6</td><td style="padding-left: 15px;">Bonus Feat, Harder Target +6</td></tr>
<tr style="background-color: #cccccc;"><td style="padding-left: 10px;">20th</td><td style="padding-left: 10px; padding-right: 15px;">+20/+15/+10/+5</td><td style="text-align: center;">+12</td><td style="text-align: center;">+6</td><td style="padding-left: 15px;">Steady Barrage</td></tr>
</tbody></table>
<br />
<div style="text-align: justify;">
<b>CLASS FEATURES</b><br />
All of the following are class features of the commando.<br />
<br />
<b>Weapon and Armor Proficiency:</b> In addition to basic weapons, a commando gains proficiency with four weapon groups, as well as all types of crossbows and firearms (including exotic ones), all types of armor (light, medium and heavy) and all types of shields (including tower shields).<br />
<br />
<b>Adroit Reload (Ex)</b> A commando gains Rapid Reload as a bonus feat for all crossbows and firearms. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by reloading any of these weapons.<br />
<br />
<b>Open Fire (Ex)</b> A commando may use all crossbows, firearms and light throwing weapons as if he had the Rapid Shot feat, regardless of his Dexterity score. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by attacking with any of these weapons.<br />
<br />
<b>Trapfinding (Ex)</b> A commando gains Trapfinding, as per the rogue's class feature.<br />
<br />
<b>Save Focus (Ex)</b> At 1st level, a commando must choose one type of saving throw (Fortitude, Reflex or Will). That saving throw advances with a good progression according to his commando class levels, while the others do so with a poor progression.<br />
<br />
<b>Specialize (Ex)</b> At 1st level, a commando may choose a number of cross-class skills to gain as additional commando class skills, equal to 6 + his Charisma modifier.<br />
<br />
<b>Elude Touch (Ex)</b> By 2nd level, a commando’s intuition alerts him to danger from melee and ranged touch attacks. He gains a bonus to Armor Class against all touch attacks equal to half his class level (rounded down), plus his highest mental ability modifier (minimum sum of +0); however, his touch AC can never exceed his Armor Class against normal attacks.<br />
<br />
<b>Hard Target (Ex)</b> Starting at 2nd level, whenever a commando makes a successful saving throw to reduce (rather than negate) consequences he would suffer from a given attack or effect, he may attempt that save one additional time at the same DC to negate those consequences entirely.<br />
<br />
<b>Insightful Aim (Ex)</b> Starting at 3rd level, a commando may apply his Intelligence bonus (if any) as a bonus on damage rolls with any crossbow or firearm used to fire a projectile at a target located within the first range increment. Targets immune to sneak attacks and critical hits, are immune to a commando's insightful aim.<br />
<br />
<b>Pack Mastery (Ex)</b> At 3rd level, a commando's carrying capacity increases by one half (multiply by 1½). He also gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by retrieving a stored item or sheathing a weapon. Although uncommon, this bonus also applies against any attacks of opportunity he provokes by drawing a weapon, readying a shield or loosing a shield.<br />
<br />
<b>Bonus Feat (Ex)</b> A commando gains an additional bonus feat at 4th level, and every three class levels thereafter (7th, 10th, 13th, 16th, 19th, etc). The feats chosen must be from the list of fighter bonus feats.<br />
<br />
<b>Harder Target (Ex)</b> At 4th level, a commando gains a +1 bonus on each additional saving throw provided by his Hard Target ability. This bonus increases by 1 for every three class levels gained thereafter.<br />
<br />
<b>Farsight (Ex)</b> A commando develops great visual acuity. Starting at 5th level, he suffers only half the normal penalty on his Spot checks because of distance (–1 per 20 feet of distance, rather than –1 per 10 feet). In addition, the commando takes only half the normal penalty on ranged attacks per range increment (–1 per range increment, rather than –2).<br />
<br />
<b>Multitask (Ex)</b> By 5th level, a commando can move up to half his speed as part of any move action or standard action used to reload a crossbow or firearm, sheathe a weapon or retrieve a stored item. If he uses a full round action to perform any of these tasks, he may move up to his speed when doing so. The process of using this ability prohibits use of the Tumble skill and provokes only one attack of opportunity from each opponent that threatens him at any point during the action. However, each of those opponents must choose whether their attack of opportunity is made in response to the commando's task or his movement.<br />
<br />
<b>Trap Sense (Ex)</b> At 5th level, a commando gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the commando reaches 11th level, and to +3 when he reaches 17th level. Trap sense bonuses gained from multiple classes stack.<br />
<br />
<b>Elusiveness (Ex)</b> By 6th level, a commando's training provides him with a +1 bonus on all checks and opposed rolls made to avoid or resist bull rush, disarm, feint, grapple, overrun, sunder and trip attempts made against him. He also gains an equal dodge bonus to AC against all attacks of opportunity, and charge attacks. This bonus increases by 1 when the commando reaches 18th level.<br />
<br />
<b>Rapid Aim (Ex)</b> By 8th level, a commando with the Open Fire ability, may use all crossbows, firearms and light throwing weapons as if he had the Improved Rapid Shot feat, regardless of his Dexterity score.<br />
<br />
<b>Masterful Motion (Ex)</b> Starting at 8th level, a commando may, as a full round action, move up to his speed and perform a standard action at any point during that movement. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by moving out of or within a threatened area.<br />
<br />
<b>Camouflage (Ex)</b> At 9th level, a commando gains Camouflage, as per the ranger's class feature.<br />
<br />
<b>Grounding (Ex)</b> By 9th level, a commando can kneel or drop to a prone position as an immediate action. In addition, he gains a +2 dodge bonus to AC against any attacks of opportunity he provokes by standing up, crawling or picking up an item.<br />
<br />
<b>Expert Aim (Ex)</b> Starting at 11th level, a commando may use all crossbows, firearms and light throwing weapons as if he had the Improved Precise Shot feat, regardless of his Dexterity score.<br />
<br />
<b>Hasty Barrage (Ex)</b> After reaching 12th level, a commando may perform a full attack as a standard action, but in so doing, suffers a –8 penalty on all attack rolls he makes with that action. Alternatively, whenever he performs a full attack under any other conditions, he may make one additional attack at his highest base attack bonus with each weapon he wields, but in so doing, suffers a –4 penalty on all attack rolls he makes with that action.<br />
<br />
<b>Clustered Aim (Ex)</b> By 14th level, whenever a commando makes two or more consecutive ranged attacks against one target, by firing projectiles from one or more crossbows and/or firearms as part of the same full attack, any damage reduction and/or energy resistance that target has, applies only once against the total result of those consecutive attacks.<br />
<br />
<b>Hide in Plain Sight (Ex)</b> At 14th level, a commando gains Hide in Plain Sight as per the ranger's class feature, except it can be used in any terrain.<br />
<br />
<b>Impetuous Endurance (Ex)</b> Starting at 15th level, a commando does not automatically fail a saving throw on a roll of 1. He still fails the save, however, if his result fails to overcome the save's DC.<br />
<br />
<b>Steady Barrage (Ex)</b> By 17th level, and again by 20th level, any penalty a commando suffers on attack rolls from using the Hasty Barrage ability, is reduced by half.</div>
Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-43726085470729631512015-07-28T19:22:00.002-07:002015-08-22T01:39:27.255-07:00Imaskari NPCs<div style="text-align: justify;">
The following NPCs are affiliated with the <a href="http://magerune.blogspot.com/2014/08/the-imaskari-enclaves.html">imaskari enclaves</a> (<a href="http://magerune.blogspot.com/2015/06/imaskari-index.html">index</a>).</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<b>Ambassador Dravad Krezuvyr</b> is a lean 6’1” imaskari male with ashen skin, gray eyes, short white hair, black great coat and tall boots. He's never far from his holocom bracer and other communication devices.</div>
Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-9989612071061996192015-07-23T03:44:00.002-07:002015-07-23T03:48:54.452-07:00The Humans of Ardotia<div style="text-align: justify;">
Selectively bred and manipulated using shamanistic magic over countless generations by their own cutthroat meritocratic warrior culture, the isolated humans of Ardotia have only recently been discovered and programmed into service by more technologically advanced and magically adept cultures.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<b><span style="font-size: medium;"><u>ARDOTIANS</u></span></b></div>
<ul style="text-align: justify;">
<li style="text-align: justify;"><b>Humanoid (Human):</b> Ardotians appear very much the same as typical humans.</li>
<li style="text-align: justify;">+4 Strength, +4 Dexterity, +4 Constitution, +2 Wisdom, -2 Charisma.</li>
<li style="text-align: justify;"><b>Medium:</b> As Medium creatures, ardotians have no special bonuses or penalties</li>
<li style="text-align: justify;">Ardotian base land speed is 50 feet.</li>
<li><b>Low-Light Vision:</b> An ardotian can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.</li>
<li><b>Darkvision:</b> Ardotians can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and ardotians can function just fine with no light at all.</li>
<li style="text-align: justify;"><b>Weapon Group Proficiency:</b> Ardotians are proficient with any one group of weapons in addition to any others.</li>
<li style="text-align: justify;">+1 racial bonus to natural armor.</li>
<li style="text-align: justify;">+2 racial bonus on Intimidate checks.</li>
<li style="text-align: justify;"><b>Automatic Languages:</b> Common and Ardotian.</li>
<li style="text-align: justify;"><b>Favored Class:</b> Barbarian. A multiclass ardotian’s barbarian class does not count when determining whether he takes an experience point penalty.</li>
<li style="text-align: justify;"><b>Level Adjustment:</b> +2.</li>
</ul>
<div style="margin: 0px;">
<b>Ardotian Racial and Regional Feats:</b></div>
<div style="margin: 0px;">
Battle Hardened (RoS 137)</div>
Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-72266837866654853052015-07-14T21:11:00.000-07:002015-08-12T02:47:22.881-07:00Imaskari Plasmahead Missiles<div style="text-align: justify;">
Plasmahead missiles are often employed by the futuristic version of the <a href="http://magerune.blogspot.com/2014/08/the-imaskari-enclaves.html">imaskari enclaves</a> (<a href="http://magerune.blogspot.com/2015/06/imaskari-index.html">index</a>). The launching vessel will use its own sensors and targeting systems to assist each missile by remote to its intended target. As a missile approaches its intended target, it is then directed to prime its payload and surround itself with a high energy, super-dense plasma barrier bound by gravitic and magnetic fields, leaving only the aft portion of the missile uncovered. These barriers not only help protect the missiles in transit, but also add to the damage and depth they achieve upon impact, prior to detonation.<br />
<br />
When excess plasma is generated from a missile impacting an atmosphere at ultrasonic speeds, that plasma is held in abeyance by the gravitic and magnetic fields surrounding the missile. The missile will adapt as needed, producing less of its own plasma while diverting more power into the reinforcement of its external fields, with any excess plasma flowing along the barrier and weeping clear of the missile itself.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
Each missile is fitted with a miniaturized matter-antimatter or particle fusion reactor, along with miniaturized induction engines and a minor Alcubierre drive that only add to the energy released upon detonation. The payload stored in each missile, typically involves a gravitic nova burst or a concentrated mass reaction.<br />
<br /></div>
<div style="text-align: justify;">
<i><i>Additional information to come.</i></i></div>
<i>
</i><i>
</i>Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-88533196210330740472015-07-08T06:57:00.002-07:002015-07-27T02:40:04.396-07:00Imaskari Inkling Interceptors<div style="text-align: justify;">
Inkling interceptors are often employed by the futuristic version of the <a href="http://magerune.blogspot.com/2014/08/the-imaskari-enclaves.html">imaskari enclaves</a> (<a href="http://magerune.blogspot.com/2015/06/imaskari-index.html">index</a>). Swift, agile, stealthy, perceptive and heavily armed, these vessels can extend and retract their wings independently as they move to perform a variety of additional stunts. Equally supreme at atmospheric and interstellar flight, they can outmaneuver nearly any other manned craft, especially when linked to a properly secured pilot. (<a href="http://imgur.com/WqoftKb">see Image</a>)</div>
<div style="text-align: justify;">
<br /></div>
<div>
<div style="text-align: justify;">
<i>Additional information to come.</i></div>
</div>
Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com1tag:blogger.com,1999:blog-7738304975498533494.post-53392642659695174912015-07-04T16:23:00.002-07:002015-08-13T22:32:11.437-07:00Imaskari Jumpgate Tagtrios<div style="text-align: justify;">
Jumpgate tagtrios are sometimes employed by the futuristic version of the <a href="http://magerune.blogspot.com/2014/08/the-imaskari-enclaves.html">imaskari enclaves</a> (<a href="http://magerune.blogspot.com/2015/06/imaskari-index.html">index</a>). Units of three identical vessels with concave undersides, they can can align their wings end to end and form a ring between them, a ring wide enough to accommodate almost any imaskari vessel passing through it. Once calibrated, a tagtrio can open a temporary wormhole in this ring to a distant destination. (<a href="http://imgur.com/u8L6oFS">see Image</a>)</div>
<div style="text-align: justify;">
<ul>
<li>These vessels are considered objects, and are placed under the effect of various spells as often as can be arranged. </li>
<li style="text-align: justify;">The effective size of each vessel is Colossal. Wind speeds and water currents affect each vessel as if it were three sizes larger than it actually is.</li>
<li style="text-align: justify;">Layered cermet matrix armor plating.</li>
<li style="text-align: justify;">Sealed against extreme and hostile environments.</li>
<li style="text-align: justify;">Electromagnetic, temperature and radioactivity resistant insulation.</li>
<li style="text-align: justify;">Inertial dampeners and surplus converters.</li>
<li>A jumpdrive aboard each vessel, when fully charged, can create and maintain a temporary wormhole through which the ship then travels, reducing the distance it needs to cover in order to reach a given destination. Once inside the wormhole, the ship must continue to its exit or drop out of it, requiring that the jumpdrive be recharged again afterwards. The course of any given wormhole must be calculated prior to its creation, from existing knowledge of the areas surrounding it.</li>
<li>When active, an Alcubierre drive on each vessel, surrounds it in a field that warps and wrinkles the fabric of space in the direction the pilot wishes to travel. This reduces the actual distance the ship needs to travel to reach a given destination, without increasing the vessel's actual velocity beyond that provided by its engines.</li>
<li>Induction engines on each vessel, provide it with swift and silent propulsion through the manipulation of artificial gravity.</li>
<li>When active, cloaking screens warp light and energy about each vessel, rendering them invisible to sight and most other sensors, or at least harder to notice, locate or identify. These vessels cannot maintain a jumpgate and employ their cloaking screens at the same time.</li>
<li>When active, various gravitic, magnetic, and particle fields on each vessel help deflect ballistic projectiles and disperse energy from energy-based projectile weapons. However, they cannot be used in conjunction with cloaking screens without giving the vessel's position away to other sensor arrays.</li>
<li style="text-align: justify;">An advanced sensor array on each vessel includes, among other things, hi-res video and audio, electromagnetic sensors, spectroanalyzers, multiphase radar, mass detectors, piercing visors and biomed scanners. These sensors also feed into advanced autopilot and targeting systems.</li>
<li style="text-align: justify;">Each vessel includes EMP-shielded AI core processors, data drives and restoration systems with hack-defense encryption and wipe protocols.</li>
<li style="text-align: justify;">Each vessel derives power from an EMP-shielded system that includes supercapacitor arrays composed of carbon-nanotube papers, recharged from energy produced by a variety of matter-antimatter and particle fusion reactors.</li>
<li style="text-align: justify;">Compact ansibles and various transceivers facilitate communications between each vessel and other devices, while various holocom devices can both record and display both visual and auditory content for face to face interactions throughout the vessel.</li>
</ul>
<div>
<i>Additional information to come.</i></div>
</div>
Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-62944294314158506782015-07-04T16:20:00.003-07:002015-08-13T22:32:55.696-07:00Imaskari Gravitic Cosmocannons<div>
<div style="text-align: justify;">
Gravitic cosmocannons are rarely employed by the futuristic version of the <a href="http://magerune.blogspot.com/2014/08/the-imaskari-enclaves.html">imaskari enclaves</a> (<a href="http://magerune.blogspot.com/2015/06/imaskari-index.html">index</a>). Vessels of extreme length built around their singular primary armament, they are more than equal to the task of emitting beams of various quantum particles and super-dense short-lived chains of artificially compounded neutronic mass, at speeds approaching the speed of light. These chains are sent hurtling through their targets, similar to having the mass of mountains pass through them in the form of long strands of hair. (<a href="http://imgur.com/wyOFdFH">see Image</a>)</div>
</div>
<div style="text-align: justify;">
<ul>
<li>These vessels are considered objects, and are placed under the effect of various spells as often as can be arranged.</li>
<li style="text-align: justify;">The effective size of each vessel is Colossal. Wind speeds and water currents affect each vessel as if it were three sizes larger than it actually is.</li>
<li style="text-align: justify;">Layered cermet matrix armor plating.</li>
<li style="text-align: justify;">Sealed against extreme and hostile environments.</li>
<li style="text-align: justify;">Electromagnetic, temperature and radioactivity resistant insulation.</li>
<li style="text-align: justify;">Inertial dampeners and surplus converters.</li>
<li>A jumpdrive aboard each vessel, when fully charged, can create and maintain a temporary wormhole through which the ship then travels, reducing the distance it needs to cover in order to reach a given destination. Once inside the wormhole, the ship must continue to its exit or drop out of it, requiring that the jumpdrive be recharged again afterwards. The course of any given wormhole must be calculated prior to its creation, from existing knowledge of the areas surrounding it.</li>
<li>When active, an Alcubierre drive on each vessel, surrounds it in a field that warps and wrinkles the fabric of space in the direction the pilot wishes to travel. This reduces the actual distance the ship needs to travel to reach a given destination, without increasing the vessel's actual velocity beyond that provided by its engines.</li>
<li>Induction engines on each vessel, provide it with swift and silent propulsion through the manipulation of artificial gravity.</li>
<li>When active, cloaking screens warp light and energy about these vessels, rendering them invisible to sight and most other sensors, or at least harder to notice, locate or identify. These vessels cannot discharge their main weapon and employ their cloaking screens at the same time.</li>
<li>When active, various gravitic, magnetic, and particle fields on each vessel help deflect ballistic projectiles and disperse energy from energy-based projectile weapons. However, they cannot be used in conjunction with cloaking screens without giving the vessel's position away to other sensor arrays.</li>
<li style="text-align: justify;">An advanced sensor array on each vessel includes, among other things, hi-res video and audio, electromagnetic sensors, spectroanalyzers, multiphase radar, mass detectors, piercing visors and biomed scanners. These sensors also feed into advanced autopilot and targeting systems.</li>
<li style="text-align: justify;">Each vessel includes EMP-shielded AI core processors, data drives and restoration systems with hack-defense encryption and wipe protocols.</li>
<li style="text-align: justify;">Each vessel derives power from an EMP-shielded system that includes supercapacitor arrays composed of carbon-nanotube papers, recharged from energy produced by a variety of matter-antimatter and particle fusion reactors.</li>
<li style="text-align: justify;">Compact ansibles and various transceivers facilitate communications between each vessel and other devices, while various holocom devices can both record and display both visual and auditory content for face to face interactions throughout the vessel.</li>
</ul>
<div>
<i>Additional information to come.</i></div>
</div>
Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-32121533336061443892015-07-04T12:38:00.001-07:002015-07-06T17:08:03.195-07:00Oruks of Elementia<div style="text-align: justify;">
<span style="background-color: #cfe2f3;"><b>Oruk Template -- Under Construction</b></span></div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
An Ourk is an inherited template that can be added to any humanoid with the orc subtype.<br />
<b><br /></b><b>CR:</b> Same as the base creature +1.<br />
<b>LA:</b> Same as the base creature +2.</div>
<div style="text-align: justify;">
<b>Alignment:</b> Any</div>
<div style="text-align: justify;">
<b>Size/Type:</b> The creature's size remains the same, while their type changes to Monstrous Humanoid.</div>
<div style="text-align: justify;">
<b>Senses:</b> Same as the base creature, plus Darkvision out to 120 feet, Superior Low-Light Vision and Scent.</div>
<div style="text-align: justify;">
<b>AC:</b> Same as the base creature, plus a +1 increase to its natural armor bonus.</div>
<div style="text-align: justify;">
<b>hp: </b>Same as the base creature plus Fast Healing 1, Regeneration 1 and Damage Reduction 2/adamantine.</div>
<div style="text-align: justify;">
<b>Immune:</b> Same as base creature, plus disease.</div>
<div style="text-align: justify;">
<b>Resist:</b> Same as base creature, plus resistance to cold 5 and electricity 5.<br />
<b>Fort, Ref, Will:</b> Same as base creature, plus a +2 racial bonus to saving throws against poison and disease.<br />
<b>Weaknesses:</b> Add the following.<br />
<br />
Protein X Dependency (Ex): An oruk can go without a dose of protein X for one day plus a number of hours equal to their Constitution score. Afterwards they must make a constitution check each hour (DC 10 + 1 per previous success) or suffer a cumulative -1 penalty to each ability score. Any penalty incurred due to this dependency ends 1 minute after a dose of protein X is once again introduced.<br />
<br /></div>
<div style="text-align: justify;">
<b>Speed:</b> Same as base creature, with an increase of 10 feet to each movement speed except burrow.</div>
<div style="text-align: justify;">
<b>Melee:</b> Same as base creature, plus the following natural weapons:</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
Two primary slam attacks dealing 1d6 base damage at medium size. If the creature already has two or more slam attacks, they deal a minimum of 1d6 base damage at medium size.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<b>Special Attacks/Actions:</b> Same as the base creature, plus the following.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
Reaving Strikes (Ex): The natural weapons of an oruk overcome all forms of damage reduction based on a metallic material.</div>
<div>
<br />
<b>Abilities:</b> Change from base creature as follows: Str +2, Con +4, Int +2, Wis +2<br />
<b>Special Qualities:</b> Same as the base creature and add the following.<br />
<br />
Powerful Build (Ex): The physical stature of oruks lets them function in many ways as if they were one size category larger. Whenever an oruk 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 oruk is treated as one size larger if doing so is advantageous to him. A oruk 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. An oruk 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.<br />
Regeneration (Ex): Acid and fire deal normal damage to an oruk. An oruk that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 5 minutes. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An oruk cannot regrow lost body parts.<br />
<br />
<b>Feats:</b> Same as the base creature, plus Daylight Adaptation, Diehard, Endurance, Mind Over Body, Rapid Metabolism, Steadfast Determination as racial bonus feats.<br />
<b>Skills:</b> Same as base creature, plus a +4 racial bonus to Listen and Spot checks.</div>
Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-27127886048397309592015-07-03T10:05:00.000-07:002015-07-19T02:57:54.905-07:00Imaskari Leadership<div style="text-align: justify;">
Typically, new <a href="http://magerune.blogspot.com/2014/08/the-imaskari-enclaves.html">imaskari enclaves</a> (<a href="http://magerune.blogspot.com/2015/06/imaskari-index.html">index</a>) and settlements are established by an imaskari arcanist capable of raising a <a href="http://magerune.blogspot.com/2015/06/myth-nazemnor.html">mythal</a> bearing his or her name, as well as leading a group of supporters and would be immigrants. Most enclaves are then governed by an elected council of qualified wizards (and technologists) known as Planners, chief among them being the High Planner, Enacter and Apprehender. Although the High Planner is chosen by the council to rule alone, the chosen Enacter and Apprehender have the power to put decisions to a council vote if they both disagree with the High Planner's decree. The primary arcanist responsible for researching and raising an enclave's mythal, is always given a position on the council if they so desire.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
Although nearly every enclave is currently allied under drafted articles as the Imaskari Accord, to often partner and coordinate with one another, each of them vary in some ways from the next.<br />
<br />
<i>Additional information to come.</i></div>
Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-54574462843907613392015-07-03T07:40:00.001-07:002015-08-11T00:51:09.606-07:00Vessel and Vehicle Spells<div style="text-align: justify;">
The following spells were designed to extend upon the precedent of a few other 3.5 D&D spells that are uniquely capable of targeting an entire ship. The first spell in this series, is based upon <i>augment object</i> (SBG).<br />
<br />
<span style="font-size: medium;"><b>Augment Vessel</b></span><br />
<b>Transmutation</b><br />
<b>Level:</b> Magewright 4, Sorcerer/Wizard 4<br />
<b>Components:</b> V, S<br />
<b>Casting Time:</b> 1 minute<br />
<b>Range:</b> Long (400 ft. + 40 ft./level)<br />
<b>Target:</b> One Vessel or Vehicle<br />
<b>Duration:</b> 24 hours/level (D)<br />
<b>Saving Throw:</b> None<br />
<b>Spell Resistance:</b> Yes (harmless, object)<br />
<br />
Every portion of the affected subject and all objects on board at the time of casting, have their break DCs increased by +20 and their hardness and hit points doubled. The affected subject and objects may also make saving throws when unattended as if they were magic items (save bonus equals 2 + caster level). This spell ends for objects that leave the subject vessel or vehicle.<br />
<br />
<span style="font-size: medium;"><b>Planarstatic Vessel</b></span><br />
<b>Abjuration</b><br />
<b>Level:</b> Magewright 5, Sorcerer/Wizard 5<br />
<b>Components:</b> V, S<br />
<b>Casting Time:</b> 1 minute<br />
<b>Range:</b> Touch<br />
<b>Target:</b> One Vessel or Vehicle touched<br />
<b>Duration:</b> 24 hours/level (D)<br />
<b>Saving Throw:</b> None<br />
<b>Spell Resistance:</b> Yes (harmless, object)<br />
<br />
As <i>zone of respite</i> (SpC 244), except this spell affects every portion of the target and all interior spaces within it.<br />
<br />
<span style="font-size: medium;"><b>Undetectable Vessel</b></span><br />
<b>Transmutation</b><br />
<b>Level:</b> Sorcerer/Wizard 5<br />
<b>Components:</b> V, S<br />
<b>Casting Time:</b> 1 minute<br />
<b>Range:</b> Touch<br />
<b>Target:</b> One Vessel or Vehicle touched<br />
<b>Duration:</b> 1 hour/level (D)<br />
<b>Saving Throw:</b> Will negates (harmless, object)<br />
<b>Spell Resistance:</b> Yes (harmless, object)<br />
<br />
As <i>nondetection</i> (PH 257), except this spell affects every portion of the target, along with all creatures and objects on board at the time of casting. This spell ends for any creature or object that leaves the subject vessel or vehicle.</div>
Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-83060368863588524742015-07-02T01:52:00.000-07:002015-08-10T00:43:42.994-07:00Imaskari Soldiers<div style="text-align: justify;">
Rank and file combat soldiers employed by the futuristic version of the <a href="http://magerune.blogspot.com/2014/08/the-imaskari-enclaves.html">imaskari enclaves</a> (<a href="http://magerune.blogspot.com/2015/06/imaskari-index.html">index</a>) are typically trained in wilderness survival and scouting, as well as firearms, blades, maces, martial arts and grenades.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
Oscillating monoedge blades of varying materials and sizes, are common accessories among imaskari combat soldiers.</div>
<div style="text-align: justify;">
<br />
In the vacuum of space and other hostile environments, imaskari personnel wear fully-sealed and insulated survival suits with various miniaturized devices built into them, with the purposes of homeostasis, communication, navigation, scanning, propulsion, locomotion and defense being chief among them.<br />
<ul>
<li>Survival suits include segmented cermet matrix helmets with neural sensor interfaces and face shields composed of transition ceramics, that can produce holographic heads up displays.</li>
<li>Small shielded backpacks contain most of the power cells used to help power the other various devices incorporated as part of any given survival suit.</li>
<li>Various induction modules are available with most survival suits, for the wearer to use in performing various aerial and stellar maneuvers through the manipulation of artificial gravity.</li>
</ul>
</div>
<div style="text-align: justify;">
<br />
To help mitigate the fact that <a href="http://magerune.blogspot.com/2014/10/deep-imaskari-revision.html">imaskari</a> are slightly less nimble and coordinated than other races, they may also wear a layer of protective hybrid fabrics steeped in shear thickening gels, over their survival suits. For further protection, soldiers will also wear articulated suits of segmented cermet matrix armor, fitted to accommodate all underlying equipment.<br />
<br />
When considering their appearance, the cermet matrix helmets and armor worn by imaskari combat soldiers, may closely resemble those worn by General Zod and his heavy combat soldiers in the movie <i>Man of Steel</i>.</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
Proficiency with other technological devices vary from soldier to soldier in any given combat unit.<br />
<br />
<i>Additional information to come.</i></div>
Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-65544879173967788312015-06-30T16:56:00.000-07:002015-07-30T06:20:07.370-07:00Imaskari Holocom Bracers<div style="text-align: justify;">
To facilitate field communications, the futuristic version of the <a href="http://magerune.blogspot.com/2014/08/the-imaskari-enclaves.html">imaskari enclaves</a> (<a href="http://magerune.blogspot.com/2015/06/imaskari-index.html">index</a>) often employ adjustable holocom bracers, possessing a segmented ceramic shell, with a keyboard interface set beneath a pair of sliding panels and a row of transparent ceramic lenses running down its length.</div>
<ul>
<li style="text-align: justify;">Ceramic matrix shell exterior.</li>
<li style="text-align: justify;">Typically sealed against extreme and hostile environments.</li>
<li style="text-align: justify;">Electromagnetic, temperature and radioactivity resistant insulation.</li>
<li style="text-align: justify;">EMP shielded processors, data drives and restoration systems, with hack-defense encryption and wipe protocols.</li>
<li style="text-align: justify;">A miniature ansible and various transceivers facilitate communications between the bracer and other devices, while a miniaturized holographic device can both record and display both visual and auditory information received and translated by the bracer.</li>
<li style="text-align: justify;">A camera and microphone enable the bracer's wearer to interface with the bracer and those with whom they make contact.</li>
</ul>
Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-92126181932770354442015-06-29T22:15:00.000-07:002015-07-29T16:34:05.028-07:00Imaskari Gravitic Driveguns<div style="text-align: justify;">
Gravitic driveguns are a common category of firearms employed by the futuristic version of the <a href="http://magerune.blogspot.com/2014/08/the-imaskari-enclaves.html">imaskari enclaves</a> (<a href="http://magerune.blogspot.com/2015/06/imaskari-index.html">index</a>). These weapons produce and propagate gravity pulses to propel each individual unit of ammunition at high velocity. With or without ammunition, these weapons can be set to discharge each gravity pulse they produce immediately after any round that pulse might have launched. A discharged gravity pulse appears as an elongated transparent light-distorting ripple slightly thicker than whatever round it was used to propel, and is capable of impacting a target with an amount of crushing force not quite as devastating as a full bore assault round, albeit they do not travel nearly as far.</div>
<ul>
<li style="text-align: justify;">Typically sealed and insulated against extreme and hostile environments.</li>
<li style="text-align: justify;">Electromagnetic, temperature and radioactivity resistant insulation.</li>
<li style="text-align: justify;">Despite the fact that gravitic driveguns are significantly less noisy than other kinds of ballistic firearms, sound suppressors are still often used to help cancel out and diminish the sound they produce when fired.</li>
<li style="text-align: justify;">Rangefinding laser scopes are often used to assist with accuracy.</li>
<li style="text-align: justify;">Sensor Baffling devices are used to help prevent these firearms from registering to various sensors.</li>
</ul>
<div>
<div style="text-align: justify;">
Imaskari employ various types of ammunition for gravitic driveguns, including but limited to, the following:</div>
</div>
<ul>
<li style="text-align: justify;">Full bore assault rounds are composed of atomically depleted high density metals.</li>
<li style="text-align: justify;">Cryonic shells expel pressurized mutagen when broken upon impact, resulting in a sudden endothermic reaction that freezes what remains of the shell and the surrounding target, often rendering it prone to shatter.</li>
<li style="text-align: justify;">When broken on impact, tangler shells expel normally inert substances that form a sticky compound when combined. This small glob of compound then bonds to whatever it comes into contact with as it expands into a gelatinous substance, covering large portions of the target as it hardens into an immobilizing layer of chitinous material.</li>
</ul>
<i>Additional information to come.</i>Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-86763032037242991222015-06-28T04:34:00.005-07:002017-07-13T05:04:01.171-07:00Imaskari Index<div class="separator" style="clear: both; text-align: center;">
</div>
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBFMAVc_w-WWW0fyFMHD7CYrzjP73rNH4VLkxdVNy2o0E4sCijsRHuBqKc1u092P8Om6DkBVLmfmsq19Hr_O3E6UuT_eia53hwicQNNvjbwYhWY189Kl_Fm_gqZFMUqSwZCLhn0pqeKkZV/s1600/xp9HmQP.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiBFMAVc_w-WWW0fyFMHD7CYrzjP73rNH4VLkxdVNy2o0E4sCijsRHuBqKc1u092P8Om6DkBVLmfmsq19Hr_O3E6UuT_eia53hwicQNNvjbwYhWY189Kl_Fm_gqZFMUqSwZCLhn0pqeKkZV/s1600/xp9HmQP.png" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><h3>
<span style="color: #674ea7;">Emblem of the Imaskari Accord</span></h3>
</td></tr>
</tbody></table>
Overall Imaskari Content<br />
<ul>
<li><a href="http://magerune.blogspot.com/2014/08/the-imaskari-enclaves.html">The Imaskari Enclaves</a></li>
</ul>
Imaskari People and Society<br />
<ul>
<li><a href="http://magerune.blogspot.com/2014/10/deep-imaskari-revision.html">Imaskari Racial Traits</a></li>
<li><a href="http://magerune.blogspot.com/2015/07/imaskari-leadership.html">Imaskari Leadership</a></li>
<li><a href="http://magerune.blogspot.com/2015/07/imaskari-soldiers.html">Imaskari Soldiers</a> (Future)</li>
</ul>
Future Imaskari Technology<br />
<ul>
<li><a href="http://magerune.blogspot.com/2015/07/imaskari-gravitic-cosmocannons.html">Gravitic Cosmocannons</a></li>
<li><a href="http://magerune.blogspot.com/2015/06/imaskari-gravitic-driveguns.html">Gravitic Driveguns</a></li>
<li><a href="http://magerune.blogspot.com/2015/06/imaskari-holocom-bracers.html">Holocom Bracers</a></li>
<li><a href="http://magerune.blogspot.com/2015/07/imaskari-inkling-interceptors.html">Inkling Interceptors</a></li>
<li><a href="http://magerune.blogspot.com/2015/07/imaskari-jumpgate-tagtrios.html">Jumpgate Tagtrios</a></li>
<li><a href="http://magerune.blogspot.com/2015/07/imaskari-plasmahead-missiles.html">Plasmahead Missiles</a></li>
<li><a href="http://magerune.blogspot.com/2015/06/imaskari-scouting-probes.html">Scouting Probes</a></li>
</ul>
<!-- Imaskari Works of Magic<br />
<ul>
<li><a href="http://magerune.blogspot.com/2014/02/aesiric-echoes.html">Aesiric Echoes</a></li>
<li><a href="http://magerune.blogspot.com/2015/06/myth-nazemnor.html">Myth Nazemnor</a></li>
</ul>
-->
Associated Future Settings<br />
<ul>
<li><a href="http://dragonstar.boards.net/">Dragonstar Galaxy</a></li>
<li><a href="http://sanctumchat.forumotion.com/">Sanctum Singularity</a></li>
<li><a href="http://xetaexodus.proboards.com/">XETA Xenoverse</a></li>
</ul>
Noteworthy Material<br />
<ul>
<li><a href="http://magerune.blogspot.com/2015/07/vessel-and-vehicle-spells.html">Vessel and Vehicle Spells</a></li>
</ul>
Plausible Art and Music<br />
<ul>
<li><a href="https://imgur.com/a/4iL5u">Futuristic Concept Art</a></li>
</ul>
<i>Additional content is expected to be added as time goes on.</i>Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-43713002698179845522015-06-28T04:30:00.002-07:002015-07-30T06:20:30.383-07:00Imaskari Scouting Probes<div style="text-align: justify;">
The scouting probes most commonly employed by the futuristic version of the <a href="http://magerune.blogspot.com/2014/08/the-imaskari-enclaves.html">imaskari enclaves</a> (<a href="http://magerune.blogspot.com/2015/06/imaskari-index.html">index</a>) are sleek segmented non-reflective cermet ovoids, three feet long and two feet wide, covered in various recessed sensors set behind transparent ceramic lenses, further protected by cermet armored iris apertures.</div>
<ul>
<li style="text-align: justify;">These droids are considered objects, and are placed under the effect of <i>hardening</i> (SpC 109), <i>augment object</i> (SBG) and <i>nondetection</i> (PH) as often as can be arranged.</li>
<li style="text-align: justify;">Their effective size is Small, with effective Strength and Dexterity scores of 22. Wind speeds and water currents affect scouting probes as if they were three sizes larger than they actually are.</li>
<li style="text-align: justify;">Cermet matrix armor plating.</li>
<li style="text-align: justify;">Typically sealed against extreme and hostile environments.</li>
<li style="text-align: justify;">Electromagnetic, temperature and radioactivity resistant insulation.</li>
<li style="text-align: justify;">Inertial surplus converters.</li>
<li style="text-align: justify;">When active, a minor Alcubierre drive on each probe, surround it in a field that warps and wrinkles the fabric of space in the direction of travel. This reduces the actual distance it needs to cover to reach a given destination, without increasing the probe's actual velocity beyond that provided by its engines.</li>
<li style="text-align: justify;">Miniaturized induction engines on each probe, provide it with swift and silent propulsion through the manipulation of artificial gravity.</li>
<li style="text-align: justify;">A compact advanced sensor array includes among other things, hi-res video and audio, electromagnetic sensors, spectroanalyzers, multiphase radar, mass detectors, piercing visors and biomed scanners.</li>
<li style="text-align: justify;">Each probe includes EMP-shielded AI core processors, data drives and restoration systems, with hack-defense encryption and wipe protocols.</li>
<li style="text-align: justify;">Each probe derives power from an EMP-shielded system that includes supercapacitor arrays composed of carbon-nanotube papers, recharged from energy produced by a miniaturized particle fusion reactor.</li>
<li style="text-align: justify;">A compact ansible and various transceivers facilitate communications between the probe and other devices, while a compact holocom device can both record and display both visual and auditory content for face to face interactions.</li>
<li style="text-align: justify;">Cloaking screens warp light and energy about the probes, rendering them invisible to sight and most other sensors, or at least harder to notice, locate or identify.</li>
</ul>
<div style="text-align: justify;">
These devices could also be thought of as a swift flying egg-shaped R2D2 or C3P0 droids, except they only sense, analyze, translate, network and communicate, while remaining as stealthy as possible.</div>
Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-87904702409026005102015-06-20T21:11:00.003-07:002015-07-03T10:06:45.761-07:00Myth Nazemnor<div style="text-align: justify;">
Written below is an example of a mythal laid by an imaskari arcanist over one of the subterranean <a href="http://magerune.blogspot.com/2014/08/the-imaskari-enclaves.html">imaskari enclaves</a> (<a href="http://magerune.blogspot.com/2015/06/imaskari-index.html">index</a>).</div>
<div style="text-align: justify;">
<br /></div>
<div style="text-align: justify;">
<br /></div>
<div>
<div>
<div>
<b style="text-align: justify;">RAISE MYTH NAZEMNOR</b></div>
<div>
<div style="text-align: justify;">
Evocation</div>
</div>
<div>
<div style="text-align: justify;">
<b>Spellcraft DC:</b> 25</div>
</div>
<div>
<div style="text-align: justify;">
<b>Components:</b> Ritual</div>
</div>
<div>
<div style="text-align: justify;">
<b>Casting Time:</b> 20 minutes</div>
</div>
<div>
<div style="text-align: justify;">
<b>Range:</b> 300 ft.</div>
</div>
<div>
<div style="text-align: justify;">
<b>Target:</b> One object (capstone)</div>
</div>
<div>
<div style="text-align: justify;">
<b>Area:</b> 3-mile-radius emanation centered on the target (capstone)</div>
</div>
<div>
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<b>Duration:</b> Permanent</div>
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<b>Saving Throw:</b> None (see text)</div>
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<b>Spell Resistance:</b> No</div>
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<b>To Develop:</b> 225,000 gp; 5 days; 9,000 XP. <b>Seeds:</b> mythal (DC 25). <b>Factors:</b> area centered on target object within 300 feet (ad hoc +20 DC), dispelling resistance (+586 DC), increase area by 15740% (+629.6 DC), anroited effects (+241.05 DC), vanguard effects (+39.7 DC), prevalent effects (+50.75 DC), Two prevalent minor powers (+10 DC), Three keyed prevalent minor powers (+30 DC), One limited area prevalent minor power (+2.5 DC), One limited area prevalent medium power (+10 DC), Six keyed prevalent medium powers (+240 DC), One prevalent medium power (+20 DC), One keyed prevalent major power (+100 DC), One limited area keyed prevalent major power (+50 DC), One prevalent major power (+50 DC), no verbal or somatic component (+4 DC). (+0.8 DC left unassigned)</div>
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<b>Mitigating Factors:</b> increase casting time by 10 minutes (-20 DC), capstone (-20 DC), one hundred twenty additional casters each contributing a 5th-level spell slot and suffering 8d6 backlash damage (-2040 DC).</div>
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This is a ritual spell requiring 120 additional spellcasters, each of which must contribute an unused 5th-level spell slot to the casting and suffer 8d6 backlash damage when the casting is complete. The DC of any caster level check attempting to dispel this spell, equals 314 + this spell's caster level. When this spell is cast, the primary caster becomes <u>fully attuned</u> to its effects.</div>
</div>
<ul>
<li style="text-align: justify;"><b>Anroited Spells and Effects:</b> Spells and effects that "rend" the weave or produce "antimagic" or "null" effects are prevented from being cast or initially created within the mythal. This power has an effective caster level equal to the mythal's caster level. (+15 DC)</li>
<li style="text-align: justify;"><b>Anroited Spells and Effects:</b> Spells and effects from the City domain are prevented from functioning within the mythal. This power has an effective caster level equal to the mythal's caster level. (+15 DC)</li>
<li style="text-align: justify;"><b>Anroited Spells and Effects:</b> "Power word" spells and effects are prevented from functioning within the mythal. This power has an effective caster level equal to the mythal's caster level. (+15 DC)</li>
<li style="text-align: justify;"><b>Anroited Spells and Effects:</b> <i>Earthquake</i> and <i>otiluke's supressing field</i> are prevented from functioning within the mythal. This power has an effective caster level equal to the mythal's caster level. (+5.95 DC)</li>
<li style="text-align: justify;"><b>Anroited Spells and Effects:</b> Spells and effects with both the earth and fire descriptors are prevented from functioning within the mythal. This power has an effective caster level equal to the mythal's caster level. (+15 DC)</li>
<li style="text-align: justify;"><b>Keyed Anroited Spells and Effects:</b> Unless cast or produced by a <u>fully attuned</u> creature, the following spells and effects are prevented from functioning within the mythal: <i>barghest's feast</i>, <i>crumble </i>and <i>greater spell immunity</i>. This power has an effective caster level equal to the mythal's caster level. (+20.1 DC)</li>
<li style="text-align: justify;"><b>Keyed Anroited Spells and Effects:</b> Spells and effects that "dispel" or "disjoin" are prevented from functioning within the mythal. Spells and effects produced by an <u>attuned</u> creature or provided by the mythal itself are unaffected by this power. This power has an effective caster level equal to the mythal's caster level. (+30 DC)</li>
<li style="text-align: justify;"><b>Keyed Anroited Spells and Effects:</b> Spells and effects that "animate" or "disintegrate" are prevented from functioning within the mythal. Spells and effects produced by a <u>fully attuned</u> creature or provided by the mythal itself are unaffected by this power. This power has an effective caster level equal to the mythal's caster level. (+60 DC)</li>
<li style="text-align: justify;"><b>Keyed Anroited Spells and Effects:</b> Spells and effects with the earth descriptor are prevented from functioning within the mythal. Spells and effects produced by a <u>fully attuned</u> creature or provided by the mythal itself are unaffected by this power. This power can be raised or lowered once per round, as a free or immediate action on the part of any <u>fully attuned</u> creature within the mythal. This power has an effective caster level equal to the mythal's caster level. (+30 DC)</li>
<li style="text-align: justify;"><b>Keyed Anroited Spells and Effects:</b> Spells and effects that produce a "wall" are prevented from functioning within the mythal. Spells and effects produced by any <u>attuned</u> creature or provided by the mythal itself are unaffected by this power. This power has an effective caster level equal to the mythal's caster level. (+30 DC)</li>
<li style="text-align: justify;"><b>Limited Area Anroited Energy Type:</b> Spells and effects that deal sonic damage are prevented from functioning in a 80-ft.-radius area centered on the capstone. This power has an effective caster level equal to the mythal's caster level. (+5 DC)</li>
<li style="text-align: justify;"><b>Vanguard Spells:</b> Each of the following "Vanguard" spells can be activated as a standard action, with only a command thought by any creature within the mythal: silent <i>light</i> (CL 18th), silent <i>make whole</i> (CL 3rd), silent <i>prestidigitation</i> (CL 1st), silent <i>purify food and drink</i> (CL 1st), <i>remove fatigue</i> (CL 7th). (+7.3 DC)</li>
<li style="text-align: justify;"><b>Keyed Vanguard Spells:</b> Each of these spells can be activated as a standard action, with only a command thought by any <u>attuned</u> creature within the mythal: silent <i>mass align weapon</i> (CL 7th), silent <i>augment object</i> (CL 7th), silent <i>consecrate</i> (CL 5th), silent <i>create water</i> (CL 1st), silent <i>cure minor wounds</i> (CL 1st), silent <i>darsson's cooling breeze</i> (CL 3rd), silent <i>false life</i> (CL 10th), silent <i>greater magic weapon</i> (CL 8th), silent <i>repair minor damage</i> (CL 1st), silent <i>resurgence</i> (CL 3rd), silent <i>silvered weapon</i> (CL 3rd), <i>summon component</i> (CL 1st), silent <i>true casting</i> (CL 3rd), silent <i>whispercast</i> (CL 5th). (+32.4 DC)</li>
<li style="text-align: justify;"><b>Prevalent Spells:</b> These spells affect all creatures within the mythal: <i>air breathing</i> (CL 5th),<i> appraising touch</i> (CL 1st), <i>deep breath</i> (CL 1st), <i>endure elements</i> (CL 1st), <i>fins to feet</i> (CL 3rd), <i>healthful rest</i> (CL 1st), <i>life's grace</i> (CL 9th), <i>magecraft</i> (CL 1st), <i>sustain</i> (CL 7th), <i>swim</i> (CL 3rd), <i>water breathing</i> (CL 5th). (+17.1 DC)</li>
<li style="text-align: justify;"><b>Keyed Prevalent Spells:</b> These spells affect all <u>attuned</u> creatures within the mythal: <i>cat's grace</i> (CL 1st), <i>comprehend languages</i> (CL 1st), <i>detect magic</i> (CL 1st), <i>false gravity</i> (CL 5th), <i>fox's cunning</i> (CL 1st), <i>gaze screen</i> (CL 3rd), <i>lightfoot</i> (CL 1st), <i>lionheart</i> (CL 2nd), <i>nerveskitter</i> (CL 1st), <i>protection from possession</i> (CL 1st), <i>raptor's sight</i> (CL 1st), <i>superior darkvision</i> (CL 7th), <i>tongues</i> (CL 3rd), <i>lesser vigor</i> (CL 1st). (+21.2 DC)</li>
<li style="text-align: justify;"><b>Limited Area Prevalent Spell: </b>This spell affects the capstone:<i> ray deflection</i> (CL 7th). (+2.8 DC)</li>
<li style="text-align: justify;"><b>Limited Area Prevalent Spell:</b> This spell affects all creatures in an 80-ft.-radius area centered on the capstone: <i>protection from possession</i> (CL 1st). (+0.75 DC)</li>
<li style="text-align: justify;"><b>Limited Area Prevalent Spells:</b> These spells affect an 80-ft.-radius area centered on the capstone: <i>acidward</i> (CL 9th), <i>fireward</i> (CL 9th). (+4.5 DC)</li>
<li style="text-align: justify;"><b>Prevalent Minor Power:</b> This power minimizes the harmful variable effects that all toxins, poisons and drugs might have on creatures within the mythal, as well as the harmful variable effects of any disease contracted within the mythal. This power has an effective caster level equal to the mythal's caster level. (+5 DC)</li>
<li style="text-align: justify;"><b>Prevalent Minor Power:</b> This power prevents any number of <i>control temperature</i> (Fr) spells and effects within the mythal, from pulling the ambient temperature below 41° F or pushing it above 90° F. This power has an effective caster level equal to the mythal's caster level. (+5 DC)</li>
<li style="text-align: justify;"><b>Keyed Prevalent Minor Power:</b> This power enables any <u>attuned</u> creature within the mythal, to communicate telepathically with any number of other <u>attuned</u> creatures that are also within the mythal. This power does not impart the understanding of any language. This power has an effective caster level equal to the mythal's caster level. (+10 DC)</li>
<li style="text-align: justify;"><b>Keyed Prevalent Minor Power:</b> This power maintains a blanket <i>joyful noise</i> (SpC 127) effect that suppresses all areas of magical silence within the mythal. Spells and effects produced by any <u>attuned</u> creature or the mythal itself are unaffected by this power. This power has an effective caster level equal to the mythal's caster level. (+10 DC)</li>
<li style="text-align: justify;"><b>Keyed Prevalent Minor Power:</b> This power maintains a blanket <i>augment object</i> (SBG) effect that affects all stone structures and rock formations within the mythal. This power can be raised or lowered once per round, as a free or immediate action on the part of any <u>fully attuned</u> creature within the mythal. This power has an effective caster level equal to the mythal's caster level. (+10 DC)</li>
<li style="text-align: justify;"><b>Limited Area Prevalent Minor Power:</b> This power maintains a prevalent <i>augment object</i> (SBG) effect that affects the capstone. This power has an effective caster level equal to the mythal's caster level. (+2.5 DC)</li>
<li style="text-align: justify;"><b>Limited Area Prevalent Medium Power:</b> This power maintains a prevalent <i>hardening</i> (SpC 109) effect that affects the capstone. This power has an effective caster level equal to the mythal's caster level. (+10 DC)</li>
<li style="text-align: justify;"><b>Keyed Prevalent Medium Power:</b> This power maintains a blanket <i>hardening</i> (SpC 109) effect that affects all stone structures and rock formations within the mythal. This power can be raised or lowered once per round, as a free or immediate action on the part of any <u>fully attuned</u> creature within the mythal. This power has an effective caster level equal to the mythal's caster level. (+40 DC)</li>
<li style="text-align: justify;"><b>Keyed Prevalent Medium Power:</b> When used up to once per round, as a free or immediate action on the part of any <u>fully attuned</u> creature within the mythal, this power utilizes blanket <i>stone metamorphosis</i> (Und 61) and <i>earthfast</i> (SpC 67) effects upon every stone structure and rock formation within the mythal, the first of which always transforms the stone and rock into harder metamorphic forms. This power has an effective caster level equal to the mythal's caster level. (+40 DC)</li>
<li style="text-align: justify;"><b>Keyed Prevalent Medium Power:</b> This power maintains a blanket <i>zone</i> <i>of</i> <i>respite</i> (SpC 244) effect that affects everything within the mythal. Spells and effects produced by any <u>attuned</u> creature or the mythal itself are unaffected by this power. This power can be raised or lowered once per round, as a free or immediate action on the part of any <u>fully attuned</u> creature within the mythal. This power has an effective caster level equal to the mythal's caster level. (+40 DC)</li>
<li style="text-align: justify;"><b>Keyed Prevalent Medium Power:</b> This power prevents spells and effects of the scrying subschool from targeting or perceiving anything within the mythal. Spells and effects produced by an <u>attuned</u> creature or the mythal itself are unaffected by this power. This power has an effective caster level equal to the mythal's caster level. (+40 DC)</li>
<li style="text-align: justify;"><b>Keyed Prevalent Medium Power:</b> This power entitles all <u>fully attuned</u> creatures within the mythal to a saving throw with a bonus equal to the mythal's caster level, against any spell or effect that a <i>mind blank</i> effect would normally ward them against. For each spell and effect that does not allow a save, a successful Will save made as if it did, wards such a creature against it in a manner consistent with a <i>mind blank</i> effect, at an effective caster level equal to the mythal's caster level. (+40 DC)</li>
<li style="text-align: justify;"><b>Keyed Prevalent Medium Power:</b> This power maintains a blanket <i>revelation</i> (DoF 117) effect that covers the entire mythal. Spells and effects produced by an <u>attuned</u> creature or the mythal itself are unaffected by this power. This power has an effective caster level equal to the mythal's caster level. (+40 DC)</li>
<li style="text-align: justify;"><b>Prevalent Medium Power:</b> This power uses <i>dispel</i> <i>water</i> (SaS) and <i>prestidigitation</i> (PH 264) effects within the mythal once each round, to dry up all liquid water found in each sponge that was created using <i>minor creation</i> (PH 253), and to keep the sponge itself clean. This power has an effective caster level equal to the mythal's caster level. (+20 DC)</li>
<li style="text-align: justify;"><b>Keyed Prevalent Major Power:</b> This power allows any attuned arcane spellcaster within the mythal to spontaneously cast any of the following arcane spells that appear on their class spell list, by losing a prepared arcane spell or unused arcane spell slot of equal or higher level, similar to using a runestaff. Metamagic feats may be applied normally when using this ability, without increasing the spell's casting time. All of the components for these spells must be provided normally, with the exception of any Focus components. The spells are as follows: <i>alarm, greater alarm, analyze dweomer, arcane sight, greater arcane sight, assay spell resistance, attentive alarm, augment object, baleful polymorph, banishment, greater bestow curse, blur, command undead, control temperature, darsson's cooling breeze, daylight, detect aberration, detect magic, detect scrying, detect undead, detect weaponry, discern bloodline, discern shapechanger, dismissal, endure elements, energy immunity, evard's black tentacles, fog cloud, freedom, freezing fog, ghost lantern, glitterdust, gust of wind, haste, healing touch, heart of water, interplanar telepathic bond, jet of steam, know vulnerabilities, lightning fog, greater levitate, mage armor, mass mage armor, mage's magnificent mansion, greater mighty wallop, mindless rage, minor creation, mystic surge, nondetection, obscuring mist, ooze puppet, permeable form, planar tolerance, plane shift, greater plane shift, portal alarm, improved portal alarm, rary's telepathic bond, ray of deanimation, ray deflection, remove curse, repair critical damage, repair moderate damage, repair light damage, repair serious damage, resist energy, mass resist energy, ruby ray of reversal, sense of the dragon, see invisibility, sending, shield, shadow phase, shockwave, solid fog, teleport, greater teleport, teleport object, trobriand's baleful teleport, undulant innards, unseen crafter, vision of the omniscient eye, wall of force.</i> (+100 DC)</li>
<ul></ul>
<li style="text-align: justify;"><b>Limited Area Keyed Prevalent Major Power: </b>This power grants the capstone immunity to all magical effects, as if it possessed unlimited spell resistance. Spells and effects produced by a <u>fully attuned</u> creature or the mythal itself are unaffected by this power. This power has an effective caster level equal to the mythal's caster level. (+50 DC)</li>
<li style="text-align: justify;"><b>Prevalent Major Power:</b> This power protects everyone and everything within the mythal, against divination spells and effects that originate from outside the mythal, as if all of it were subject to the <i>sequester</i> spell. This power has an effective caster level equal to the mythal's caster level. (+50 DC)</li>
</ul>
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<u>Spells from Dragon Magazine</u></div>
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<i>silvered weapon</i> (issue 340 pg 57)</div>
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Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-29739287723104304622015-04-13T17:21:00.000-07:002015-04-14T23:23:34.773-07:00Terran Siege TankWritten below is a D&D 3.5 draft of Starcraft's terran siege tank.<br />
<br />
Similar drafts of other units can be found here: <a href="http://magerune.blogspot.com/2015/03/starcraft-d20.html">Starcraft d20</a><br />
<br />
<span style="background-color: #cfe2f3;"><b>SIEGE TANK </b>CR 12</span><br />
Usually N Huge Construct (Terran, Vehicle)<br />
<b>Init</b> +0 (+0 Dex); <b>Senses</b> Darkvision 2 miles, Superior Low-Light Vision, All-Around Siege Sensors; Listen +20, Spot +20<br />
<b>Languages</b> understands Common; cannot speak;<br />
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<b>AC</b> 25, touch 8, flat-footed 25 (-2 Size, +17 natural)<br />
<b>hp</b> 208 (19d10+40+30+15+19); <b>DR</b> 5/adamantine<br />
<b>Immune</b> blindness, deafness, petrification, polymorph, construct immunities<br />
<b>Resist</b> acid 5, cold 30, electricity 10, fire 30, sonic 5<br />
<b>Weakness</b> Operator Dependent, Structural Vulnerability<br />
<b>Fort</b> +8, <b>Ref </b>+8, <b>Will</b> +8<br />
<hr />
<b>Speed</b> 30 ft., swim 20 ft.; Run<br />
<b>Melee</b> slam +23 (2d6+8)<br />
<b>Ranged</b> 2 slug cannons +13 (6d8/x3) or siege cannon +13 (8d8 plus shell blast)<br />
<b>Space</b> 15 ft.; <b>Reach</b> 10 ft. (Long)<br />
<b>Base Atk</b> +14; <b>Grp</b> +38<br />
<b>Atk Options</b> hyperspin round, trample<br />
<b>Special Actions</b> occupant entry, operate tank, siege mode, terran comlink, eject occupant<br />
<hr />
<b>Abilities</b> Str 43, Dex 11, Con —, Int —, Wis 11, Cha 1<br />
<b>SA</b> adamantine strike, arc shot, hyperspin rounds, proximity limits, shell blast, shells, trample<br />
<b>SQ</b> all-around siege sensors, construct traits, dive system, extra buff, improved buff, life support, operator dependent, planar link, structural vulnerability, targeting systems, treads<br />
<b>Racial Feats</b> Aquatic Shot (Sto 90), Blind-Fight, Coordinated Shot (HB 96), Far Shot, Great Fortitude, Improved Natural Attack [Siege Cannon] (MM 304), Improved Natural Attack [Slug Cannon] (MM 304), Improved Toughness (CW 205), Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Run, Sharp-Shooting (CW 105), Weapon Focus [Siege Cannon], Weapon Focus [Slug Cannons]<br />
<b>Skills</b> Listen +20, Spot +20, Swim +24<br />
<hr />
<b>Occupant Entry (Ex)</b> As a move action, a typical human-shaped creature of Medium size without a check penalty due to equipment or encumbrance, may enter an unoccupied siege tank that is both willing and adjacent. A siege tank only has room for one such occupant. Once inside a siege tank, the occupant gains total cover and concealment in addition to immunity against environmental extremes and all external events except gaze attacks. Any objects carried by the occupant that won't fit inside the tank itself, wind up in its space.<br />
<b>Operate Tank (Ex)</b> When occupied, a willing siege tank responds to the direction of its occupant action for action, as if it were part of the occupant itself, while giving that occupant access to its senses and sensory special qualities.<br />
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<b>Siege Mode (Ex)</b> As a full-round action, a siege tank can anchor itself upon firm and solid ground. In siege mode, a siege tank's movement speeds are reduced to 0 while its Dexterity score is reduced to 1 and it gains a +20 bonus on ability checks and saving throws made to resist being moved from its location. A siege tank can exit siege mode as a move action.<br />
<b>Slug Cannons (Ex)</b> When not in siege mode, a siege tank may use slug cannons to shoot bullets in combat without provoking attacks of opportunity. A slug cannon attack is considered a natural weapon despite having a projectile weapon’s unmodified range increment of 200 feet. Slug cannon attacks made underwater have an unmodified range increment of 40 feet with no additional penalties for range. A successful slug cannon attack deals piercing damage.<br />
<b>Siege Cannon (Ex)</b> When in siege mode, a siege tank may use a siege cannon to launch shells in combat without provoking attacks of opportunity. A siege cannon attack is considered a natural weapon despite having a projectile weapon’s unmodified range increment of 350 feet. Siege cannon attacks made underwater have an unmodified range increment of 70 feet with no additional penalties for range. A successful siege cannon attack deals bludgeoning damage.<br />
<b>Shells (Ex)</b> Shells are always considered ammunition for the purpose of durability and as "siege weapons" when wind speeds and water currents become a factor. Spells and abilities that affect a siege cannon attack, affect the shells it shoots accordingly.<br />
<b>Shell Blast (Ex)</b> A launched shell explodes when destroyed, dealing an amount of slashing damage in its current square and all other squares within 30 feet, equal to the base damage of the siege cannon it came from. Creatures in the area can attempt a Reflex save for half damage (DC is Strength-based). A shell that hits its target with a normal attack roll is always destroyed, offering that target no saving throw when it explodes. Each time a shell ricochets off a creature, object or surface, it has a 50% chance of doing the same thing. Each round it survives intact, a launched shell has a 50% chance of exploding.<br />
<b>Hyperspin Round (Ex)</b> When making a slug cannon or siege cannon attack against an object or structure, a siege tank may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.<br />
<b>Trample (Ex)</b> A siege tank’s trample attack deals an amount of damage equal to 2d12 plus 1 ½ times its Strength modifier. A successful Reflex save halves this damage. The save DC is Strength-based.<br />
<b>Terran Comlink (Ex)</b> As a move action, an authorized creature can command a willing siege tank to instantly attune itself to particular frequency code. As a move action, the occupant of a willing siege tank can command it to instantly enable the functionality of having their voice and/or the tank's relative location broadcast to all other constructs attuned to the same frequency code, and their occupants, that lie within range. This ability has a maximum range equal to 1000 miles multiplied by the tank's undamaged hit point total, and persists until an authorized creature commands a willing siege tank as a free or immediate action, to instantly disable it.<br />
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<b>Eject Occupant (Ex)</b> As a free or immediate action, an authorized creature can command a willing siege tank to expel its occupant into the specified adjacent square. When destroyed, a siege tank automatically ejects its occupant. The moment an occupant no longer fits within a siege tank, it is similarly ejected.<br />
<b>Adamantine Strike (Ex)</b> The natural weapons of siege tanks overcome adamantine-based damage reduction.<br />
<b>Arc Shot (Ex)</b> When making slug cannon or siege cannon attack against a land-bound or waterborne target, a siege tank gains a +4 circumstance bonus on the attack roll. This bonus does not apply in zero gravity environments.<br />
<b>Proximity Limits (Ex)</b> A siege tank cannot use its slug cannons or siege cannon to attack any target or location completely within its natural reach.<br />
<b>All-Around Siege Sensors (Ex)</b> A siege tank’s sensor array allows it to look in any direction, and provides it with a +20 circumstance bonus on Listen and Spot checks. A siege tank cannot be flanked. In addition, a siege tank 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).<br />
<b>Dive System (Ex)</b> Underwater, a siege tank remains buoyant and can swim at its listed speed with a multitude of small jets.<br />
<b>Extra Buff (Ex)</b> Siege tanks gain an extra 30 hit points.<br />
<b>Improved Buff (Ex)</b> Siege tanks gain an extra 15 hit points.<br />
<b>Life Support (Ex)</b> A siege tank creates an ideal atmosphere within itself for a typical human, filtering the needed substances from the surrounding environment when not in a vacuum. In a vacuum, the tank can sustain a typical human occupant for a number of hours equal to the tank's own undamaged hit point total.<br />
<b>Operator Dependent (Ex)</b> Without a creature to occupy and manipulate it, a siege tank may not take standard or full-round actions or use weapons. In the absence of such an occupant, a willing siege tank will still follow the commands it receives from other authorized creatures.<br />
<b>Planar Link (Su)</b> Whenever an occupied siege tank or its occupant is teleported or leaves a plane by any means, both of them travel to the same destination at the same time in the same configuration.<br />
<b>Structural Vulnerability (Ex)</b> A Construct with the Vehicle 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.<br />
<b>Targeting Systems (Ex)</b> Siege tanks gain Aquatic Shot (Sto 90), Coordinated Shot (HB 96), Far Shot, Point Blank Shot, Precise Shot, Sharp-Shooting (CW 105), Weapon Focus [Siege Cannon] and Weapon Focus [Slug Cannons] as racial bonus feats.<br />
<b>Treads (Ex)</b> Siege tanks cannot use the Climb or Jump skill, and those firmly upon solid ground are immune to Overrun and Trip attempts, and gain a +12 bonus on ability checks to resist Bull Rush attempts made against them.<br />
<b>Skills</b> Siege tanks gain a +8 racial bonus to Swim checks. A siege tank can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when swimming, provided it swims in a straight line.</div>
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Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-3668965877369693292015-04-01T04:36:00.000-07:002015-04-17T00:16:45.251-07:00Terran BattlecruiserWritten below is a D&D 3.5 draft of Starcraft's terran battlecruiser.<br />
This particular version is a much smaller version of the original that I have called the war frigate.<br />
Similar drafts of other units can be found here: <a href="http://magerune.blogspot.com/2015/03/starcraft-d20.html">Starcraft d20</a><br />
<br />
<br />
<span style="background-color: #cfe2f3;"><b>WAR FRIGATE </b>CR 15</span><br />
Always N Colossal Construct (Terran, Vehicle)<br />
<b>Init</b> +0; <b>Senses</b> Darkvision 2 miles, Blindsight 60 ft., Superior Low-Light Vision, All-Around Battle Sensors; Listen +24, Spot +24<br />
<b>Languages</b> understands Common; cannot speak; Terran Comlink<br />
<hr />
<b>AC</b> 27, touch 10, flat-footed 27 (-8 Size, +17 natural, +8 deflection)<br />
<b>hp</b> 418 (28d10+80+30+28); Reinforced Hull; <b>DR</b> 12/adamantine<br />
<b>Immune</b> blindness, deafness, petrification, polymorph, construct immunities<br />
<b>Resist</b> acid 5, cold 30, electricity 10, fire 30, sonic 5<br />
<b>Weakness</b> Operator Dependent, Structural Vulnerability<br />
<b>Fort</b> +11, <b>Ref </b>+11, <b>Will</b> +11<br />
<hr />
<b>Speed</b> fly 40 ft. (perfect), swim 20 ft.; Run<br />
<b>Melee</b> slam +32 (4d6+12)<br />
<b>Ranged</b> 12 laser batteries +14 touch (1d8) and yamato cannon +9 touch (64d6)<br />
<b>Space</b> 30 ft.; <b>Reach</b> 20 ft. (Long)<br />
<b>Base Atk</b> +21; <b>Grp</b> +61<br />
<b>Atk Options</b> laser volley, resonating frequency, yamato cannon<br />
<b>Special Actions</b> distortion field, iris aperture doors, control consoles, memory matrix, terran comlink<br />
<hr />
<b>Abilities</b> Str 59, Dex 11, Con —, Int —, Wis 11, Cha 1<br />
<b>SA</b> adamantine strike, charge delay, laser volley, lasers, nuclear bolts, resonating frequency<br />
<b>SQ</b> all-around battle sensors, camouflage field, construct traits, extra buff, extreme deflection, fusion torch engines, life support, operator dependent, planar link, reinforced hull, structural vulnerability, targeting systems<br />
<b>Racial Feats</b> Aquatic Shot (Sto 90), Blind-Fight, Coordinated Shot (HB 96), Far Shot, Great Fortitude, Improved Natural Attack [Laser Batteries] (MM 304), Improved Natural Attack [Yamato Cannon] (MM 304), Improved Toughness (CW 205), Iron Will, Lightning Reflexes, Point Blank Shot, Precise Shot, Run, Sharp-Shooting (CW 105), Weapon Focus [Laser Batteries], Weapon Focus [Yamato Cannon]<br />
<b>Skills</b> Hide +0, Listen +24, Spot +24, Swim +32<br />
<hr />
<b>Laser Batteries (Ex)</b> A war frigate discharges lasers in combat without provoking attacks of opportunity. Its laser battery attacks are considered natural weapons despite having a projectile weapon’s unmodified range increment of 180 feet. Laser battery attacks made underwater have an unmodified range increment of 90 feet with no additional penalties for range. A laser battery attack that hits a target with a ranged touch attack, deals untyped energy damage. A laser battery attack always deals full damage against objects (although hardness still applies).<br />
<b>Lasers (Ex)</b> Lasers are composed of energy and suffer no penalty due to wind speeds or water currents. Spells and abilities that affect one or more laser battery attacks, affect the lasers they shoot accordingly.<br />
<b>Laser Volley (Ex)</b> As a standard action, a war frigate may attack once with each laser battery at a -5 penalty on the attack roll.<br />
<b>Resonating Frequency (Ex)</b> When making a laser battery attack against an object or structure, a war frigate 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.<br />
<b>Yamato Cannon (Ex)</b> As a standard action, a war frigate may expel a bolt of nuclear energy in combat without provoking attacks of opportunity. Its yamato cannon attack is considered a natural weapon despite having a projectile weapon’s unmodified range increment of 400 feet. Yamato cannon attacks made underwater have an unmodified range increment of 120 feet with no additional penalties for range. A yamato cannon attack that hits a target with a ranged touch attack, deals untyped energy damage. A yamato attack always deals full damage against objects, ignoring their hardness in the process.<br />
<b>Nuclear Bolts (Ex)</b> Nuclear bolts are considered "siege weapons" when wind speeds and water currents become a factor. Spells and abilities that affect a yamato cannon attack, affect the nuclear bolts it shoots accordingly.<br />
<b>Charge Delay (Ex)</b> A war frigate must wait at least 2 minutes after making a yamato cannon attack, before the weapon can be used to attack again.<br />
<b>Adamantine Strike (Ex)</b> The natural weapons of war frigate overcome adamantine-based damage reduction.<br />
<b>Distortion Field (Ex)</b> When active, the distortion field of a war frigate prevents ethereal and incorporeal creatures from passing through it to attack or otherwise touch anything inside of it. In addition, these fields also redirect incoming teleportation spells and effects with a destination inside the war frigate, so that their targets arrive just outside of it. A war frigate may enable or disable the effect of this ability as a free or immediate action.<br />
<b>Iris Aperture Doors (Ex)</b> Centered on each flank of a war frigate lies an outer door 10 feet in diameter. Behind each outer door lies a pressure chamber 5 feet deep and 10 feet in diameter, that leads to an inner door. Centered between both inner doors lies a small bridge, 10 feet tall and 20 feet on a side. As a free or immediate action, a war frigate may open or close any number of its doors to permit creatures no bigger than Medium size, to enter or exit. As a free or immediate action taken when all of its doors are closed, a war frigate may suck the air supply out of its pressure chambers.<br />
<b>Control Consoles (Ex)</b> The bridge of a war frigate has a forward and rear control console that cover their respective walls and display information received from its senses and accessed from its Memory Matrix. As a move action, an authorized occupant on the bridge of a war frigate may use one of these control consoles to direct the war frigate into performing any course of activity.<br />
<b>Memory Matrix (Ex)</b> Unlike other mindless constructs, a war frigate constantly records and remembers all the information it receives. As a full-round action, an authorized occupant using either of its Control Consoles may access that information to make a trained Knowledge check with a +16 circumstance bonus.<br />
<b>Terran Comlink (Ex)</b> As a move action, an authorized creature can command a willing war frigate to instantly attune itself to particular frequency code. As a move action, an authorized creature using one of a war frigate's Control Consoles can command it to instantly enable the functionality of having their image, voice and/or the war frigate's relative location broadcast to all other constructs attuned to the same frequency code, and their occupants, that lie within range. This ability has a maximum range equal to 1000 miles multiplied by the Construct's undamaged hit point total, and persists until an authorized creature commands a willing war frigate as a free or immediate action, to instantly disable it.<br />
<b>All-Around Battle Sensors (Ex)</b> A war frigate’s sensor array allows it to look in any direction, and provides it with a +24 circumstance bonus on Listen and Spot checks. A war frigate cannot be flanked. In addition, a war frigate 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). The benefits of this ability only apply to areas both inside and outside the war frigate itself.<br />
<b>Camouflage Field (Ex)</b> A war frigate gains a +16 racial bonus to Hide checks.<br />
<b>Extra Buff (Ex)</b> War frigates gain an extra 30 hit points.<br />
<b>Extreme Deflection (Ex)</b> War frigates gain a +8 deflection bonus to Armor Class.<br />
<b>Fusion Torch Engines (Ex)</b> War frigates possess the reach and carrying capacity of a quadruped, using cold fusion reactors to provide thrust and lift, enabling them to fly, swim and otherwise maneuver, even in a vacuum.<br />
<b>Life Support (Ex)</b> A war frigate's bridge produces enough artificial gravity for its occupants to walk around without difficulty, and delays the onset of space sickness by 1 day per racial Hit Die. A war frigate creates an ideal atmosphere within itself for typical humans, filtering the needed substances from the surrounding environment when not in a vacuum. In a vacuum, a war frigate can sustain 1 typical human occupant for a number of hours equal to the frigate's own undamaged hit point total.<br />
<b>Operator Dependent (Ex)</b> Unless directed to act differently by an authorized occupant using one of the Control Consoles on its bridge, a war frigate may not take standard or full-round actions or use weapons.<br />
<b>Planar Link (Su)</b> Whenever a war frigate is teleported or leaves a plane by any means, everything inside of it travels with it, arriving in the same configuration, except unwilling creatures and their possessions, which are left behind.<br />
<b>Reinforced Hull (Ex)</b> War frigates gain maximum hit points from their racial Hit Dice.<br />
<b>Structural Vulnerability (Ex)</b> A Construct with the Vehicle 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.<br />
<b>Targeting Systems (Ex)</b> War frigates gain Aquatic Shot (Sto 90), Coordinated Shot (HB 96), Far Shot, Point Blank Shot, Precise Shot, Sharp-Shooting (CW 105), Weapon Focus [Laser Batteries] and Weapon Focus [Yamato Cannon] as racial bonus feats.<br />
<b>Skills</b> War frigates gain a +8 racial bonus to Swim checks. A war frigate 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.Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-90398667330216768382015-03-28T00:12:00.000-07:002015-04-17T13:31:32.114-07:00Terran MarineWritten below is a D&D 3.5 draft of a battlesuit that comprises part of the Starcraft marine.<br />
Similar drafts of other units can be found here: <a href="http://magerune.blogspot.com/2015/03/starcraft-d20.html">Starcraft d20</a><br />
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If adapted for use in medieval fantasy setting, a terran battlesuit's typical occupant might be a human 2nd-level ranger, with aberrations as a favored enemy, the archery combat style, and the following elite stat array: Str 10, Dex 15, Con 13, Int 14, Wis 12, Cha 8.<br />
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<span style="background-color: #cfe2f3;"><b>TERRAN BATTLESUIT</b> CR 1/2</span><br />
Always N Medium Construct (Host, Terran)<br />
<b>Init</b> -5 (-5 Dex); <b>Senses</b> Darkvision 300 feet, Superior Low-Light Vision, Shared Sensors; Listen +8, Spot +8;<br />
<b>Languages</b> understands Common; cannot speak; Terran Comlink<br />
<hr />
<b>AC</b> 14, touch 5, flat-footed 14 (-5 Dex, +6 natural, +3 shield)<br />
<b>hp</b> 36 (2d10+20+5); <b>DR</b> 2/adamantine<br />
<b>Immune</b> blindness, deafness, petrification, polymorph, construct immunities<br />
<b>Resist</b> acid 5, cold 30, electricity 10, fire 30, sonic 5<br />
<b>Weakness</b> Operator Dependent, Structural Vulnerability<br />
<b>Fort</b> +0, <b>Ref </b>-5, <b>Will</b> +0<br />
<hr />
<b>Speed</b> 5 ft., swim 20 ft.<br />
<b>Melee</b> shield arm +1 (1d8+1)<br />
<b>Ranged</b> rifle arm -5 (2d8/x3)<br />
<b>Space</b> 5 ft.; <b>Reach</b> 5 ft. (Tall)<br />
<b>Base Atk</b> +0; <b>Grp</b> +3<br />
<b>Atk Options</b> burst fire, hyperspin rounds<br />
<b>Special Actions</b> occupant entry, operate battlesuit, effect barrier, speakers, stimpacks, terran comlink, eject occupant<br />
<hr />
<b>Abilities</b> Str 17, Dex 1, Con —, Int —, Wis 11, Cha 1<br />
<b>SA</b> adamantine strike, bullets, burst fire, hyperspin rounds<br />
<b>SQ</b> buff, ectostatic layer, gravity reducers, life support, planar link, operator dependent, shared saves, shared sensors, structural vulnerability<br />
<b>Racial Feats</b> Improved Natural Attack [Rifle Arm] (MM 304), Improved Natural Attack [Shield Arm] (MM 304), Multiattack (MM 304)<br />
<b>Skills</b> Climb +13, Jump +13, Listen +8, Spot +8, Swim +21<br />
<hr />
<b>Occupant Entry (Ex)</b> As a move action, a typical human-shaped creature of Medium size without a check penalty due to equipment or encumbrance, may enter an unoccupied terran battlesuit that is both willing and adjacent. A terran battlesuit only has room for one such occupant. Once inside a terran battlesuit, the occupant gains total cover and concealment in addition to immunity against environmental extremes and all external events except gaze attacks. Any objects carried by the occupant that won't fit inside the battlesuit itself, wind up in its space.<br />
<div>
<b>Operate Battlesuit (Ex)</b> When occupied, a willing terran battlesuit responds as if it were an extension of occupant's body, giving that occupant access to the suit's feats, natural weapons, special attacks/actions, senses and sensory special qualities. Any effect or condition that hinders or penalizes the physical actions of a terran battlesuit, also affects the physical actions of its occupant in a like manner. An occupied terran battlesuit, always uses the better land speed, base attack bonus, Strength score, Dexterity score and skill ranks as they are found between itself and the battlesuit it occupies. When used underwater, a terran battlesuit remains buoyant and propels itself with a multitude of small jets, always moving using its own swim speed.<b> </b>For the purpose of proficiency and other abilities, a functioning terran battlesuit is considered medium armor worn by both itself and its occupant with no land speed reduction, a maximum Dex bonus to AC of 5, a -2 check penalty to Dexterity-based skill checks and a 50% chance of arcane failure.<br />
<b>Rifle Arm (Ex)</b> One arm of a typical terran battlesuit ends in a high powered rifle, preventing that hand from being used for other tasks. The occupant of the battlesuit can use the suit's rifle arm to shoot bullets in combat without provoking attacks of opportunity. This rifle arm attack is considered a natural weapon despite having a projectile weapon’s unmodified range increment of 150 feet. Rifle arm attacks made underwater have an unmodified range increment of 30 feet with no additional penalties for range. A successful rifle arm attack deals piercing damage. An occupant not proficient with firearms, only suffers a -2 penalty to attack rolls when using a rifle arm.<br />
<b>Bullets (Ex)</b> Spells and abilities that affect a rifle arm attack, affect the bullets it shoots accordingly.<br />
<b>Shield Arm (Ex)</b> One arm of a typical terran battlesuit is mounted with a heavily armored shield, providing itself and its occupant with a +3 shield bonus to its Armor Class. The occupant of a willing terran battlesuit can use the suit's shield arm to make a bashing attack as a secondary natural weapon without losing the bonus it provides to AC. A successful shield arm attack deals bludgeoning damage. An occupant not proficient with shields, only suffers a -2 penalty to attack rolls when using a shield arm.<br />
<b>Burst Fire (Ex)</b> The first attack made using a rifle arm of a terran battlesuit as part of a full attack action, deals damage as if the weapon were one size larger than it actually is.<br />
<b>Hyperspin Rounds (Ex)</b> When using a typical terran battlesuit to make a rifle arm attack against an object or structure, its occupant may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.<br />
<b>Adamantine Strike (Ex)</b> The natural weapons of terran battlesuit overcome adamantine-based damage reduction.<br />
<b>Effect Barrier (Su)</b> As a free or immediate action, an authorized creature can command a willing terran battlesuit to instantly enable or disable the functionality of allowing all magical and psionic effects, both incoming and outgoing, to ignore the total cover and concealment it provides to its occupant, but only for the purpose of establishing line of sight and line of effect.<br />
<b>Speakers (Ex) </b>As a free or immediate action, the occupant of a willing terran battlesuit can command it to instantly enable or disable the functionality of having their voice emitted from the suit's exterior speakers.<br />
<b>Stimpacks (Ex)</b> Up to once per minute as a free or immediate action, the occupant of a willing terran battlesuit can command the suit instantly inject them with a potent performance serum. If the occupant is a living creature, it instantly gains benefits as if affected by a <i>haste</i> spell for 1d4+1 rounds. One minute later, the occupant suffers 2 points of Constitution damage.<br />
<b>Terran Comlink (Ex)</b> As a move action, an authorized creature can command a willing terran battlesuit to instantly attune itself to particular frequency code. As a move action, an authorized occupant of a willing terran battlesuit can command it to instantly enable the functionality of having their voice and/or the battlesuit's relative location broadcast to all other constructs attuned to the same frequency code, and their occupants, that lie within range. This ability has a maximum range equal to 1000 miles multiplied by the battlesuit's undamaged hit point total, and persists until an authorized creature commands a willing terran battlesuit as a free or immediate action, to instantly disable it.<br />
<b>Eject Occupant (Ex)</b> As a free or immediate action, an authorized creature can command a willing terran battlesuit to expel its occupant into the specified adjacent square. When destroyed, a terran battlesuit automatically ejects its occupant. The moment an occupant no longer fits within a terran battlesuit, it is similarly ejected.<br />
<b>Buff (Ex)</b> Terran battlesuits gain an extra 5 hit points.<br />
<b>Ectostatic Layer (Ex)</b> Ethereal and incorporeal creatures cannot pass through a functioning terran battlesuit to attack or otherwise touch anything inside of it.<br />
<b>Equipment Factors (Ex)</b> A willing terran battlesuit can be affected by any beneficial spell or effect that affects objects. For the purpose of beneficial or harmless effects, the construct itself doubles as armor worn by both itself and its occupant, while its natural weapons double as manufactured weapons and its shield doubles as a manufactured shield. Much like an attended object, the construct may share the beneficial effects of applicable magic items, spells, spell-like abilities, supernatural abilities and extraordinary abilities (such as any spell resistance), that a willing occupant might have.<br />
<b>Gravity Reducers (Ex)</b> A terran battlesuit always supports its own weight like any other creature, but also carries its occupant and what they carry. For the purpose of its carrying capacity and Strength-based skill checks, a terran battlesuit's Strength score is considered 20 points higher than it actually is. In addition, any falling damage it suffers is halved.<br />
<b>Life Support (Ex)</b> A terran battlesuit creates an ideal atmosphere within itself for a typical human, filtering the needed substances from the surrounding environment when not in a vacuum. In a vacuum, the suit can sustain a typical human occupant for a number of hours equal to the suit's own undamaged hit point total.<br />
<b>Operator Dependent (Ex) </b>Without a creature to occupy and manipulate them, a Construct with the Host subtype may not take standard or full-round actions or use weapons. In the absence of such an occupant, a willing Construct of this type will still follow the commands it receives from other authorized creatures. In addition, these constructs have no base attack bonus progression.<br />
<b>Planar Link (Su)</b> Whenever an occupied terran battlesuit or its occupant is teleported or leaves a plane by any means, both of them travel to the same destination at the same time in the same configuration.<br />
<b>Shared Saves (Ex)</b> Whenever a Construct with the Host subtype makes a saving throw while it has a willing occupant inside of it, it does so using the best modifier as found between itself and the occupant. In addition, if one of them has a form of Evasion or Mettle, they both do.<br />
<b>Shared Sensors (Ex)</b> Integrated cameras and microphones provide a terran battlesuit and any occupant it might have, with a +8 circumstance bonus to Listen and Spot checks. A willing terran battlesuit shares its senses with its occupant, each using their own skill ranks, feats and mental ability scores. If one of them perceives a threat, they both do. To catch either of them flat-footed, a creature must evade their combined notice. In addition, if one of them has a form of Uncanny Dodge, they both do.<br />
<b>Structural Vulnerability (Ex)</b> A Construct with the Host 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.<br />
<b>Skills</b> A terran battlesuit gains a +8 racial bonus to Swim checks. The creature can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when swimming, provided it does so in a straight line.</div>
Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-4201892272042158032015-03-25T17:34:00.002-07:002015-04-20T14:18:47.895-07:00Brood Lord<div>
Written below is a D&D 3.5 draft of Starcraft's brood lord and broodling.<br />
Similar drafts of other units can be found here: <a href="http://magerune.blogspot.com/2015/03/starcraft-d20.html">Starcraft d20</a><br />
<br />
A spellcaster with the <a href="http://www.giantitp.com/forums/showsinglepost.php?p=18814634&postcount=140">Scion of the Swarm</a> feat, can summon “brood lords” using a <i>summon monster VIII</i> spell.</div>
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<br /></div>
<span style="background-color: #cfe2f3;"><b>BROOD LORD</b> CR 12</span><br />
Usually N Huge Aberration (augmented Animal, Zerg)<br />
<b>Init</b> +5 (+5 Dex); <b>Senses</b> Darkvision 2 miles, Blindsight 60 ft., Superior Low-Light Vision, Farsight; Listen +19, Spot +19<br />
<hr />
<b>AC</b> 23, touch 13, flat-footed 18 (-2 Size, +5 Dex, +10 natural)<br />
<b>hp</b> 162 (12d8+96+12); Fast Healing 1; <b>DR</b> 2/-<br />
<b>Immune</b> altitude fatigue, altitude sickness, disease, intelligence damage, intelligence drain, nausea, paralysis, poison, sleep effects, damage caused by high pressure or a lack thereof<br />
<b>Resist</b> acid 10, cold 15, desiccation 15, electricity 10, fire 5<br />
<b>Fort</b> +16, <b>Ref</b> +13, <b>Will</b> +12<br />
<hr />
<b>Speed</b> 10 ft., swim 20 ft., fly 30 ft. (perfect); Run, Flyby Attack (MM 303)<br />
<b>Melee</b> gore +12 (2d6+5) and bite +12 (2d6+5 plus 1d4 acid)<br />
<b>Ranged</b> seed launcher +13 (2d8+10 plus hatch broodling)<br />
<b>Space</b> 15 ft.; <b>Reach</b> 10 ft. (Long)<br />
<b>Base Atk</b> +9; <b>Grp</b> +27<br />
<b>Atk Options</b> drop shot, Rapid Shot, reaving strikes<br />
<hr />
<b>Abilities</b> Str 30, Dex 20, Con 26, Int 3, Wis 15, Cha 11<br />
<b>SA</b> corrosive saliva, drop shot, hatch broodling, reaving strikes, swarm seeds<br />
<b>SQ</b> amphibious, farsight, gas bladders, hold breath, wakefulness, zerg aptitude, zerg biology, zerg breeding, zerg metabolism, zerg talent<br />
<b>Feats</b> Brood Lord Evolution, Flyby Attack (MM 303), Improved Flight (CW 151), Improved Toughness (CW 205), Weapon Focus [Seed Launcher]<br />
<b>Racial Feats</b> Aquatic Shot (Sto 90), Blind-Fight, Combat Reflexes, Coordinated Shot (HB 96), Diehard, Endurance, Far Shot, Mind Over Body (XPH 48), Point Blank Shot, Precise Shot, Rapid Metabolism (XPH 50), Rapid Shot, Run, Sharp-Shooting (CW 105), Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158), Tireless (PGtF 46)<br />
<b>Skills</b> Escape Artist +9, Hide +5, Listen +19, Move Silently +9, Spot +19, Swim +18, Tumble +6<br />
<hr />
<b>Seed Launcher (Ex)</b> Broodlings are symbiotic organisms live and spawn inside a brood lord, where they remain part of the brood lord itself. A brood lord can forcefully expel broodling swarm seeds from the ventral and dorsal sides of its manta-like body, without provoking attacks of opportunity. Its seed launcher attack is considered a primary natural weapon and not a manufactured weapon, despite having a projectile weapon’s unmodified range increment of 250 feet. A seed launcher attack made underwater has an unmodified range increment of 50 feet with no additional penalties for range. A seed launcher attack that hits a target with a normal ranged attack roll, deals bludgeoning damage. A brood lord applies its strength modifier to this damage as if using a sling.<br />
<b>Swarm Seeds (Ex)</b> When expelled, swarm seeds are considered ammunition for the purpose of durability, and as bullets when wind speeds and water currents become a factor. Spells and abilities that affect a seed launcher attack, affect the swarm seeds it shoots accordingly.<br />
<b>Drop Shot (Ex)</b> When making a seed launcher attack against a target located in any space "lower" than its own space, a brood lord gains a +4 circumstance bonus on the attack roll. This bonus does not apply in zero gravity environments.<br />
<b>Hatch Broodling (Ex)</b> An expelled swarm seed hatches when destroyed, from which a broodling emerges unharmed in the seed's current square. If that square is occupied, the broodling then emerges in the nearest randomly determined unoccupied square. A broodling may always act directly after the turn during which it hatched. A swarm seed that hits its target with a normal attack roll is always destroyed. Each time a swarm seed ricochets off a creature, object or surface, it has a 50% chance of doing the same thing. Swarm seeds that survive their expulsion for 1 round, decay into sludge without incident.<br />
<b>Reaving Strikes (Ex)</b> The natural weapons of zerg overcome all forms of damage reduction based on a metallic material. When attacking an object or structure with a natural weapon, zerg may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.<br />
<b>Corrosive Saliva (Ex)</b> Brood lords deal 1d4 additional points of acid damage when making a successful bite attack.<br />
<b>Amphibious (Ex)</b> Zerg breathe both air and water equally well.<br />
<b>Farsight (Ex)</b> A brood lord suffers only half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet).<br />
<b>Gas Bladders (Ex)</b> Brood lords possess the reach and carrying capacity of a quadruped, and can maintain their atmospheric and aquatic buoyancy with internal gas bladders, improving their flight maneuverability to good. In the vacuum of space, a brood lord may expel small jets of gas to move at its listed fly speed with perfect maneuverability.<br />
<b>Hold Breath (Ex)</b> A zerg can usually hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.<br />
<b>Wakefulness (Ex)</b> Zerg do not sleep.<br />
<b>Zerg Aptitude (Ex)</b> One of a zerg’s physical ability scores increases by 2.<br />
<b>Zerg Biology (Ex)</b> All zerg gain Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158) and Tireless (PGtF 46) as racial bonus feats.<br />
<b>Zerg Breeding (Ex)</b> Each zerg gains one of the following additional special qualities:<br />
<div style="text-indent: 1em;">
<i>Swift Breed:</i> One of the creature’s modes of movement increases its speed by 10 feet.</div>
<div style="text-indent: 1em;">
<i>Thick-Skinned Breed:</i> The creature’s natural armor bonus to AC improves by an additional 2.</div>
<div style="text-indent: 1em;">
<i>Tracking Breed:</i> The creature gains a +4 bonus on Survival checks made to follow tracks.</div>
<b>Zerg Metabolism (Ex)</b> A zerg can usually go without food for a number of days equal to its Constitution score + 3, after which it must make Constitution checks as normal to avoid starvation. A zerg can usually go without water for 2 days plus a number of hours equal to eight times its constitution score, after which it must make Constitution checks as normal to avoid dehydration.<br />
<b>Zerg Talent (Ex)</b> Each zerg gains one of the following feats as a racial bonus feat: Alertness, Athletic, Improved Natural Attack (MM 304) or Multiattack.<br />
<b>Skills</b> Brood lords gain a +4 racial bonus to Escape Artist, Hide and Move Silently checks, a +12 racial bonus to Listen and Spot checks and a +8 racial bonus to Swim checks. A brood lord 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.<br />
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<span style="background-color: #cfe2f3;"><b>BROODLING</b> CR 2</span><br />
Usually N Small Aberration (augmented Animal, Zerg)<br />
<b>Init</b> +3 (+3 Dex); <b>Senses</b> Darkvision 300 ft., Tremorsense 20 ft., Superior Low-Light Vision, Scent; Listen +9, Spot +9<br />
<hr />
<b>AC</b> 16, touch 14, flat-footed 13 (+1 Size, +3 Dex, +2 natural)<br />
<b>hp</b> 13 (2d8+4); Fast Healing 1; <b>DR</b> 1/-<br />
<b>Immune</b> altitude fatigue, altitude sickness, disease, intelligence damage, intelligence drain, nausea, paralysis, poison, sleep effects, damage caused by high pressure or a lack thereof<br />
<b>Resist</b> acid 10, cold 15, desiccation 15, electricity 10, fire 5<br />
<b>Fort</b> +4, <b>Ref</b> +6, <b>Will</b> +1<br />
<hr />
<b>Speed</b> 30 ft., swim 20 ft., burrow 10 ft.; Run<br />
<b>Melee</b> 2 claws +5 (1d4+1) and bite +0 (1d4 plus 1 acid)<br />
<b>Space</b> 5 ft.; <b>Reach</b> 5 ft. (Long)<br />
<b>Base Atk</b> +1; <b>Grp</b> -2<br />
<b>Atk Options</b> pounce, Power Attack, reaving strikes, Weapon Finesse<br />
<hr />
<b>Abilities</b> Str 12, Dex 17, Con 13, Int 3, Wis 12, Cha 7<br />
<b>SA</b> corrosive saliva, pounce, reaving strikes<br />
<b>SQ</b> amphibious, hold breath, limited life span, pack attack, wakefulness, zerg aptitude, zerg biology, zerg breeding, zerg metabolism, zerg talent<br />
<b>Feats</b> Weapon Finesse<br />
<b>Racial Feats</b> Blind-Fight, Clever Wrestling (Sto 92), Diehard, Endurance, Close-Quarters Fighting (CW 97), Combat Reflexes, Mind Over Body (XPH 48), Mobility, Power Attack, Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158), Tireless (PGtF 46), Tunnel Fighting (RS 145), Tunnelrunner (Und 27)<br />
<b>Skills</b> Balance +12*, Climb +5, Escape Artist +7, Hide +11, Listen +9, Move Silently +7, Spot +9, Swim +9<br />
<hr />
<b>Pounce (Ex)</b> If a broodling charges a foe, it can make a full attack.<br />
<b>Reaving Strikes (Ex)</b> The natural weapons of zerg overcome all forms of damage reduction based on a metallic material. When attacking an object or structure with a natural weapon, zerg may apply a -5 penalty to the attack roll before it is made. If the attack succeeds, the damage dealt to the target ignores its hardness.<br />
<b>Corrosive Saliva (Ex)</b> Broodlings deal 1 additional point of acid damage when making a successful bite attack.<br />
<b>Amphibious (Ex)</b> Zerg breathe both air and water equally well.<br />
<b>Hold Breath (Ex)</b> A zerg can usually hold its breath for a number of hours equal to four times its Constitution score, after which it must make a Constitution check each hour (DC 10 + 1 per previous success) to avoid suffocation.<br />
<b>Limited Life Span (Ex):</b> A broodling hatched from a swarm seed must make a Constitution check each round at the end of its turn (DC 5 + 1 per previous success) or die instantly.<br />
<b>Pack Attack (Ex)</b> Two allied zerg of Small size with this ability, can occupy the same 5-foot square at no penalty, even during combat.<br />
<b>Wakefulness (Ex)</b> Zerg do not sleep.<br />
<b>Zerg Aptitude (Ex)</b> One of a zerg’s physical ability scores increases by 2.<br />
<b>Zerg Biology (Ex)</b> All zerg gain Blind-Fight, Diehard, Endurance, Mind Over Body (XPH 48), Rapid Metabolism (XPH 50), Run, Steadfast Determination (PH2 83), Swarm’s Embrace (Sh 158) and Tireless (PGtF 46) as racial bonus feats.<br />
<b>Zerg Breeding (Ex)</b> Each zerg gains one of the following additional special qualities:<br />
<div style="text-indent: 1em;">
<i>Swift Breed:</i> One of the creature’s modes of movement increases its speed by 10 feet.</div>
<div style="text-indent: 1em;">
<i>Thick-Skinned Breed:</i> The creature’s natural armor bonus to AC improves by an additional 2.</div>
<div style="text-indent: 1em;">
<i>Tracking Breed:</i> The creature gains a +4 bonus on Survival checks made to follow tracks.</div>
<b>Zerg Metabolism (Ex)</b> A zerg can usually go without food for a number of days equal to its Constitution score + 3, after which it must make Constitution checks as normal to avoid starvation. A zerg can usually go without water for 2 days plus a number of hours equal to eight times its constitution score, after which it must make Constitution checks as normal to avoid dehydration.<br />
<b>Zerg Talent (Ex)</b> Each zerg gains one of the following feats as a racial bonus feat: Alertness, Athletic, Improved Natural Attack (MM 304) or Multiattack.<br />
<b>Skills</b> Broodlings have a +4 racial bonus on Balance, Climb, Escape Artist, Hide and Move Silently checks and a +8 racial bonus on Listen, Spot and Swim checks. *A broodling with 5 ranks in Balance does not lose its Dex bonus (if any) to AC while balancing. A broodling can take a 10 on any Swim check, even when distracted or threatened. It may use the run action when swimming, provided it swims in a straight line.<br />
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<a name='more'></a><br />
The following feat reflects the process required to produce a brood lord from a mutalisk.<br />
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<b style="text-align: justify;"><span style="font-size: medium;">Brood Lord Evolution [Racial]</span></b><br />
You have undergone the transformation necessary to become a brood lord.<br />
<b>Prerequsites:</b> mutalisk, 12+ racial Hit Dice<br />
<b>Benefit:</b> Your size advances by one step as you acquire the following traits and abilities.<br />
<ul>
<li>The range of your Darkvision increases to 2 miles.</li>
<li>Your racial bonus to Listen and Spot checks increases by 4.</li>
<li>Your extraordinary Damage Reduction increases by 1.</li>
<li>Your fly speed is reduced by 50 feet.</li>
<li>Your primary wurm launcher attack is replaced with a primary seed launcher attack dealing 2d8 unmodified base damage at Huge size.</li>
<li>You lose your glaive wurms and wurm blast special attacks.</li>
<li>You gain a +4 racial bonus to Move Silently checks.</li>
<li>The die of acid damage dealt by your corrosive saliva special attack increases by 1 step.</li>
<li><i>Seed Launcher (Ex):</i> Broodlings are symbiotic organisms live and spawn inside a brood lord, where they remain part of the brood lord itself. A brood lord can forcefully expel broodling swarm seeds from the ventral and dorsal sides of its manta-like body, without provoking attacks of opportunity. Its seed launcher attack is considered a primary natural weapon and not a manufactured weapon, despite having a projectile weapon’s unmodified range increment of 250 feet. A seed launcher attack made underwater has an unmodified range increment of 50 feet with no additional penalties for range. A seed launcher attack that hits a target with a normal ranged attack roll, deals bludgeoning damage. A brood lord applies its strength modifier to this damage as if using a sling.</li>
<li><i>Swarm Seeds (Ex):</i> When expelled, swarm seeds are considered ammunition for the purpose of durability, and as bullets when wind speeds and water currents become a factor. Spells and abilities that affect a seed launcher attack, affect the swarm seeds it shoots accordingly.</li>
<li><i>Drop Shot (Ex):</i> When making a seed launcher attack against a target located in any space "lower" than its own space, a brood lord gains a +4 circumstance bonus on the attack roll. This bonus does not apply in zero gravity environments.</li>
<li><i>Hatch Broodling (Ex):</i> An expelled swarm seed hatches when destroyed, causing a broodling to emerge unharmed in the seed's current square. If that square is occupied, the broodling then emerges in the nearest randomly determined unoccupied square. A broodling may always act directly after the turn during which it hatched. A swarm seed that hits its target with a normal attack roll is always destroyed. Each time a swarm seed ricochets off a creature, object or surface, it has a 50% chance of doing the same thing. Swarm seeds that survive their expulsion for 1 round, decay into sludge without incident.</li>
<li><i style="text-indent: 1em;">Farsight (Ex):</i> A brood lord suffers only half the normal penalty on Spot checks because of distance (-1 per 20 feet of distance, rather than -1 per 10 feet)</li>
</ul>
Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0tag:blogger.com,1999:blog-7738304975498533494.post-22218319443374050752015-03-21T17:20:00.002-07:002015-04-17T00:12:51.851-07:00Protoss TempestWritten below is a D&D 3.5 draft of Starcraft's protoss tempest.<br />
This particular version is a smaller, unmanned version of the original that I have called the harrier.<br />
Similar drafts of other units can be found here: <a href="http://magerune.blogspot.com/2015/03/starcraft-d20.html">Starcraft d20</a><br />
<br />
A spellcaster with the <a href="http://www.giantitp.com/forums/showsinglepost.php?p=18814634&postcount=140">Hierarch's Favor</a> feat, can summon “harriers” using a <i>summon monster IX</i> spell.<br />
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<span style="background-color: #cfe2f3;"><b>HARRIER </b>CR 13</span><br />
Usually N Huge Construct (Protoss, Psionitronic)<br />
<b>Init</b> +4 (+4 feat); <b>Senses</b> Darkvision 2 miles, Blindsight 60 ft., Superior Low-Light Vision, All-Around Hyperoptic Sensors; Listen +24, Spot +24<br />
<b>Languages</b> understands Common, Khalani and up to 4 others; cannot speak; Psionitronic Mind<br />
<hr />
<b>AC</b> 25, touch 12, flat-footed 25 (-2 Size, +13 natural, +4 deflection)<br />
<b>hp</b> 208 (19d10+40+30+15+19); Psionitronic Shield; <b>DR</b> 5/adamantine<br />
<b>Immune</b> blindness, deafness, petrification, polymorph, construct immunities<br />
<b>Resist</b> acid 5, cold 30, electricity 10, fire 30, sonic 5<br />
<b>Weakness</b> Psionitronic Vulnerability<br />
<b>Fort</b> +8, <b>Ref </b>+8, <b>Will</b> +12<br />
<hr />
<b>Speed</b> fly 40 ft. (perfect), swim 20 ft.; Run<br />
<b>Melee</b> slam +23 (2d6+8)<br />
<b>Ranged</b> kinetic matrix +13 touch (24d6)<br />
<b>Space</b> 15 ft.; <b>Reach</b> 10 ft. (Long)<br />
<b>Base Atk</b> +14; <b>Grp</b> +38<br />
<b>Atk Options</b> resonating frequency<br />
<hr />
<b>Abilities</b> Str 43, Dex 11, Con —, Int 18, Wis 11, Cha 10<br />
<b>SA</b> adamantine strike, charge delay, particle orbs, resonating frequency<br />
<b>SQ</b> 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<br />
<b>Feats</b> 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)<br />
<b>Racial Feats</b> 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]<br />
<b>Skills</b> 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<br />
<b>Synergy</b> Diplomacy +5, Gather Information +3, Search +3 (secret doors/compartments), Survival +3 (get along/navigate), Survival +2 (follow tracks)<br />
<hr />
<b>Kinetic Matrix (Ex)</b> 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).<br />
<b>Particle Orbs (Ex)</b> 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.<br />
<b>Charge Delay (Ex)</b> A harrier must wait at least 2 rounds after making a kinetic matrix attack, before the weapon can be used to attack again.<br />
<b>Resonating Frequency (Ex)</b> 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.<br />
<b>Adamantine Strike (Ex)</b> The natural weapons of harriers overcome adamantine-based damage reduction.<br />
<b>All-Around Hyperoptic Sensors (Ex)</b> 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).<br />
<b>Extra Buff (Ex)</b> Harriers gain an extra 30 hit points.<br />
<b>Heavy Deflection (Ex)</b> Harriers gain a +4 deflection bonus to Armor Class.<br />
<b>Improved Buff (Ex)</b> Harriers gain an extra 15 hit points.<br />
<b>Induction Engines (Ex)</b> 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.<br />
<b>Psionitronic Collectors (Ex)</b> 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.<br />
<b>Psionitronic Mind (Ex)</b> 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.<br />
<b>Psionitronic Prowess (Ex)</b> All Constructs with the Psionitronic subtype gain Blind-Fight, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes and Run as racial bonus feats.<br />
<b>Psionitronic Shield (Ex)</b> 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.<br />
<b>Psionitronic Vulnerability (Ex)</b> 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.<br />
<b>Targeting Systems (Ex)</b> 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.<br />
<b>Skills</b> 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.Andion Isurandhttp://www.blogger.com/profile/10424096000210636113noreply@blogger.com0