Author Topic: Starcraft D20: The Final attempt  (Read 28678 times)

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TaelZenith

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Re: Starcraft D20: The Final attempt
« Reply #20 on: May 02, 2008, 07:22:07 AM »
New Template

Hyper-Evolved
Challenge Rating: Unknown (I haven't figured out a system other then eyeballing yet.)
Hit Dice: Change to D8.  Multiply the HD by 2
Speed: The base creatures speed increases by +10 feet. If the base creature is large or smaller, then it gains a burrow speed: 5ft or +5 if the creature already has a burrow speed.
Defense: The base creatures natural armor bonus improves by +2
Attacks: Increase the damage dice for all natural attacks to the next level 1d4>1d6>1d8 etc..
Special Qualities:
----Aberration: Base Creatures type changes to Aberration. The creatures Skills, feats and Base attack bonus are recalculated as per the rules for Aberrations on page 218 of D20 Modern.
----Darkvision: The Hyper-Evolved creature gains Darkvision 60ft, or its existing Darkvision range improves by +60 feet.
----Overcome DR: The Hyper-Evolved creature can bypass DR equal to it’s strength bonus.
----Fast Healing: The Hyper-Evolved creature gains fast healing 1, this ability only works while it is in positive HP.
----Hivemind: The Hyper-Evolved creature is connected to all other Zerg creatures in the same brood, that is, one is not flat-footed or flanked unless all of them are.
----Subtype: All Hyper-Evolved creatures are not cut from the same leaf.  That is, they all serve different roles.  When making a Hyper-Evolved creature, choose one of the following subtypes to apply to the creature, each has its own additional benefits:
----Assault: Additional +4 Strength and +2 Constitution.
----Support: Gains a nature based (Spines/acid/living projectile) ranged attack at the maximum damage that an Aberration of that size can have for an attack. (See Table 8-3 on page 218 of D20 Modern) Gaines the Strength bonus to Dmg. +2 Dexterity.
----Command: Gains intelligence score of 12.  Can control 4 times its HD in lesser Zerg, any more and the additional Zerg become ravenous.
--------Ravenous: Uncontrolled Zerg loose their connection with the Overmind and become mindless killing machines.  A Ravenous Zerg looses all allegiances and attacks the nearest living thing until its target is dead (-10, Ravenous creatures don’t leave a job unfinished) or itself dies.
----Shock Trooper: Usually quite fragile by Zerg standards, shock troopers employ all manner of nasty biological and chemical weapons.  Shock troopers gain ‘Energy Points’ equal to *2 their constitution score, these are used to manifest these chemical weapons.  The GM is encouraged to be fiendish when devising such weapons, though attempt to keep the weapons strength in line with its EP cost and the Creatures New CR.   EP regenerates at a rate of 1 point per round.
Allegiances: Previous allegiances are lost and replaced with the allegiance to a particular Cerebrate.
Saves: Same as base creature modified by new ability scores
Ability Scores: +2 Strength, +2 Dex, +4 Constitution.  In addition, the base creature losses its intelligence score, as its actions are controlled by a commanding Cerebrate.

TaelZenith

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Re: Starcraft D20: The Final attempt
« Reply #21 on: May 02, 2008, 07:22:28 AM »


Ultralisk (Hyper-Evolved [Assault] Brontolith)

CR 9 Huge Aberration; HD 22d8+176; HP 275; Mas 30, Init +1; Spd 40Ft; Defense 18, Touch 9, Flat-footed 17 (+1 Dex, +9 Natural, -2 Size); BAB +16, Grap +37; Atk +29 Melee (2d8+13 Slam) Or +29 Melee (2 Kaiser Blades 3d6+13); Full attack +29 Melee (2 Kaiser Blades 3d6+13) and +24 (Slam 2d8+6); FS 15 ft/20ft; Reach 10ft; SQ Fast Healing 1, Hivemind, Bypass DR 13, Darkvison 60ft, Trample; AL Daggoth; SV Fort +15, Ref +8, Will +14; AP 0; Rep +0; Str 36 Dex 12 Con 27 Int –  Wis 13 Cha 7
Skills: Listen +11, Spot +11, Jump +23, Intimidate +18*
*Includes +8 Size bonus.
Feats: Power Attack, Cleave, Great Cleave, Ultra Immune System, Improved Damage Threshold
Advancement: 23-30 HD Gargantuan

Fast Healing 1: A Ultralisk heals 1 point of damage a round as long as its conscious.
Bypass DR: A Ultralisk ignores the first thirteen points of DR/Hardness while attacking.
Hivemind: All Zerg within the same brood are in constant mental communication. If one is aware of a particular threat, they all are. If one Zerg in a brood is not flat-footed, none of them are.  No Zerg in said brood is flanked unless all of them are.
Trample: As an attack action during its turn each round, an Ultralisk can trample opponents at least one size category smaller then itself for the same damage as a slam attack (2d8+13).  A trampled opponent can attempt either an attack of opportunity at -4 penalty or a Reflex Save DC 25 for half damage.


Advanced Strain Ultralisk
CR 10 Huge Aberration; HD 22d8+176; HP 275; Mas 27, Init +1; Spd 50Ft; Defense 18, Touch 9, Flat-footed 17 (+1 Dex, +9 Natural, -2 Size); BAB +16, Grap +37; Atk +29 Melee (2d8+13 Slam) Or +29 Melee (2 Kaiser Blades 3d8+13); Full attack +29 Melee (2 Kaiser Blades 3d6+13) and +24 (Slam 3d6+6); FS 15 ft/20ft; Reach 10ft; SQ Fast Healing 1, Hivemind, Bypass DR 13, Darkvison 60ft, Trample DR 10/– ; AL Daggoth; SV Fort +15, Ref +8, Will +14; AP 0; Rep +0; Str 36 Dex 12 Con 27 Int –  Wis 13 Cha 7
Skills: Listen +11, Spot +11, Jump +23, Intimidate +18
Feats: Power Attack, Cleave, Great Cleave, Ultra Immune System, Improved Damage Threshold
Advancement: 23-30 HD Gargantuan

Fast Healing 1: A Ultralisk heals 1 point of damage a round as long as its conscious.
Bypass DR: A Ultralisk ignores the first thirteen points of DR/Hardness while attacking.
Hivemind: All Zerg within the same brood are in constant mental communication. If one is aware of a particular threat, they all are. If one Zerg in a brood is not flat-footed, none of them are.  No Zerg in said brood is flanked unless all of them are.
Trample: As an attack action during its turn each round, an Ultralisk can trample opponents at least one size category smaller then itself for the same damage as a slam attack (3d6+13).  A trampled opponent can attempt either an attack of opportunity at -4 penalty or a Reflex Save DC 30 for half damage.
Advanced Strain:
Damage Reduction: An Advanced Strain Ultralisk has a much harder carapace then normal, and gains DR equal to its Con bonus.
Chitinous Plating: The Ultralisk gains an additional +3 bonus to its Damage Reduction.
Anabolic Synthesis: Base speed increases by +10ft.
Advanced Weaponry: Increases based dmg dice by an additional 1

TaelZenith

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Re: Starcraft D20: The Final attempt
« Reply #22 on: May 02, 2008, 07:23:56 AM »
New Template

Zerg Starship Template (Living Starship)
HD: No Change
Engine Replacement: Telekinesis, Wings (Tactical Speed +500 Feet) OR Gas Bladders, Telekinesis (+0 Feet)
Armor Replacement: Vacuum Carapace (Hardness 20)
Defense System Replacement: Advanced Regeneration (Heals 10 HP/round)
Sensor Replacement: Improve system by 1 step. (III > IV etc), Advanced Targeting System
Communication Replacement: Hivemind (Zerg)
Weapons Replacement: None
Special: Vulnerable: The threat range for any weapon attacking a Zerg Starship is increased by 1.
   Special Effects: Should the Overmind (GM) see fit, A new breed of Zerg starship may gain an ability to aid it in devastating a certain target (Such as very potent acid). The effect of the ability can be any number of things, and is ultimately up to the GM to decide said effect.




Mutalisk


Code: [Select]
Type Ultralight Size Diminutive
Subtype Fighter         Tactical Speed 3,500 Ft (7 Sq)
Defense 23 Length 32 ft
    Flat Footed Def 21 Weight 12 Tons
    Autopilot Def 18 Targeting Bonus +1
Hardness 20 Crew –  (Expert)
Hit Dice 8D20 (160) Passengers 0
Initiative Mod +6 Cargo –
Pilot’s Class bonus +5         Grapple -8
Pilot’s Dex Mod +4 Base PDC –
Gunner’s Ttl Atk +8 Restriction –
Attack
Glave Wurm +13 *(15d8) [68]
Attack of Opportunity: None

Standard Zerg Design Specs:
Engines: Wings, Telekinesis** (3,500 feet)
Armor: Vacuum Carapace
Defense: Advanced Regeneration (10).
Sensors: Class IV Sensor System, Advanced Targeting System
Communications: Hivemind
Weapons: Glave Wurm
*A Glave Wurm bounces from target to target; thus a Mutalisks attack bounces off of a target and also hits a random adjacent target for equal damage. (This was easier then the true Starcraft way)


Guardian
Code: [Select]
Type Ultralight Size Tiny
Subtype Bomber                 Tactical Speed 3,000 Ft (6 Sq)
Defense 22 Length 50 ft
    Flat Footed Def 19 Weight 40 Tons
    Autopilot Def 16 Targeting Bonus +1
Hardness 20 Crew –  (Expert)
Hit Dice 10D20 (200) Passengers 0
Initiative Mod +6 Cargo –
Pilot’s Class bonus +5         Grapple -4
Pilot’s Dex Mod +4 Base PDC –
Gunner’s Ttl Atk +8 Restriction –
Attack
Acid Spores +11 *(15d10) [83]
Attack of Opportunity: None
Standard Zerg Design Specs:
Engines: Gas Bladders, Telekinesis** (3,000 feet)
Armor: Vacuum Carapace
Defense: Advanced Regeneration (10).
Sensors: Class IV Sensor System, Advanced Targeting System
Communications: Hivemind
Weapons: Acid Spores


Devourer


Code: [Select]
Type Ultralight Size Small
Subtype Cruiser              Tactical Speed 3,000 Ft (6 Sq)
Defense 20 Length 90 ft
    Flat Footed Def 18 Weight 125 Tons
    Autopilot Def 15 Targeting Bonus +1
Hardness 20 Crew –  (Expert)
Hit Dice 17D20 (340) Passengers 0
Initiative Mod +6 Cargo –
Pilot’s Class bonus +5         Grapple -4
Pilot’s Dex Mod +4 Base PDC –
Gunner’s Ttl Atk +8 Restriction –
Attack
Corrosive Acid +10 *(15d12) [98]
Attack of Opportunity: None
Standard Zerg Design Specs:
Engines: Gas Bladders, Telekinesis** (3,000 feet)
Armor: Vacuum Carapace
Defense: Advanced Regeneration (10).
Sensors: Class IV Sensor System, Advanced Targeting System
Communications: Hivemind
Weapons: Corrosive Acid
*A Devourers corrosive acid can eat through any known substance, in game terms, every time a Devourer hits with its attack, the target ship, and all ships in adjacent squares has there total hardness reduced by 3  for 10 rounds (Effects stack).


Scourge

Code: [Select]
Type Ultralight Size Fine
Subtype Mine              Tactical Speed 3,500 Ft (7 Sq)
Defense 27 Length 15 ft
    Flat Footed Def 25 Weight  800 lbs
    Autopilot Def 22 Targeting Bonus +1
Hardness 20 Crew –  (Expert)
Hit Dice 2D20 (40) Passengers 0
Initiative Mod +6 Cargo –
Pilot’s Class bonus +5         Grapple -12
Pilot’s Dex Mod +4 Base PDC –
Gunner’s Ttl Atk +8 Restriction –
Attack
Plasma Metamorphosis +17 *(5d100) [275]
Attack of Opportunity: None

Standard Zerg Design Specs:
Engines: Wings, Telekinesis** (3,500 feet)
Armor: Vacuum Carapace
Defense: Advanced Regeneration (10).
Sensors: Class IV Sensor System, Advanced Targeting System
Communications: Hivemind
Weapons: Plasma Metamorphosis (Suicide)


** Thats the only way that I know of that a Zerg could maneuver in space. If it works for Overlords, it works for the rest. :p

TaelZenith

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Re: Starcraft D20: The Final attempt
« Reply #23 on: May 02, 2008, 07:24:15 AM »
And Everyones favorite useless terrors!

Broodling
CR 1 Small Aberration; HD 2d8+4; HP 13; Mas 14, Init +1; Spd 30Ft Burrow 5ft ; Defense 14, Touch 12, Flat-footed 13 (+1 Dex, +2 Natural, +1 Size); BAB +1, Grap -1; Atk +4 Melee (1d4+2 Bite); Full attack +4 Melee (Bite 1d4+2); FS 5 ft/5ft; Reach 5ft; SQ Fast Healing 1, Hivemind, Bypass DR 2, Darkvison 60ft ; AL Daggoth; SV Fort +2, Ref +1, Will +1; AP 0; Rep +0; Str 15 Dex 12 Con 14 Int –  Wis 9 Cha 5
Skills: Spot +0, Listen +0
Feats: None
Advancement: None

Fast Healing 1: A Broodling heals 1 point of damage a round as long as its conscious.
Bypass DR: A Broodling ignores the first two points of DR/Hardness while attacking.
Hivemind: All Zerg within the same brood are in constant mental communication. If one is aware of a particular threat, they all are. If one Zerg in a brood is not flat-footed, none of them are.  No Zerg in said brood is flanked unless all of them are.

TaelZenith

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Re: Starcraft D20: The Final attempt
« Reply #24 on: May 02, 2008, 07:24:47 AM »
Defiler
CR 5 Large Aberration; HD 6d8+18 HP 45; Mas 14, Init +2; Spd 30Ft Burrow 5ft; Defense 14, Touch 12, Flat-footed 12 (+2 Dex, +3 Natural, -1 size); BAB +4, Grap +9; Atk +5 Melee (1d6+ 1 2 claws); Full attack +5 Melee (1d6+1 2 claws) Or +6 Ranged; FS 5 ft/5ft; Reach 5ft; SQ Fast Healing 1, Hivemind, Bypass DR 1, Darkvison 60ft, Energy Points (32), Plague, Consume, Dark Swarm; AL Daggoth; SV Fort +4, Ref +4, Will +5; AP 0; Rep +0; Str 13 Dex 15 Con 16 Int –  Wis 14 Cha 16
Skills: Survival +6, Spot +7, Listen +7
Feats: Alertness
Advancement: 7-14 HD Large

Fast Healing 1: A Defiler heals 1 point of damage a round as long as its conscious.
Bypass DR: A Defiler ignores the first three points of DR/Hardness while attacking.
Hivemind: All Zerg within the same brood are in constant mental communication. If one is aware of a particular threat, they all are. If one Zerg in a brood is not flat-footed, none of them are.  No Zerg in said brood is flanked unless all of them are.
Dark Swarm: (EP=10) By catapulting masses of cannibalistic creatures off of its own body, the Defiler ‘creates’ a dark orange swarm 40ft in diameter.  Any creature caught in this swarm must succeed a DC 15 concentration check in order to take any action.  All Zerg strains gain a +5 circumstance bonus to this check.  The creatures soon kill each other off, so the swarm only persists for 5 rounds.
Plague: (EP=20) Another use of highly potent corrosive agents by the Zerg, this ‘Plague’ is simply a thick acidic sludge.  Anything caught withing the 15ft radius cloud at the point of manifestation takes 8 damage per round ignoring hardness(and Damage Reduction at the GM’s call) for 5 rounds.
Consume: Feeding off the hyper-charged genes of other Zerg, the Defiler can cannibalize a fellow Zerg to regain 5 spent EP.  This kills the other, unfortunate, member of the swarm.

TaelZenith

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Re: Starcraft D20: The Final attempt
« Reply #25 on: May 02, 2008, 07:25:17 AM »
Proof that a good defense is indeed a good offense!

Lurker
CR 8 Large Aberration; HD 12d8+60; HP 114; Mas 20, Init +3; Spd 30Ft Burrow 5ft; Defense 17, Touch 14, Flat-footed 12 (+3 Dex, +5 Natural, -1 size); BAB +9, Grap +20; Atk +16 Melee (1d8+7 2 claws); Full attack +16 Melee (2 claws 1d8+7) Or +12 Ranged (4d8+7 Subterranean Spines 60ft*); FS 10 ft/10ft; Reach 5ft; SQ Fast Healing 1, Hivemind, Bypass DR 7, Darkvison 60ft, Tremorsense 120ft ; AL Daggoth; SV Fort +9, Ref +7, Will +10; AP 0; Rep +0; Str 24 Dex 16 Con 20 Int –  Wis 14 Cha 10
Skills: Survival +13, Spot +13,
Feats: Weapon Focus (Subterranean Spines), Blindfight
Advancement: 13-15 HD Large

Fast Healing 1: A Lurker heals 1 point of damage a round as long as its conscious.
Bypass DR: A Lurker ignores the first seven points of DR/Hardness while attacking with natural Weapons.
Hivemind: All Zerg within the same brood are in constant mental communication. If one is aware of a particular threat, they all are. If one Zerg in a brood is not flat-footed, none of them are.  No Zerg in said brood is flanked unless all of them are.
Tremorsense: A Lurker can sense the location of any creature or moving object that is in contact with the ground within 120 feet.
Subterranean Spines: The Lurkers primary attack; it damages all units in a straight line out to 60 feet and can only be used while the Lurker is burrowed.

TaelZenith

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Re: Starcraft D20: The Final attempt
« Reply #26 on: May 02, 2008, 07:25:48 AM »
Infested Terran/Marine
CR 6 [Enlarged] Medium-Size Aberration; HD 4d8+20; HP 38 [DR: 6]; Mas 20, Init -1; Spd 40Ft Burrow 5ft ; Defense 16, Touch 11, Flat-footed 15 (+1 Dex, +2 Natural, +3 Armor); BAB +3, Grap +12; Atk +8 Melee (1d6+5 Claw) or +4 Ranged (C-14 ‘Impaler’ 3d8); Full attack +8 Melee (Claw 1d6+5) and -1 Ranged (C-14 ‘Impaler’ 3d8); FS 5 ft/5ft; Reach 5ft; SQ Fast Healing 1, Hivemind, Bypass DR 5, Darkvison 60ft, Suicide; AL Daggoth; SV Fort +6, Ref +3, Will +4; AP 0; Rep +0;Str 21(20), Dex 15, Con 20, Int –, Wis 10, Cha 12.
Possessions: C-14 Impaler, Infested CMC-300, 50 Spare shots.
Skills: Intimidate: +3 (+4 additional Vs Medium Size) Spot: +2 Listen +2
Feats: None
Advancement: None

Fast Healing 1: An Infested Terran heals 1 point of damage a round as long as its conscious.
Bypass DR: An Infested Terran ignores the five points of DR/Hardness while attacking with natural weapons.
Hivemind: All Zerg within the same brood are in constant mental communication. If one is aware of a particular threat, they all are. If one Zerg in a brood is not flat-footed, none of them are.  No Zerg in said brood is flanked unless all of them are.
Suicide: In staple, terrifying move; the Infested Terran can willingly detonate their bodies in a cloud of toxic fluid. All creatures and objects within 10 feet take 10d10 damage (Reflex 20 For half).

Armor

Infested CMC-300/400 Powered Combat Suit
Type: Powered, Exo-Suit
Equipment Bonus: 5
Nonprof. Bonus: 3
HP: 35
Hardness: 6
Strength: 20
Max Dex Bonus: +1
Initiative Penalty: -2
Armor Penalty: -6
Speed (30ft): 40ft
Purchase DC: –
Restriction: –
Progress Level: 7

TaelZenith

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Re: Starcraft D20: The Final attempt
« Reply #27 on: May 02, 2008, 07:26:06 AM »
Overlord(+ Hyper-Evolved [Command])
Code: [Select]
Type Ultralight Size Small (Colossal)
Subtype Clipper            Tactical Speed 3,000 Ft (6 Sq)
Defense 20 Length 110 ft
    Flat Footed Def 18 Weight 70 Tons
    Autopilot Def 15 Targeting Bonus +1
Hardness 20 Crew –  (Expert)
Hit Dice 13D20 (260) Passengers –
Initiative Mod +5 Cargo –
Pilot’s Class bonus +5         Grapple +0
Pilot’s Dex Mod +4 Base PDC –
Gunner’s Ttl Atk +8 Restriction –
Attack
None
Attack of Opportunity: None

Standard Zerg Design Specs:
Engines: Gas Bladders, Telekinesis (3,000 feet)
Armor: Vacuum Carapace
Defense: Advanced Regeneration (10).
Sensors: Class IV Sensor System, Advanced Targeting System
Communications: Hivemind
Weapons: None
Special: Command Stain: Overlords are required to relay the Cerebrates commands to the brunt of the Zerg force.  A Zerg Colony must have one overlord per 52 HD of Zerg Warriors (Overlords to not count), any excess warriors becomes ravenous and attacks the nearest living creature (or object if nothing alive is around.)


Advanced Strain Overlord(+ Hyper-Evolved [Command])
Code: [Select]
Type Ultralight Size Small (Colossal)
Subtype Clipper            Tactical Speed 3,500 Ft (7 Sq)
Defense 20 Length 110 ft
    Flat Footed Def 18 Weight 70 Tons
    Autopilot Def 15 Targeting Bonus +1
Hardness 20 Crew –  (Expert)
Hit Dice 13D20 (260) Passengers *
Initiative Mod +7 Cargo – *
Pilot’s Class bonus +5         Grapple +0
Pilot’s Dex Mod +4 Base PDC –
Gunner’s Ttl Atk +8 Restriction –
Attack
None
Attack of Opportunity: None

Standard Zerg Design Specs:
Engines: Pneumatized Carapace, Telekinesis (3,500 feet)
Armor: Vacuum Carapace
Defense: Advanced Regeneration (10).
Sensors: Class V Sensor System, Advanced Targeting System
Communications: Hivemind
Weapons: None
Special: Command Stain: Overlords are required to relay the Cerebrates commands to the brunt of the Zerg force.  A Zerg Colony must have one overlord per 52 HD of Zerg Warriors (Overlords to not count), any excess warriors becomes ravenous and attacks the nearest living creature (or object if nothing alive is around.)
* An Advanced Strain Overlord can carry the following.  2 Gargantuan, 4 Huge, 8 Large, 16 Medium, or 32 Small creatures at one time.

New Zerg Evolution
Pneumatized Carapace
Biologically modified Vespene gas is stored in the Carapace and grants improved mobility. From the Starcraft manual
Minimum Ship Size: Small
Tactical Speed Bonus: +500 feet

TaelZenith

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Re: Starcraft D20: The Final attempt
« Reply #28 on: May 02, 2008, 07:26:38 AM »
Queen (Hyper Evolved [Shock Trooper] Arachnis Brood-Keeper)
CR 10 Huge Aberration; HD 12d8+48 HP 102; Mas 18, Init +5; Spd 100Ft Fly (Good) ; Defense 14, Touch 9, Flat-footed 13 (+1 Dex, +5 Natural, -2 size); BAB +9, Grap +20; Atk +12 Melee (1d8+3 Slam); Full attack +12 Melee (Slam 1d8+3) Or +10 Ranged; FS 5 ft/5ft; Reach 5ft; SQ Fast Healing 1, Hivemind, Bypass DR 3, Darkvison 60ft, Energy Points (36), Ensnare, Spawn Broodling, Parasite, Infestation; AL Daggoth; SV Fort +8, Ref +5, Will +9; AP 0; Rep +0; Str 16 Dex 12 Con 18 Int –  Wis 17 Cha 10
Skills: Spot +14, Listen +14
Feats: Improved Initiative, Iron Will
Advancement: 13-15 HD Huge

Fast Healing 1: A Queen heals 1 point of damage a round as long as its conscious.
Bypass DR: A Queen ignores the first three points of DR/Hardness while attacking With natural weapons.
Hivemind: All Zerg within the same brood are in constant mental communication. If one is aware of a particular threat, they all are. If one Zerg in a brood is not flat-footed, none of them are.  No Zerg in said brood is flanked unless all of them are.
Parasite: (EP=8) The Queen launches a resilient parasitic creature at a targeted unit which borrows into the hosts spinal column or sensor array, and sends visual signals back to the commanding Cerabrate giving the Swarm the ability to see through the eyes (or sensors) of the affected unit. A Surgery or Repair check DC 25 and 1d4+1 hours of work is required to remove the Parasite.
Ensnare: (EP=8) By spraying a cloud of thick mucus over a large area greatly hindering movement for a short period of time. Decreases speed by 15ft, increases check penalty by 8.  Lasts 5 rounds.
Spawn Broodling: (EP=25) The Queen launches a small glob of spores at an enemy unit, The spores fertilize when they come in contact with organic matter and are easily able to eat through light armor plating.  Victims are instantly metabolized and used to fuel the rapid growth of a pair of Broodlings that hatch within moments; who violently expel themselves out of the hosts mutilated body. Once infected, the host can attempt a Fortitude Saving throw DC 25 to negate the effects of Spawn Broodling.  If infected, the Broodlings are expelled 1 rounds later dealing 4d8+15 points of damage to the host (Ignoring Hardness and Powered armor HP).  Any vehicle with 31 or more points of hardness is immune to Spawn Broodlings.
Infestation: By covering an area in parasitic bio-toxins containing a potent version of the Zerg Hyper Evolutionary Virus, the Queen can infect living hosts with the Virus, should they have value to the Swarm.  The Queen can cover a 30/30 foot area in 2 rounds, and any alive, prone creature in the mass of bio-toxins must attempt a Fortitude saving throw DC 30 or be infected with the Zerg Hyper-Evolutionary Virus.  Over the next two hours, the subjects become part of the Swarm and gain the ‘Hyper-Evolved' Template. (Note: By these rules, any area is viable to infestation, normal land [though generally more unprotected then desired] to buildings, to ships such as the Battlecruiser.)

TaelZenith

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Re: Starcraft D20: The Final attempt
« Reply #29 on: May 02, 2008, 07:27:18 AM »


Typical Protoss Zealot (Strong Ordinary 2/Dedicated Ordinary 1): CR 5(+?); Large humanoid (Protoss); HD 2d8+6 plus 1d6+3; HP 25 (SP: 25); Mas 16; Init +2; Spd 40 ft; Defense 18, touch 14, flatfooted 16 (+2 Dex, +3 class, +2 Armor +2 Natural, -1 size); BAB +2; Grap +11; Atk +6 melee (3d8+6, Psionic Blade), or +3 ranged; Full Attack +4/+4 (3d8+6/3d8+3 2 Psionic Blades); FS 5 ft by 5 ft; Reach 5 ft; SQ Natural Telepathy; AL Protoss Faction, Protoss; SV Fort +7, Ref +2, Will +2; AP 0; Rep +0; Str 18(22), Dex 15, Con 16, Int 17, Wis 12, Cha 8.
Occupation: Templar (Autohypnosis, Jump), Toughness. Feat: Light Armor Prof.
Skills: Autohypnosis +7, Jump +11, Know (Tactics) +9, Profession +3, Spot +7, Listen +7
Feats: Simple Weapons Proficiency, Light Armor Prof, Ambidextrous, Two Weapon Fighting
Possessions: Zealot Power Suit.
Cybernetics: Optional: Leg Enhancements (+10 Base Spd)


Protoss Armor

Zealot Power Suit
PL8
Type: Powered, Micro-Assist
Equipment Bonus: 5
Nonprof. Bonus: 2
Strength Bonus: +4
Max Dex Bonus: +5
Armor Penalty: -2
Speed (30ft): 30ft
(40ft): 40Ft
Purchase DC: –
Restriction: –
Special: Shield Enhancement: A Zealots power suit increases the amount of shield points the wearer has by 1.5.
Teleportation Beacon: If a Zealot falls into negative HP, he is immediately, as a free action, teleported to his originating base, this does not stop the Zealot from dying should an attack send him below -10.
Integrated Weapons: Dual (x2) Psionic Blades.  3d8+str Energy Damage. Melee. In order to attack with Psionic Blades, you must have at least 1 power point in your pool.
Optional:
Leg Enhancement Suite:
(Zealot Powered Armor)
Zealot Power Suits can be enhanced with cybernetic boosters that enable these warriors to close on their victims with frightening speed. From the Starcraft manual
Benefit: +10Ft Base speed.
PDC: —
Res: None


Protoss Racial Information:

Protoss Racial Traits:
Age:
Child (1-50)
Young Adult (51-125)
Adult (126-300)
Middle Age (301-550)
Old (551-850)
Venerable (851+) (+20D%)

+4 Strength, Constitution, Intelligence, +2 Wisdom.
Large: As Large sized creatures, Protoss take -1 penalty on attack rolls and defense, gain a +4 size bonus on Intimidate checks toward smaller creatures, and a -4 size penalty on Hide checks.
Protoss base speed is 40 feet
+2 Natural armor bonus “semi-permeable skin covered in scales
Minimal Nourishment:Protoss are photo synthetic, capable of living off of moonlight (merely reflected sunlight), and can go without light for extended periods of time. They drink water, and what little water they need is absorbed through their skins.” A Protoss can go a number of weeks equal to their constitution score before needing access to sun/moonlight and/or 1 liter of water.
Psionic Shield: The Protoss have the unique ability to project a impregnable shield of psionic energy. Any Protoss gains a number of shield points equal to his Intelligence score.  The shields recharge at a rate of ½ the Protoss’ Intelligence modifier (rounded down) to a minimum of 1, per round. And otherwise act as extra hit points.
Natural Telepathy: A Protoss can communicate telepathically with any creature he is aware of that has a language, regardless of distance.
Psionic Affinity: Protoss gain bonus power points equal to their wisdom bonus.
Skill Bonus’: All Protoss have nerve cords that connect them with the rest of their race, this grants a +10 species bonus on sense motive checks with other Protoss.  Due to their mastery of telepathy, Protoss also gain a +2 circumstance bonus to all Charisma based skills against non-Protoss.
Level Adjustment: +3
Subrace: A Protoss Character may be part of the Dark Templar, changes are as follows.
Dark Templar (Exile): +4 Str, Con, Wis, +2 Int (Replace). 
Can use Improved Invisibility as a Psionic Power at will For 1 PP.
Altered Skills: Dark Templar have no nerve cords that connect them to the whole of the Protoss race, they gain no bonus to Sense motive against other Protoss, and other Protoss gain no bonus’ against them.  In addition, Dark Templar take a -5 on all Charisma based skills when dealing with other Protoss, as they are deeply untrusted, this can be overcome with time, however.
+1 additional LA.

TaelZenith

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Re: Starcraft D20: The Final attempt
« Reply #30 on: May 02, 2008, 07:28:20 AM »

Dragoon

“I Have Returned”

Medium Support Vehicle
Veteran Protoss warriors who have been crippled or mortally wounded in combat can volunteer to continue their service to the Conclave by being transplanted into Dragoon Exoskelotons. From the Starcraft manual
Crew: 1 Passenger(s): 0, Cargo Capacity: 5 tons., Initiative: +0, Maneuver: +6, Top Speed: 50(5), Defense: 8, Hardness: 25, Hit Points: 216, Shield Points: 162, Size: Huge, Purchase DC: —, Restriction: Mil (+3)
Attacks: +3 (8d12 Phase Disruptor) Energy 150ft Range; Single Shot; Large; Full Turret; Clip: N/A
Notes: Singularity Charge (PDC 20 or +1) +50ft range for Phase Distruptor
Grants full cover to occupants.
Weight: 15 Tons
Crew: Protoss Zealot (+ Cybernetics: Feat Implant: Surface Vehicle Operation)
Face: 3/3

TaelZenith

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Re: Starcraft D20: The Final attempt
« Reply #31 on: May 02, 2008, 07:29:02 AM »
Protoss Probe
Resource Gatherer, Worker
Probes are robotic drones that service the Nexus and gather the numerous resources needed to power Protoss Technologies.  Probes also manufacture and plant the micro-beacons that anchor the teleport matrices of Protoss structures. These beacons allow the Protoss to warp in prefabricated buildings from their Homeworld. From the Starcraft manual
CR 1/2; Medium Size Construct; HD 1d10+10; HP 15 (SP: 10); Mas –  Init +0; Spd 30 ft; Defense 13, touch 10, flatfooted 13 (+3 Armor); BAB +0; Grap +6; Atk +2 melee (2d10, Particle Beam), or +3 ranged; Full Attack +2 Melee (2d10 Particle Beam); FS 5 ft by 5 ft; Reach 5 ft; SQ Construct Traits; AL Protoss; SV Fort +0, Ref +0, Will +0; AP 0; Rep +0; Str 15, Dex 10, Con –, Int 6, Wis 10, Cha 1.
Occupation: None
Skills: Know (Earth and Life Science) +5
Feats: None
Purchase DC: 29

Frame: Armature
Locomotion: Inductor
Manipulators: Singularity
Sensors: Class III
Skill Software: Know (Earth and Life Science) 5 Ranks
Feat Software: None
Accessories: Fusion Engine, Shield Battery I, AV Transmitter, Particle Beam, Nanite Manufacturing bay.

New Manipulator
Singularity (PL7)
While not a true singularity, this manipulator attracts objects with a gravic field. It cannot use objects that require manual dexterity, though it grants a +4 bonus on grapple checks.
PDC: 10+ one fourth the base price of the robot.
Res: None


New Weapon:

Particle Beam Generator
Damage: 2d10
Critical: 20
Damage Type: Energy
Range Increment: Melee
Size: Tiny
Weight: 2 lb
Purchase DC: 12
Restriction: None
Progress Level: 7
Notes: Ignores Targets Hardness

New Equipment:
Shield Battery
Gives equipped robotic unit 10 shield points that recharge at 2 per round.
PDC: 10 (+2 per additional 10)
Res: None

Nanite Manufacturing Bay (PL 8)
A Micrp-sized manufacturing area used for quick production of small objects.
Size Restrictions: Any (1 Mecha Slot).
Effect: Can Create Fine-Tiny Sized objects at a rate of 2 per round. Stores up to 8 Fine, 4 Dimunitive, or 2 tiny objects.
PDC: 25
Res: None
Protoss Note: Probes use these for the construction of Micro-Beacons, allowing Protoss to warp in buildings.

TaelZenith

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Re: Starcraft D20: The Final attempt
« Reply #32 on: May 02, 2008, 07:29:30 AM »

Protoss Occupations


Templar
The Templar Caste is a collection of Protoss warrior tribes. Descended from great warrior tribes from the Aeon of Strife, these were selected by Khas and his students to act as warriors.  Templar are trained from youth to harness fear and to give their lives if necessary.
Prerequisite: Age 126+, Protoss Society
Skills: Choose two of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks with that skill.
   Autohypnosis (Wis), Climb (Str), Computer Use (Int) Intimidate (Cha), Jump (Str), Knowledge (Protoss) (Int), Navigate (Wis), Pilot (Dex), Tumble (Dex).
Bonus Feat: Select one of the following.
   Light Armor Prof, Heroic Surge, Improved Damage Threshold, Toughness or Spacer.
Wealth increase: +0


Judicator
The Judicators, descended from the first tribes to join the Khala at the end of the Aeon of Strife, were selected by Khas and his students to act as leaders.  With few exceptions, members of the Judicator Caste avoid fighting, as they are more concerned with leadership, religion, and organization. However, members of the Ara Tribe form the Conclave's guard.
Prerequisite: Age 126+, Protoss Society
Skills: Choose four of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks with that skill.
   Autohypnosis (Wis), Bluff (Wis), Dechipher Script (Wis), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Behavioral Science) (Int), Knowledge (History) (Int), (Int), (Int) Knowledge (Civics) (Int), Knowledge (Protoss) (Int) Sense Motive (Wis).
Bonus Feat: Select one of the following.
   Trustworthy, Educated or Studious.
Wealth increase: +1
Reputation Increase: +2


Khalai
The Khalai Caste are the working class of the Protoss. Artisans, scientists and builders, they form the great majority of the Protoss population. Their vital contributions are valued by the other Protoss.
Prerequisite: Age 126+, Protoss Society
Skills: Choose four of the following skills as permanent class skills. If a skill you select is already a class skill, you gain a +1 competence bonus on checks with that skill.
   Autohypnosis (Wis), Computer Use (Int), Craft (Any), Disable Device (Int), Knowledge (Protoss), Knowledge (Technology), .Knowledge (‘Aiur’ and Life Sciences) (Int), Knowledge (History) (Int), Knowledge (Physical Science), Repair (Int).
Bonus Feat: Select one of the following.
   Builder, Educated or Gearhead.
Wealth increase: +2

TaelZenith

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Re: Starcraft D20: The Final attempt
« Reply #33 on: May 02, 2008, 07:30:11 AM »


Immortal

"There will be a reckoning."

Ranged Assault Support

The remaining dragoons have become the immortals, refitted with twin phase disruptors and hardened energy shields that can shrug off the most powerful weapon strikes. From Starcraft2.com
Crew: 1 Passenger(s): 0, Cargo Capacity: 20 tons., Initiative: -6, Maneuver: +0, Top Speed: 45(5), Defense: 2, Hardness: 25, Hit Points: 488, Shield Points: 200, Size: Huge, Purchase DC: —, Restriction: Mil (+3)
Attacks: +2 (12d12 Twin Phase Disruptors) Energy 200ft Range; Single Shot; Huge; Full Turret; Clip: N/A
Notes: Hardened Shields (PDC 20 or +1) A Protoss Immortal with hardened shields becomes nearly immune to the more powerful attacks of the Protoss’ enemies.  If an Immortal would ever take 50+ damage from a single attack, that damage is instead reduced to 10%.  Any infantry sharing the same space as an Immortal also gains this bonus
Grants full cover to occupants.
Weight: 200 Tons
Standard Crew: Protoss Zealot (+ Cybernetics: Feat Implant: Surface Vehicle Operation)
Face: 5/5

atanakar

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Re: Starcraft D20: The Final attempt
« Reply #34 on: May 02, 2008, 01:03:38 PM »
Welcome to brilliantgameologist Tael  ;)

TaelZenith

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Re: Starcraft D20: The Final attempt
« Reply #35 on: May 19, 2008, 01:17:30 PM »
Stalker

"I strike from the shadows"

High Mobility Scout / Ambusher

The stalker is a machine controlled by the shadow-essence of a dark templar warrior fused into a metal body to protect his people. From Starcraft2.com
Crew: 1 Passenger(s): 0, Cargo Capacity: 1 ton., Initiative: +0, Maneuver: +6, Top Speed: 50(5), Defense: 8, Hardness: 25, Hit Points: 200 Shield Points: 140, Size: Huge, Purchase DC: —, Restriction: Mil (+3)
Attacks: +2 (10d12 Cronal Web) Energy 150ft Range; Single Shot; Huge; Full Turret; Clip: N/A
Notes: Blink: The Stalker has the ability for a limited teleportation.  Once every 10 rounds a Stalker may ‘blink’ up to one mile as long as it can see its target location.
Weight: 12 Tons
Standard Crew: Protoss Dark Templar(+ Cybernetics: Feat Implant: Surface Vehicle Operation)
Face: 3/3



Colossus

<Malicious beeping>

Heavy Support

The towering colossus is a protoss robot design dating back to the bloody conflicts of the Kalath Intercession. It strides across the battlefield on four tall, slender legs which give it an extremely high level of mobility. The colossus is unusual for the fact that it was created purely as a war machine. Most protoss robots are created for industrial or resource-gathering purposes. From Starcraft2.com
Crew: 0 Passenger(s): 0, Cargo Capacity: 40 tons., Initiative: -6, Maneuver: +0, Top Speed: 40(4), Defense: 2, Hardness: 25, Hit Points: 800, Shield Points: 650, Size: Colossal, Purchase DC: —, Restriction: Ill (+4)
Attacks: -4 (8d12 Thermal Lance) Fire150ft Range; Single Shot; Colossal; Full Turret; Clip: N/A
Notes: AoE: Thermal Lances strike a 5/25ft (1/5 Square) line every time they fire. A Colossi is programmed to target for maximum efficiency, and can adjust the position as long as it is no more then a 5/25ft (1/5 Square) line. A single attack roll is used to determine if the target(s) gets hit.
Weight: 900 Tons
Standard Crew: AI [trained Quality]
Face: 6/6

Apekollapsen

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Re: Starcraft D20: The Final attempt
« Reply #36 on: June 13, 2008, 09:44:10 PM »
I love this idea.

TaelZenith

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Re: Starcraft D20: The Final attempt
« Reply #37 on: June 18, 2008, 05:25:31 PM »
Thankies, Its helpful to get noticed :D.

Sorry about the delay again boyos, since i started up my weekly D20 future game it takes on of my days off... And frankly im a little stumped about the class levels of Dark/High templar :(

Jekolmy

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Re: Starcraft D20: The Final attempt
« Reply #38 on: June 21, 2008, 12:18:42 AM »
Its understandable, I just started working again and I've been scrambling to get my game caught up wish merely week to week... and its a pain. But if you want I can try to keep helping you on this thread (though I've done little to be honest so far). Just let me know... and as for the high templars class levels as for progression I'm not sure to be honest, though did I give you the full SRD for the d20 BESM stuff? I know before the mecha are rules for essentially building a class out of it... Just a thought.

merashin

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Re: Starcraft D20: The Final attempt
« Reply #39 on: July 18, 2008, 09:40:40 AM »
this all looks awesome, i spent about 2 hours looking online for a halfway decent, or at least halfway done starcraft d20, and this one wins the lie that is the cake