Author Topic: Starcraft 3.5  (Read 29544 times)

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Radmelon

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Re: Starcraft 3.5
« Reply #40 on: June 07, 2009, 01:10:32 AM »
...it works, kind of, but a lot of it makes little sense, for example: Psiblades as natural weapons?

Aren't they? I don't know, I never read any of the books or anything. I just assumed that all the Protoss had them?

Anyway, this was kinda modeled on the half-giant race (Expanded Psionics Handbook) and the Skarn race (Magic of Incarnum), for reference. I thought about having them based on the soulnkife's mindblade, but I wasn't sure how much that made sense.

<leaves>
As I under stand it, it's more like a focus device for their psychic powers that create laser swords. Apparently every Protoss should be able to use one without much trouble, but other than the foot soldiers they tend to be ceremonial.

Correct!  :D

Prak, the Mad

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Re: Starcraft 3.5
« Reply #41 on: July 11, 2009, 03:59:16 AM »
will update when people give two shits.  :sorry

here you are.

I do actually find this project rather interesting, did a bit of work myself about a year ago...

Radmelon

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Re: Starcraft 3.5
« Reply #42 on: August 09, 2009, 05:32:13 PM »
I am not dead, all that happened was some family issues came up, so I haven't been able to devote as much time as I want to.

I am working on it though, and it shouldn't be too long...

Radmelon

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Re: Starcraft 3.5
« Reply #43 on: August 09, 2009, 06:02:40 PM »
It's Here It's Here! on page 2 is the long-awaited protoss stats!


Update on page 1 as well.

 :jumping :jumping

bhu

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Re: Starcraft 3.5
« Reply #44 on: August 11, 2009, 08:35:29 AM »
Do Protoss Shields only work when they are conscious?

Radmelon

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Re: Starcraft 3.5
« Reply #45 on: August 11, 2009, 02:20:06 PM »
I'd have to say yes.

Next up: The fierce and mighty hydralisk, backbone of the zerg hordes!

In reality, the existing stats are REALLY broken. I mean 2 2d6+6 and a 2d4+3 melee attack at CR 6! Not to mention the 2d8+9+1d4 ranged attack and nice abilities... fixing time!
« Last Edit: August 12, 2009, 10:54:03 PM by Radmelon »

Radmelon

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Re: Starcraft 3.5
« Reply #46 on: August 14, 2009, 07:35:18 PM »
Hydralisk
Large Abberation (Zerg)
HD: 7d8+35 (55)
Speed: 25 ft. (5 squares); burrow 10 ft.
Init: +8
AC: 20 (-1 size, +4 dex, +7 natural); touch 14; flat-footed 16
BAB: +5; Grp: +9
Attack: Claw +7 melee (1d6+3), or bite +3 melee (1d8+1), or spine +8 ranged (1d8+3, plus 1d4 acid)
Full-Attack: 2 claws +7 melee(1d6+3) and bite +3 melee (1d8+1) or 3 spines +8 ranged(1d8+4 plus 1d4 acid)
Space: 10 ft.; Reach: 5 ft.
Special Attacks:Spines.
Special Qualities: Darkvision 60 ft., fast healing 4, Telepathy 50 ft. Immunity to poison and cold, resistance to acid and electricity 5, Zerg traits, Aberration traits.
Saves: Fort +6 Ref +6 Will +7
Abilities: Str 16, Dex 18, Con 18, Int 12, Wis 15, Cha 9
Skills: Hide +10 (+15 underground), Intimidate +9, Listen +12 (+16 underground)
Feats: Improved Initiative, Weapon Focus (bite), Point blank shot.
Environment: Any
Organization: Solitary, pair, pack (6-12), horde (16-32), or brood (24-48, 100-200 Zerglings, and 3-7 Ultralisks)
Challenge Rating: 7
Treasure: Standard gold; standard goods; standard items
Alignment:Always NE
Advancement: None.
Level Adjustment: +3 (Anthro only)
This creature slithers forward on a serpentine lower body. It is hunched forward, its two powerful arms curved like wicked scythes and its manibles dripping with acidic drool. The back of its head is elongated into a plate, covering most of its back save for a long spine on the top of its carapace

Description
   The peacefully, herbivore hers of Slothien were assimiliated into the Zerg Swarm in order to produce one of the most fierce and diabolical of the Zerg strains. The evolutionary matrix of the caterpillar-like Slothien was supercharged by the Overmind, twisting the hapless creatures into nightmarish killers known as Hydralisks. These once mild creatures now hunger for blood and violence, and they are infamous for acting in a particularly sadistic fashion.

Combat
   The spindly, snake-like Hydralisks house hundreds of armor piercing spines within their upper carapace plates. These spines can be fired in volleys at enemies approaching from either the ground or the air, and massed groups of Hydralisks should be approached with extreme caution. The creatures are espically fond of lying in wait for their pray. Groups of them have been observed burrowing into the ground in the pathway of civilian workers, uncovering themselves when they sense an opponent is near.
   Spines (Ex): As a standard action, a Hydralisk can unleash a volley of spines from its carapace as a ranged attack with a 50 ft. range increment. This attack deals 2d8 points of piercing damage, plus 1.5 times the Hydralisk's Str modifier, and 1d4 points of acid damage.
   Skills: Hydralisks have a +4 racial bonus to Hide and Listen checks while underground.

Any comments?
« Last Edit: August 19, 2009, 05:46:14 PM by Radmelon »

Radmelon

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Re: Starcraft 3.5
« Reply #47 on: August 16, 2009, 01:38:22 AM »
Zergling
Small Aberration (Zerg)
HD: 2d8+2 (15)
Speed: 40 ft. (8 squares); Burrow 10 ft.
Init: +2
AC: 16 (+1 size, +3 dex, +2 natural armor); touch 13; flat-footed 12
BAB: +1; Grp: -2
Attack: Claw +5 melee (1d6+1, 19-20/x2) or Bite +0 melee (1d8+1)
Full-Attack: 2 Claws +5 melee (1d6+1 19-20/x2) and Bite +0 melee (1d8+1)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: Rake 1d6+1, swarmfighting.
Special Qualities: Darkvision 60 ft., fast healing 2, Telepathy 50 ft.,immunity to poison and cold, resistance to acid and electricity 5, Zerg traits.
Saves: Fort +2 Ref +3 Will +4
Abilities: Str 13, Dex 16, Con 15, Int 8, Wis 13, Cha 7
Skills: Bluff +0, Hide +12 (+16 underground), Listen+2 (+6), Spot +2.
Feats: SwarmfightingB, Weapon finesse.
Environment:Any
Organization: Solitary, pair, pack (6-15), horde (20-50 and 5-7 Hydralisks), or brood (100-200, 24-37 Hydralisks and 3-7 Ultralisks) Challenge Rating: 3
Treasure: Standard gold; standard goods; standard items.
Alignment: Always NE
Advancement: none
Level Adjustment: +2 (Anthro only)
This creature is about the size of a large dog, with a short tail and tough carapace. Its back legs are long, while its front legs end in sickle-like claws. Beneath its head rest two equally sharp fangs, and it chitters and jumps about restlessly.

DescriptionCombat
   The Zerglings are little more than feral animals. Mutated by the Zerg to be more efficient killers, the voracious creatures are capable of ripping a larger creature to shreds with their razor-limb sickles and sharp fangs.
  Augmented Critical:(Ex)Rake (Ex): If a Zergling begins its turn grappling with a foe, it may make two claw attacks at a +4 bonus. These attacks deals 1d6+1 points of damage.
   Skills: Zerglings have a +4 racial bonus to Hide and Listen checks while underground.
« Last Edit: August 30, 2009, 04:02:50 PM by Radmelon »

Radmelon

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Re: Starcraft 3.5
« Reply #48 on: August 19, 2009, 03:44:35 PM »
Larva
Tiny Aberration (Zerg)
HD: 1d8+5 (9)
Speed: 5 ft. (1 square)
Init: -3
AC: 28 (-3 dex, +4 size, +17 natural armor);
 touch 8; flat-footed 25
BAB: +0; Grp: -5
Attack:Bite +0 melee (1d3-1)
Full-Attack:Bite +0 melee(1d3-1)
Space: 2.5 ft.; Reach: 0 ft.
Special Attacks:--
Special Qualities: Darkvision 60 ft., fast healing 2, telepathy 50 ft., immunity to poison and cold, resistance to electricity and acid 5, morph, zerg traits.
Saves: Fort +2 Ref -1 Will +1
Abilities: Str 8, Dex 8, Con 15, Int 2, Wis 9, Cha 9
Skills: Hide +11
Feats: Toughness
Environment: Any
Organization: Solitary, pair, or group (3)
Challenge Rating: 1/4
Treasure: None
Alignment: Always NE
Advancement: None
This looks similar to a large caterpillar. It possess many legs, small spikes on its back, three pairs of large compound eyes, and two jagged mandibles.

Description
   The closest creatures to the original Zerg insectoids are the Zerg Larvae. Although their size and toughness were greatly boosted by the Xel'Naga during their experiments, they still possess the two traits that originally intrigued the ancient masters: genetic versatility and psychic sensitivity. Each larva contains within it the genetic makeup of every other Zerg breed. A young hive will only have the genetic code for the most basic of Zerg breeds, such as the Drone, but as it grows and develops new structures the larvae can expand their library of genetic strains. With a command from the Overmind, the larvae will enter a pupal state and begin the metamorphosis into whichever breed is required by the hive.

Combat
   The sole purpose of these creatures is to mutate into more advanced strains of Zerg - though they have a surprisingly hard exoskeleton, they are essentially helpless in combat.
   Morph (Ex): A Larva can transform into more advanced types of Zerg, as determined by how much genetic information is available to the hive it came from. During transformation, the larva is increased inside an egg (hardness 30, HP 40). The transformation process takes one minute hit die of the new form the Larva is assuming. Zerglings and Scourge hatch two from an egg.

« Last Edit: August 29, 2009, 04:32:48 PM by Radmelon »

dither

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Re: Starcraft 3.5
« Reply #49 on: August 19, 2009, 04:04:36 PM »
Morph (Ex): A Larva can transform into more advanced types of Zerg, as determined by how much genetic information is available to the hive it came from. During transformation, the larva is increased inside an egg (hardness 30, HP 40). The transformation process takes one round per hit die of the new form the Larva is assuming. Zerglings and Scourge hatch two from an egg.

How about 1 minute per HD of the final form? Still wildly unrealistic for the sheer amount of metamorphosis taking place, but at least something that doesn't have people stumble upon a nest and a minute later being swarmed by hydralisks.
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Radmelon

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Re: Starcraft 3.5
« Reply #50 on: August 19, 2009, 05:45:44 PM »
Noted.
<edit> Done.
« Last Edit: August 19, 2009, 05:54:04 PM by Radmelon »

Radmelon

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Re: Starcraft 3.5
« Reply #51 on: August 20, 2009, 07:07:29 PM »
Drone
Medium Abberation (Zerg)
HD: 2d8+2 (11)
Speed: 20 ft. (4 squares); burrow 10 ft.
Init: +1
AC: 15 (+1 dex, +4 natural armor); touch 11; flat-footed 14
BAB: +0; Grp: +0
Attack: Spine +1 ranged (1d4)
Full-Attack: Spine +1 ranged (1d4)
Space: 5 ft.; Reach: 5 ft.
Special Attacks:Spines
Special Qualities: Darkvision 60 ft., fast healing 1, telepathy 50 ft., immunity to poison and cold, resistance to acid and eletricity 5, morph, Zerg traits.
Saves: Fort +2 Ref +2 Will +2
Abilities: Str 11, Dex 13, Con 12, Int 6, Wis 12, Cha 9
Skills: Hide +1 (+5 underground), Profession (Miner) +7, Listen +1 (+5 underground)
Feats: Endurance
Environment:Any
Organization: Solitary, pair, or hive (10-30)
Challenge Rating: 1
Treasure: None
Alignment:Always NE
Advancement: None
This looks like a large insect, its legs swept forward and joined by a wing-like membrane. Its forelegs are large and powerful, though they seem to be designed to pick up objects rather than to fight.

Description
   The savage Gashyrr Wasps of Eldersthine were initially inducted into the Swarm to serve as resource gatherers. Over time they became Drones, engineered with the Larvae's ability to break down their own genetic coding and transform themselves into rudimentary Zerg structures. A transforming Drone needs the Creep to provide nourishment and mass to support its new form. Like the Larvae, Drones are controlled by the Overlords who monitor their progress through a type of instinctive telepathy. Drones are also unusually single-minded about their tasks, diligently working even through raging combat.

Combat
   Drones shy from combat, quickly burrowing into the ground when under attack. This technique allows them to remain concealed from their enemies while regenerating or waiting for reinforcements to arrive.
   Spines (Ex):Morph (Ex): A Drone may transform into Zerg structures. It must be upon the creep, and the process takes 1d4 hours.
   Skills: Drones have a +4 bonus on Profession (Miner) checks.
*Drones have a +4 racial bonus to Hide and Listen checks while underground.

« Last Edit: August 21, 2009, 07:43:15 PM by Radmelon »

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Re: Starcraft 3.5
« Reply #52 on: August 21, 2009, 08:02:34 PM »
Mutalisk
Medium Aberration (Zerg)
HD: 8d8+24 (60)
Speed: 10 ft. (2 squares); Fly 40 ft. (Good)
Init: +4
AC: 18 (+4 dex, +4 natural armor); touch 14; flat-footed 14
BAB: +6; Grp -3
Attack: Glave wurm +11 ranged (1d8+1) or Bite +2 melee (1d4+1)
Full-Attack: Glave wurm +11 ranged (1d8+1) or Bite +2 melee (1d4+1)
Space: 5 ft.; Reach: 5 ft.
Special Attacks:Ricochet glave
Special Qualities: Darkvision 60 ft., fast healing 3, telepathy 50 ft., immunity to poison and cold, resistance to acid and eletricity 5, Zerg traits
Saves: Fort +5 Ref +6 Will +8
Abilities: Str 12, Dex 18, Con 16, Int 13, Wis 15, Cha 10
Skills: Intimidate +11, listen +13, spot +13
Feats: Flyby attack, Point blank shot, Precise shot
Environment:Any
Organization: Solitary, pair, pack (6-15), or flight (6-12, plus 2-6 Guardians, 2-6 Devourers, and 2-12 Scourge)
Challenge Rating: 7
Treasure: None
Alignment:Always NE
Advancement: None
This creature, shaped slightly like a wraith fighter, has a narrow, pointed head, with two wings projecting just behind its head, and a long tubular body hanging down, terminating in a toothed orifice dripping with mucus.

Description
   The Mutalisk has been little changed from its original form, the roving Mantis Screamer of the desolate Dinares Sector. Capable of both atmospheric and deep space flight, Mutalisks are the primary flying force of the Zerg. It is not known how they are capable of maneuvering through a vacuum, or even of controlled flight within an atmosphere, but they have been able to stand toe-to-toe (so to speak) against Wraith fighters along the Coreward border worlds

Combat
   The Mutalisk produces and projects much smaller, voracious creatures that rapidly fly between enemy targets as it disintegrates explosively. These voracious symbiotes rapidly slice their way through opposing forces.
   Ricochet Glave (Ex): This attack has a range increment of 100 feet. Each time a glave wurm attack successfully strikes a target, the mutalisk may make an immediate ranged attack against any other target within 50 ft. or the last target. Each extra attack after the first one suffers a cumulative -4 penalty.
   *Mutalisks have a -10 penalty on grapple checks.


bhu

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Re: Starcraft 3.5
« Reply #53 on: August 22, 2009, 03:28:00 AM »
Wow! Yous suddenly picked up steam!

Radmelon

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Re: Starcraft 3.5
« Reply #54 on: August 22, 2009, 04:18:33 PM »
I have a system.  :smirk

Radmelon

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Re: Starcraft 3.5
« Reply #55 on: August 24, 2009, 04:45:41 PM »
Scourge
Small Abberation (Zerg)
HD: 2d8-2 (7)
Speed: 5 ft. (1 square); fly 50 ft. (Average)
Init: +5
AC: 16 (+5 dex, +1 natural armor); touch 15; flat-footed 11
BAB: +0; Grp -6
Attack: Touch +6 melee touch (explosion)
Full-Attack: Touch +6 melee touch (explosion)
Space: 5 ft.; Reach: 5 ft.
Special Attacks:Explosion
Special Qualities: Blindsight 60 ft., fast healing 1, immunity to poison and cold, telepathy 50 ft., resistance to acid and electricity 5, Zerg traits.
Saves: Fort -1 Ref +5 Will +5
Abilities: Str 6, Dex 20, Con 9, Int 5, Wis 15, Cha 10
Skills:: Hide +14, Listen +7
Feats: Weapon Finesse
Environment:Any
Organization: Solitary, pair, pack (6-15), or flight (2-12, plus 2-6 Guardians, 2-6 Devourers, and 4-12 Mutalisks))
Challenge Rating: 3?
Treasure: None
Alignment:Always NE
Advancement: None
This swift-flying creature is small, with swept-foward wings, no visible eyes or limbs, and a circular mouth ringed with several rows of sharp teeth.

Description
   Catalytic agents found within the body of the Scourge cause it to explode like a living plasma bomb when it smashes against the hull of a larger vessel. Large numbers of these creatures can cripple a squad of fighters or even a Battlecruiser. Like the Zergling, the simplistic genetic makeup of the Scourge allows two of them to hatch from a single egg.

Combat
   These blind terrors seek out enemy starships and dive into them.
   Explosion (Ex): If a Scourge makes a successful melee touch attack upon an enemy, it explodes, dealing 3d8 damage to anything within 50 feet, doing triple damage to objects. The target and the Scourge get no saves; anything else in the blast radius can make a Reflex save (DC 16) for half damage. Killing a Scourge in another method does not trigger this ability. The save is dexterity based.

Nerf much?  :D
« Last Edit: August 29, 2009, 04:34:04 PM by Radmelon »

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Re: Starcraft 3.5
« Reply #56 on: August 25, 2009, 06:16:47 PM »
Overlord
Gargantuan Aberration (Zerg)
HD: 14d8+45 (108)
Speed: fly 50 ft. (Good)
Init: +1
AC: 32 (-4 size, +1 dex, +25 natural armor); touch 7; flat-footed 31
BAB: +10; Grp: +27
Attack: Claw +7 melee (1d4+1)
Full-Attack: 2 claws +7 melee (1d4+1)
Space: 20 ft.; Reach: 15 ft.
Special Attacks:--
Special Qualities: Darkvision 60 ft., telepathy 100 ft., command Zerg, fast healing 3, immunity to poison and cold, resistance to acid and eletricity 5, see invisibility, transport, Zerg traits.
Saves: Fort +7 Ref +5 Will +13
Abilities: Str 12, Dex 12, Con 17, Int 12, Wis 18, Cha 14
Skills: Diplomacy +19, Hide +11, Spot +21.
Feats: Mindsight, Leadership, Toughness
Environment:Any
Organization: Solitary, pair, or cluster (6-15)
Challenge Rating: 7
Treasure: None
Alignment:Always NE
Advancement: None
Resembling the Portuguese man-o-war of Earth, this great flying beast has a large round upper body, with four long, thin legs and two thick clawed ones dangling down beneath it. It has big mandibles and six spikes on its back, but it appears fairly docile.

Description
   The semi-intelligent, space-faring behemoths known as the Gargantis Proximae were inducted into the Swarm so that their heightened senses could benefit Zerg warriors in battle. The Gargantis fliers were assimilated into the Swarm so well that the Cerebrates use them to maintain control over their forces. Overlords keep the warriors of the swarm ordered and coordinated during battle, and with their enhanced senses they often serve as advanced scouts. They have the innate ability to sense any hidden enemy units, including those under the effects of cloaking systems or distortion fields.
   In addition to commanding troops against their enemies, the Overlords also have the responsibility or transporting Zerg warriors within the hollows of their reinforced carapace hides. This particular breed of Overlord can only be bred from a Lair or Hive after being genetically enhanced with Ventral Sacs.

Combat
   The Overlords serve to control other Zerg units. They often accompany an attack force to spot invisible opponents, relaying this information to all nearby Zerg. They also serve as transports when needed, though they do not attack themselves.
  Command Zerg (Ex):See Invisibility (Ex): Continuous, as the spell.
   Transport (Ex): An Overlord is capable of transporting smaller Zerg inside of it's carapace. It may hold 2 huge, 4 large, or 8 medium creatures.

How did I miss this one? :o


bhu

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Re: Starcraft 3.5
« Reply #57 on: August 26, 2009, 08:42:53 AM »
14 HD for gargantuan?

Radmelon

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Re: Starcraft 3.5
« Reply #58 on: August 26, 2009, 07:48:43 PM »
They are kind of like balloons that way. Big, 14-HD balloons.

Any way, they don't have as much health as a creature their size would normally have, as much of their mass is gas-filled, and they are not built for combat.

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Re: Starcraft 3.5
« Reply #59 on: August 27, 2009, 10:31:43 PM »
Queen
Huge Aberration (Zerg)
HD: 15d8+60 (99)
Speed: fly 50 ft. (clumsy)
Init: +1
AC: (+1 dex, -2 size, +15 natural armor); touch 9; flat-footed 13
BAB: +11; Grp: +19
Attack: Bite +11 melee (1d8)
Full-Attack: Bite +11 melee (1d8)
Space: 15 ft.; Reach: 10 ft.
Special Attacks: Ensnare, parasite, spawn broodling.
Special Qualities: Darkvision 60 ft., fast healing 4, immunity to poison and cold, telepathy 50 ft., resistance to acid and electricity 5, Zerg traits.
Saves: Fort Fort +9 Ref +8 Will +11
Abilities: Str 10, Dex 12, Con 18, Int 14, Wis 15, Cha 18
Skills: Knowledge (any one) +20, Listen +20, Spellcraft +20, Spot +20
Feats: Hover, Ability focus (Ensnare), Lightning reflexes, Leadership, Improved toughness, Track
Environment:Any
Organization: Solitary or pair
Challenge Rating: 13
Treasure: None
Alignment:Always NE
Advancement: None
This creature looks similar to a large spider, but with six long legs connected together by a bat-like membrane. It flies at rapid speed, a thick tongue snaking in and out of its mouth, from which projects two curved tusks.

Description
   Descended from the Arachnis Brood-Keeper, the Zerg Queen does not produce larvae, as her name might suggest, but she has earned her royal status from her ability to spawn numerous other parasitic creatures.

Combat
   The Queen has little natural armament of her own and since her lightly armored body leaves her vulnerable to attack, she usually stays near the central hive to watch over maturing Zerg.
  Ensnare (Ex): Parasite (Ex): The Queen can produce a remora-like parasite, and attach it to any other unit (organic or not, but this does not affect structures) with a ranged touch attack. These parasites give their Queen the ability scry on the affected unit at will, as the spell. These parasites, once attached, are difficult to remove and can be destroyed either by killing the host unit or having a medic use her restoration or greater restoration abilities on the host unit. Otherwise, the Parasite will survive for as long as the host unit is alive and will continue to share the affected unit's vision with the Queen - and in turn, the rest of her hive. The Queen may use this ability 3/day.
  Spawn Broodling (Ex): Once evolved with the ability, Queens can launch a small spore cluster to a target non-robotic unit. The Queen must make a ranged touch attack with a 300 ft. range increment- if it succeeds, the spores then attempt to fertilize within any organic matter in the target, even making their way through armored shells to reach their organic destination (such as the pilot of a goliath or siege tank). This is generally only targeted upon land-based units - due to the difficult of hitting flying targets, should the Queen wish to infect an airborne target, she must make a melee touch attack which provokes an attack of opportunity. The target must make a Fortitude save (DC 20) to negate the effect. If it fails, the spores metabolize and the victim takes 10 damage per round until the victim dies or is targeted by a heal or remove disease spell. If the target is killed while under this effect, two Broodlings under the Queen's control take its place in the same round. If used upon the pilot of a vehicle, the Broodlings usually destroy the vehicle's vital systems from inside, causing it to explode as well within 1 round for every 3 HD the vehicle possesses.The Queen may use this ability 1/day.