Conversions Expedition to the Barrier Peaks: Androids, Robots, Assorted Flora and Fauna




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    Expedition to the Barrier Peaks: Androids, Robots, Assorted Flora and Fauna

    I've lost my mind and started a coversion of EttBP, and think I've worked out the androids and robots. I'm trying to keep everything as strictly D&D - I don't intend on using skills and feats or equipment from the d20 Modern SRD unless absolutely necessary.

    So, any feedback?

    ANDROID

    Medium Construct
    Hit Dice: 7d10+20 (58 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares)
    AC: 18 (+4 Dex, +4 natural), touch 14, flat-footed 14
    Base Attack/Grapple: +5/+8
    Attack: Slam +8 melee (1d6+3)
    Full Attack: 2 slams +8 melee (1d6+3), or by weapon.
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -
    Special Qualities: Construct traits, low-light vision, darkvision 60 ft., cold immunity, immunity to magic, acid and fire resistance 10
    Saves: Fort +2, Ref +6, Will +4
    Abilities: Str 16, Dex 18, Con –, Int 11, Wis 14, Cha 10
    Skills: Craft (any) +6, Diplomacy +4, Listen +9, Profession (any) +8, Spot +9
    Feats: Alertness, Skill Focus (Craft), Skill Focus (Profession)
    Environment: Barrier peaks
    Organization: Solitary
    Challenge Rating: 6
    Treasure: None
    Alignment: Always neutral
    Advancement: -
    Level Adjustment: -

    This is the basic "run of the mill" android. Different models may have different ability scores, skills, and feats, depending on the andoid's purpose.
    Immunity to Magic (Ex): An android is only affected by spells and spell-like abilities that can affect objects. Additionally the heat metal spell will deal damage as normal to an android.


    POLICE ROBOT

    Medium Construct
    Hit Dice: 10d10+20 (75 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), 60 ft. emergency speed
    AC: 22 (+4 Dex, +8 natural), touch 14, flat-footed 18
    Base Attack/Grapple: +7/+13
    Attack: Slam +13 melee (1d6+6), or tentacle +13 melee touch (grapple) or laser pistol +11 ranged (3d6), or grenade launcher +11 ranged, or paralysis pistol +11 ranged
    Full Attack: 2 slams +13 melee (1d6+6), or 2 tentacles +13 melee touch (grapple), or laser pistol +11/+6 ranged (3d6), or grenade launcher +11 ranged, or paralysis pistol +11/+6 ranged
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Tractor/repulsor beam (DC 15), improved grab
    Special Qualities: Construct traits, low-light vision, darkvision 120 ft., force screen, cold immunity, acid and fire resistance 10.
    Saves: Fort +3, Ref +7, Will +6
    Abilities: Str 23, Dex 18, Con –, Int –, Wis 16, Cha 10
    Skills: -
    Feats: -
    Environment: Barrier peaks
    Organization: Solitary, pair, or patrol (3-6)
    Challenge Rating: 9
    Treasure: None
    Alignment: Always lawful neutral
    Advancement: -
    Level Adjustment: -

    Immunity to Magic (Ex): A police robot is only affected by spells and spell-like abilities that can affect objects. Additionally the heat metal spell will deal damage as normal to a police robot.

    Laser Pistol: 3d6 (M)/x2; 40 ft. range increment; wt. 2 lbs, requires Exotic Weapon Proficiency (futuristic) to use properly. ROF equals attacker’s number of attacks. Changing power cell is a move action. (from DMG)
    Grenade Launcher: Dmg by grenade, 70 ft. range increment, 7 lbs. requires Exotic Weapon Proficiency (firearms) to use properly. (from DMG)
    Explosive grenade: 3d6 slashing over 10 ft.
    Incendiary grenade: 2d6 fire over 10 ft. DC 15 Reflex save or catch fire.
    Smoke grenade: as d20 Modern RPG
    Paralysis Pistol: DC 15 Fort save.
    Tractor beam: as telekinesis and repulsion spells.


    WORKER ROBOT

    Large Construct

    Hit Dice: 7d10+30 (68 hp)
    Initiative: +0
    Speed: 30 ft.
    AC: 15 (-1 size, +6 natural), touch 9, flat-footed 15
    Base Attack/Grapple: +5/+17
    Attack: Slam +12 melee (1d8+8)
    Full Attack: 2 slams +12 melee (1d8+8)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Tractor/Repulsor beam (DC 13)
    Special Qualities: Construct traits, darkvision 90 ft., cold and vacuum immunity, magic immunity, acid and fire resistance 10.
    Saves: Fort +2, Ref +2, Will +2
    Abilities: Str 27, Dex 11, Con –, Int –, Wis 10, Cha 10
    Skills: -
    Feats: -
    Environment: Barrier peaks
    Organization: Solitary, pair, or gang (3-6)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always neutral
    Advancement: 8 HD (Large), 9-12 HD (Huge)
    Level Adjustment: -

    Huge size worker robots have 2 extra cargo moving tentacles that they may use to make grapple attacks with.

    Immunity to Magic (Ex): A worker robot is only affected by spells and spell-like abilities that can affect objects. Additionally the heat metal spell will deal damage as normal to a worker robot.
    Last edited by VorpalBunny; Monday, 26th April, 2004 at 04:36 AM.
    "The universe is driven by the complex interaction between three ingredients: matter, energy, and enlightened self-interest."
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  2. #2
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    ø Ignore Enkhidu
    Me pulls up a chair and waits for the flora and fauna on level 4...
    I was the Iron DM: Iron DM Winter 2004 and Newbie Holiday Iron DM 2003

    Check out the Small Beginnings Story Hour, completed, and the new thread the Heroes of Icemist.Or a new SH In the Shadow of the Wood

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    *Pulls up a chair as well.*

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    First go at the vegepygmies' dog-creatures. Feedback is always appreciated.

    “THORNIES” (VEGEPYGMY DOG-CREATURES)

    Medium Plant
    Hit Dice:
    4d8+8 (26 hp)
    Initiative: +2
    Speed: 40 ft.
    AC: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
    Base Attack/Grapple: +3/+4
    Attack: Bite +5 melee (1d6+1)
    Full Attack: Bite +5 melee (1d6+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Thorns, trip
    Special Qualities: Plant, low-light vision
    Saves: Fort +6, Ref +3, Will +2
    Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
    Skills: Hide +3*, Listen +5, Move Silently +4, Spot +5
    Feats: Alertness, Weapon Focus (bite)
    Environment: Warm forest and underground
    Organization: Solitary, pair, or pack (3-12)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always neutral
    Advancement: -
    Level Adjustment: -

    Thorns (Ex): With a successful trip attack, an attacking thorny inflicts an additional 1d4 points of damage.
    Skills: Thornies receive a +12 bonus to Hide checks when in swampy or forested areas.
    Last edited by VorpalBunny; Wednesday, 21st April, 2004 at 08:55 PM.
    "The universe is driven by the complex interaction between three ingredients: matter, energy, and enlightened self-interest."
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    The webbird. As always, feedback is appreciated.

    WEBBIRD

    Tiny Magical Beast

    Hit Dice: 1d10 (5 hp)
    Initiative: +2
    Speed: 10 ft. (2 squares), fly 40 ft. (average)
    AC: 14 (+2 size, +2 Dex), touch 12, flat-footed 12
    Base Attack/Grapple: +1/-12
    Attack: Stinger +5 melee (special)
    Full Attack: Stinger +5 melee (special), Bite +0 melee (1d2-5)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: Web, implant
    Special Qualities: Low-light vision, darkvision 60 ft.
    Saves: Fort +2, Ref +4, Will +2
    Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
    Skills: Listen +3, Spot +5
    Feats: Weapon Finesse
    Environment: Temperate and warm forests
    Organization: Flock (3-36)
    Challenge Rating: 1
    Treasure: None
    Alignment: Always neutral
    Advancement: -
    Level Adjustment: -

    Web (Ex): Webbirds can throw a web eight times per day in a similar fashion to a net attack. The webs have a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to Medium size.
    An entangled creature can escape the webs with a DC 10 Escape Artist check or a DC 14 Strength check.

    Implant (Ex): As a standard action, a webbird can use its chest stinger to lay eggs inside a creature entangled in its web. If successful, the young larvae emerge 1d4+2 x 10 minutes later, devouring the host from inside, and causing 1d6 points of Constitution damage per round. A remove disease spell rids a victim of the eggs, as does a successful DC 20 Heal check by someone with ranks that skill. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
    Last edited by VorpalBunny; Monday, 26th April, 2004 at 04:35 AM.
    "The universe is driven by the complex interaction between three ingredients: matter, energy, and enlightened self-interest."
    G'Kar, Babylon 5 Survivors

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    FYI, a number of S3 monsters are in the Tome of Horrors.

    Looking good so far, but I have a major question for ya- how'dja work the force screen on the police robot?
    the Jester

    The Monster Project

    Buy my first self-published weird sci-fi novel from Amazon here!

  7. #7
    if memory serves me (?), wasn't there a dog-like creature named the "auromvorax" or something?. i no longer have any of those old modules (which i would love to see re-released for 3.5

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    aurumvorax was given a 3.0 treatment many moons ago on the WotC website, but hasn't been used again since.
    don't quote me on that.

    I am the D&D guru on Wikipedia (because no one else wanted the job!) so check out the D&D Wikiproject!

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    ø Ignore Enkhidu
    Any chance I could get a copy of this sent to me as the downloads portion of the site is down?
    I was the Iron DM: Iron DM Winter 2004 and Newbie Holiday Iron DM 2003

    Check out the Small Beginnings Story Hour, completed, and the new thread the Heroes of Icemist.Or a new SH In the Shadow of the Wood

  10. #10
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    hey, anyone notice the two recently-bumped threads in the CC homebrews forum?
    don't quote me on that.

    I am the D&D guru on Wikipedia (because no one else wanted the job!) so check out the D&D Wikiproject!

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