Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kronos182" data-source="post: 6796561" data-attributes="member: 6668634"><p>Bruiser Bio Augmentation</p><p>Paragon's first successful bio augmentation is the Bruiser, where the recipient is enhanced with greater strength, endurance and durability, allowing them to smash anything within reach and survive a great deal of punishment. The bruiser gains increased mass, muscle strength and unbreakable skin. The unbreakable skin is hardened and reinforced with an organic form of carbon nanotubes and thickened, making it extremely difficult to cut or break physically, however it doesn't provide any benefit against energy attacks. The added bulk does restrict some of the recipient's movement somewhat, but many consider it a good trade.</p><p></p><p>Bruiser Template</p><p>The recipient retains all their abilities and gain the following abilities.</p><p>Size: Medium</p><p>Hit Points: +20 HP</p><p>Special Attacks: Slam 1d8 +Str</p><p>Special Qualities: Enlarged form, unbreakable skin, enhanced healing, airborne toxin intolerance.</p><p>Abilities: +6 Str, +4 Con, -2 Dex</p><p>ECL: +2</p><p>PDC: 36</p><p>Requires 10 Fort saves DC 25 </p><p></p><p>Enlarged Form</p><p>The Bruiser gains increased mass from enlarged muscles, and denser skin tissue. The recipient is considered Large size for things such as tripping, grappling and opposed Str checks. Increase height by 8 inches, and weight by 30%.</p><p></p><p>Unbreakable Skin</p><p>The recipient's skin becomes incredibly dense and difficult to break. This makes them immune to physical attacks, including slashing, piercing, ballistic and bludgeoning. However this does make it difficult to heal the recipient. Heal checks suffer -10 unless the healer can somehow get inside the recipient without breaking skin. Such means would be through nanites that enter through the recipient's mouth. Energy attacks deal normal damage to the recipient.</p><p></p><p>Enhanced Healing</p><p>The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level.</p><p></p><p>Airborne Toxin Intolerance</p><p>Due to the increase in body mass and needed oxygen to feed it, recipient's lungs are enhanced, allowing him/her to take in the necessary air. Unfortunately, this also makes them more susceptible to airborne toxins, poisons and diseases, suffering a -4 penalty to Fort saves against airborne toxins.</p><p>[HR][/HR]</p><p><span style="font-family: 'Calibri'">Hulk</span></p><p><span style="font-family: 'Calibri'">Inspired by barbaric tribes and fictional characters that get stronger whenthey get angry or injured, Paragon set out to create an enhancement that wouldcreate a primal force of nature. Unfortunately, as they attempted to create anear indestructible creature as it got stronger lead to many problems,including bone calcification, heart failure, and where the muscle mass becameso dense to aid in protection, the subject was unable to move. The otherproblem was once combat was over, the subject wouldn't revert to their normal,more manageable state. </span></p><p><span style="font-family: 'Calibri'">The final cure to their problems was reducing the enhancement's defensivequalities and focus more on offensive through enlarging the adrenal gland, tweakingthe flight or flight response and altering the body's cellular divisioninstructions. The end result is the subject is slightly stronger than before,but has more fat storage, but well distributed around the body. When thesubject is injured or subjected to any form of harm, such as poison, or withsome mental training can will themselves, the subject's enhanced flight orflight response and adrenal glands will trigger mass release of adrenaline andcause the body to transform the stored fat into muscle, greatly increasing thestrength of the user. Each time the subject is injured, they get stronger, andstronger. Unfortunately, Paragon couldn't increase the subject's healingabilities at the same time as they cancel out the trigger for the enhancedstrength, in fact the subject's natural healing is slowed. Caution is advisedthat the subject have some kind of healing on hand if prolonged combat isexcepted.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Hulk Template</span></p><p><span style="font-family: 'Calibri'">The recipientretains all their abilities and gain the following abilities.</span></p><p><span style="font-family: 'Calibri'">Size:Medium</span></p><p><span style="font-family: 'Calibri'">Hit Points: +30 HP</span></p><p><span style="font-family: 'Calibri'">Special Attacks: Slam, thunder clap</span></p><p><span style="font-family: 'Calibri'">Special Qualities: Hulk up, enlarged form, reduced healing, enormous appetite,enhanced power attack</span></p><p><span style="font-family: 'Calibri'">Abilities: +2 Con</span></p><p><span style="font-family: 'Calibri'">ECL: +3</span></p><p><span style="font-family: 'Calibri'">PDC: 38</span></p><p><span style="font-family: 'Calibri'">Requires 10 Fortsaves DC 26 </span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Hulk Up</span></p><p><span style="font-family: 'Calibri'">Upon taking any damage, even as little as 1 point, physically or to anyability, such as from a poison or toxin, the recipient's flight or flight andadrenal glands go into overdrive, causing the stored fat to be converted tomuscle. From each source of damage in a round (autofire attacks or double tapsare considered one source), the recipient will gain a +4 bonus to Strength andConstitution plus increased hit points from increased Con, suffer a -2 penaltyto Will and Defense, and gain 20 pound in weight. These bonuses and penaltieslast new Con modifier +2 rounds, after which the user will be exhausted andlose all bonuses, but still retain the penalties until rested. Each time theuser is injured after the initial hulk up, the duration is extended by 1 roundand they gain the same bonuses and penalties ontop of what they already have,although the recipient's Defense can never go below 10. </span></p><p><span style="font-family: 'Calibri'">For example, if in round 1 the recipient is hit from one source, they gain +4Str and +4 Con, -2 Will and -2 Def and 20 lb. In round 2 the recipient is hitfrom two sources, thus gaining an addition +8 Str, +8 Con, -4 Will, -4 Def and40 lb for a total of +12 Str, +12 Con, -6 Will, -6 Def and 60 lb. </span></p><p><span style="font-family: 'Calibri'">If the recipient has been 'hulked up' for more than 6 rounds, when the hulk upends, the recipient must make a Will save DC 15 or fall unconscious for 1d6minutes +1 minute for every round past 6 rounds.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Enlarged Form</span></p><p><span style="font-family: 'Calibri'">When the recipient hulks up upon injury, the added muscle mass increases theirsize. The user is considered large when it is advantageous, such as forgrapples, trips and carrying capacity. However, if the recipient hulks up fourtimes, gaining 80 lb in weight, they become large sized, and would beconsidered huge sized for grapples and trips, etc. If the recipient hulks up afurther 8 times, for a total of 12 times, they become huge sized, andconsidered gargantuan.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Reduced Healing</span></p><p><span style="font-family: 'Calibri'">The recipient heals half as much as normal when resting, healing only halftheir level in hit points for a night of rest. Abilities, chemicals or devicesthat heal hit points or grant fast healing, heal half as much with half theduration.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Enormous Appetite</span></p><p><span style="font-family: 'Calibri'">The recipient needs to eat twice as much as normal to fill the fat stores touse their hulk up ability. After using their hulk up ability, they need to eata day's worth of food as it uses up a huge amount of energy. The recipient alsosuffers from starvation in half the time as a normal person would. So if anormal person would start to starve in 3 days, the recipient will start tostarve in 1.5 days.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Enhanced Power Attack</span></p><p><span style="font-family: 'Calibri'">Whenever the recipient uses the Power Attack feat, they gain double the bonusto damage. Still can not subtract more than the recipient's base attackbonus.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Special Attacks</span></p><p><span style="font-family: 'Calibri'">All of the special attacks the recipient receives from this template are onlyavailable after the recipient hulks up.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Slam</span></p><p><span style="font-family: 'Calibri'">The recipient gains a slam attack based on their enlarged form size: Large 1d8,Huge 2d6, Gargantuan 2d8, Colossal 4d6.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Thunder Clap</span></p><p><span style="font-family: 'Calibri'">After the recipient hulks up, they may make a thunder clap by slapping theirhands together using their incredible strength to release a concussive force ofair. The concussive force is released in a (number of hulk ups) x 5 feet radiusthat deals 4d6 points of concussive nonlethal damage. Also, objects must makean opposed Str check or be thrown back (number of hulk ups) x 5 feet, takingany damage if they strike anything (1d6 per 10 feet travelled), and knockedprone. A successful save means the target is only pushed back half the range,but not knocked prone.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">HulkBracer</span></p><p><span style="font-family: 'Calibri'">Paragon Corp designed a bracer that fits around the recipient of the Hulkenhancement, with expanding clasps so that it remains on the recipient's armeven as they increase in size. A series of buttons on the side activate any ofits features. The first button activates a sharp needle that is designed topuncture the skin, causing a bit more damage than a normal syringe would,dealing 1 point of damage. This is used to trigger recipient's hulk up ability.The other buttons activate one of the three injectors for injecting chemicalsinto the user's bloodstream. Each injector can hold 2 doses of the samechemical, but all three injectors can be the same or all different chemicals.Hulk bracers usually come equipped with prolong (Future Tech pg 16), biocort(d20 Future pg 74) or rejuve (Future Tech pg 16) although both of these arevery similar, and only bring the recipient's healing back to normal levels fora short period, and prolong (Future Tech pg 16). Other chemicals can be substitutedor used. Many users will use two hulk bracers and load the second one withantitoxins and antibiotics and other chemicals such as energize, withstand orplastiflesh if available.</span></p><p><span style="font-family: 'Calibri'">Weight: 2 lb</span></p><p><span style="font-family: 'Calibri'">PDC: 21</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'"></span></p><p>[HR][/HR]</p><p><span style="font-family: 'Calibri'">Acid Juicer BioAugmentation</span></p><p><span style="font-family: 'Calibri'">Paragon Corp created the acid juicer bio augmentation in an attempt to createsomething similar to the comic book 'speedsters'. Although they did get some ofthe results they were aiming for, they ended up getting a few unexpected sideeffects, and as such it is not a popular, although useful, augmentation. Thisbio augmentation jacks the recipient's metabolism and reaction time tosuperhuman levels. Muscles and joints are modified to deliver incredibleamounts of power on demand, albeit mostly for movement; in particular thepelvic joints are modified for smooth, painless, and superhuman operation atlevels that would tear unmodified beings apart. The blood chemistry isradically altered to where it no longer matches anything like the recipient'soriginal blood chemistry, turning it into an extremely acidic and toxicmix.</span></p><p><span style="font-family: 'Calibri'">The benefits of this augmentation include mindboggling running speed, enhancedreflexes, increased healing abilities, carbon fiber laced bones, and enhancedimmune system to fight off most diseases and pathogens, and surprisingly abuilt in chemical weapon. The recipient is virtually immune to things likearthritis, gout, and other maladies or conditions that affect the jointsnegatively.</span></p><p><span style="font-family: 'Calibri'">The main drawback to the bio augmentation is the recipient's blood is nowpoisonous to others of their own species, and they can not accept blood fromdonors, requiring specially synthesized blood for transfusions or organs.Another disadvantage is the blood is also acidic, making treating injuries canbe hazardous to others attempting to affect aid, and normal medicines are toxicto the recipient. The recipient is also rendered sterile, their skin tends tohave a leathery, weather-beaten look, and thick calluses on their feet, andrequire at least double the normal amount of food.</span></p><p><span style="font-family: 'Calibri'"></span></p><p> <span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Acid Juicer Template</span></p><p><span style="font-family: 'Calibri'">The recipientretains all their abilities and gain the following abilities.</span></p><p><span style="font-family: 'Calibri'">Size:Medium</span></p><p><span style="font-family: 'Calibri'">Hit Points: +5 HP</span></p><p><span style="font-family: 'Calibri'">Speed: +30 ft</span></p><p><span style="font-family: 'Calibri'">Special Attacks: acidic spit, charge</span></p><p><span style="font-family: 'Calibri'">Special Qualities: acidic blood, enhanced speed, enhanced reflexes, fasthealing 2, enhanced lungs, enhanced immune system, acid resistance 5, increasedmetabolism</span></p><p><span style="font-family: 'Calibri'">Abilities: -2 Str, +4 Dex, -1 Cha</span></p><p><span style="font-family: 'Calibri'">ECL: +3</span></p><p><span style="font-family: 'Calibri'">PDC: 39</span></p><p><span style="font-family: 'Calibri'">Requires 10 Fortsaves DC 29</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Acidic Blood: The blood of the acid juicer is highly acidic and toxic. Anytimethe recipient takes damage from any source except fire based or energy attacks,the acidic blood splashes in a 5 foot radius around the recipient, Reflex Save(DC 13 + Con modifier) to avoid, dealing 1d4 points of acid damage for 2rounds.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Acid Resistance: Due to the acidic blood chemistry, the recipient's skinbecomes highly resistant to acid, gaining acid resistance 5.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Acidic Spit: The recipient's spit is mildly acidic. The recipient can spit upto 20 ft away, as a ranged touch attack at the target's face, causing burningirritation and temporary blindness. Victim makes a Fort save (DC 14 + Conmodifier), or be blinded and nauseated for 1d4+1 rounds. A successful save onlystuns the target for 1 round.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Charge: Any time the recipient charges, they move at three times instead ofdouble normal speed, gain a +4 to attack instead of the normal +2, but suffer-3 to Defense instead of the normal -2. If the recipient makes a melee attackat the end of the charge, they gain +1 damage for every 10 feet they travel.Alternatively, the recipient can charge past several opponents up to themaximum distance their tripled speed for a charge allows, making an attack rollagainst each opponent the recipient passes in a straight line at -5, withoutthe attack bonus from charging, however taking a further -2 to Defense for atotal of -5 to Defense.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Enhanced Immune System: The recipient's immune system is increased, granting +2bonus to Fort saves against poisons, diseases and toxins.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Enhanced Reflexes: The neural connections in the brain and tendons are allenhanced for faster reaction time. The recipient gains +2 to Initiative and +4to Reflex. As long as the recipient has moved at least 10 feet in a round, theygain a +1 Dodge bonus, which stacks with any other form of Dodge bonus. If therecipient takes the fighting defensively action, they gain a +3 Dodge bonus toDefense. So if the recipient moves 15 feet and fights defensively, they gain atotal +4 Dodge bonus to Defense. The recipient also gains one extra attack ofopportunity per round, even if they don't have the Combat Reflexesfeat.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Enhanced Speed: The recipient's movement increases by 30 feet per round, andwhen running, moves at six times normal, instead of normal four. If therecipient is wearing heavy armour, they move at five times their speed insteadof normal three. If the recipient makes a long jump, gains a +3 competencebonus on their check.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Enhanced Lungs: The recipient's lungs are modified for extracting, and holdinglarge amounts of air, and more efficient oxygen processing in the blood. Therecipient gains a +4 to the following saves: hourly swim checks to avoidbecoming fatigued, Constitution checks to continue running, Constitution checksto hold breath, Fortitude saves to resist suffocation or drowning. Can holdbreath for 10 minutes before requiring to make a save. The benefits from theEndurance feat stack with these bonuses. The recipient also gains a +4 bonus toFort saves against airborne toxins, poisons and diseases due to the enhancedfiltering and greater efficiency of the lungs.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Fast Healing: As long as the recipient has positive hit points, he can heal 2points of damage per round, except damage from fire based attacks, such asfire, lasers or plasma weapons. A Treat Injury check and a first aid kit,minimum is required to treat the burns before they can behealed.</span></p><p><span style="font-family: 'Calibri'"></span></p><p><span style="font-family: 'Calibri'">Increased Metabolism: The recipient's metabolism is enhanced greatly to providethe energy required for the great speeds the recipient can move, requiring therecipient to eat double their normal daily amount of food, and any time theyrun or charge more than three times, the recipient will need to eat anotherfull day's worth of food.</span></p></blockquote><p></p>
[QUOTE="kronos182, post: 6796561, member: 6668634"] Bruiser Bio Augmentation Paragon's first successful bio augmentation is the Bruiser, where the recipient is enhanced with greater strength, endurance and durability, allowing them to smash anything within reach and survive a great deal of punishment. The bruiser gains increased mass, muscle strength and unbreakable skin. The unbreakable skin is hardened and reinforced with an organic form of carbon nanotubes and thickened, making it extremely difficult to cut or break physically, however it doesn't provide any benefit against energy attacks. The added bulk does restrict some of the recipient's movement somewhat, but many consider it a good trade. Bruiser Template The recipient retains all their abilities and gain the following abilities. Size: Medium Hit Points: +20 HP Special Attacks: Slam 1d8 +Str Special Qualities: Enlarged form, unbreakable skin, enhanced healing, airborne toxin intolerance. Abilities: +6 Str, +4 Con, -2 Dex ECL: +2 PDC: 36 Requires 10 Fort saves DC 25 Enlarged Form The Bruiser gains increased mass from enlarged muscles, and denser skin tissue. The recipient is considered Large size for things such as tripping, grappling and opposed Str checks. Increase height by 8 inches, and weight by 30%. Unbreakable Skin The recipient's skin becomes incredibly dense and difficult to break. This makes them immune to physical attacks, including slashing, piercing, ballistic and bludgeoning. However this does make it difficult to heal the recipient. Heal checks suffer -10 unless the healer can somehow get inside the recipient without breaking skin. Such means would be through nanites that enter through the recipient's mouth. Energy attacks deal normal damage to the recipient. Enhanced Healing The recipient's healing ability is increased to greater than normal. The recipient heals at double rate when resting, healing 2 hit points per level per night of rest (8 hours). If recipient undergoes complete bed rest, they heal 4 times the normal amount, so 4 hit points per level. Airborne Toxin Intolerance Due to the increase in body mass and needed oxygen to feed it, recipient's lungs are enhanced, allowing him/her to take in the necessary air. Unfortunately, this also makes them more susceptible to airborne toxins, poisons and diseases, suffering a -4 penalty to Fort saves against airborne toxins. [HR][/HR] [FONT=Calibri]Hulk Inspired by barbaric tribes and fictional characters that get stronger whenthey get angry or injured, Paragon set out to create an enhancement that wouldcreate a primal force of nature. Unfortunately, as they attempted to create anear indestructible creature as it got stronger lead to many problems,including bone calcification, heart failure, and where the muscle mass becameso dense to aid in protection, the subject was unable to move. The otherproblem was once combat was over, the subject wouldn't revert to their normal,more manageable state. The final cure to their problems was reducing the enhancement's defensivequalities and focus more on offensive through enlarging the adrenal gland, tweakingthe flight or flight response and altering the body's cellular divisioninstructions. The end result is the subject is slightly stronger than before,but has more fat storage, but well distributed around the body. When thesubject is injured or subjected to any form of harm, such as poison, or withsome mental training can will themselves, the subject's enhanced flight orflight response and adrenal glands will trigger mass release of adrenaline andcause the body to transform the stored fat into muscle, greatly increasing thestrength of the user. Each time the subject is injured, they get stronger, andstronger. Unfortunately, Paragon couldn't increase the subject's healingabilities at the same time as they cancel out the trigger for the enhancedstrength, in fact the subject's natural healing is slowed. Caution is advisedthat the subject have some kind of healing on hand if prolonged combat isexcepted. Hulk Template[/FONT] [FONT=Calibri]The recipientretains all their abilities and gain the following abilities.[/FONT] [FONT=Calibri]Size:Medium Hit Points: +30 HP Special Attacks: Slam, thunder clap Special Qualities: Hulk up, enlarged form, reduced healing, enormous appetite,enhanced power attack Abilities: +2 Con ECL: +3[/FONT] [FONT=Calibri]PDC: 38[/FONT] [FONT=Calibri]Requires 10 Fortsaves DC 26 Hulk Up Upon taking any damage, even as little as 1 point, physically or to anyability, such as from a poison or toxin, the recipient's flight or flight andadrenal glands go into overdrive, causing the stored fat to be converted tomuscle. From each source of damage in a round (autofire attacks or double tapsare considered one source), the recipient will gain a +4 bonus to Strength andConstitution plus increased hit points from increased Con, suffer a -2 penaltyto Will and Defense, and gain 20 pound in weight. These bonuses and penaltieslast new Con modifier +2 rounds, after which the user will be exhausted andlose all bonuses, but still retain the penalties until rested. Each time theuser is injured after the initial hulk up, the duration is extended by 1 roundand they gain the same bonuses and penalties ontop of what they already have,although the recipient's Defense can never go below 10. For example, if in round 1 the recipient is hit from one source, they gain +4Str and +4 Con, -2 Will and -2 Def and 20 lb. In round 2 the recipient is hitfrom two sources, thus gaining an addition +8 Str, +8 Con, -4 Will, -4 Def and40 lb for a total of +12 Str, +12 Con, -6 Will, -6 Def and 60 lb. If the recipient has been 'hulked up' for more than 6 rounds, when the hulk upends, the recipient must make a Will save DC 15 or fall unconscious for 1d6minutes +1 minute for every round past 6 rounds. Enlarged Form When the recipient hulks up upon injury, the added muscle mass increases theirsize. The user is considered large when it is advantageous, such as forgrapples, trips and carrying capacity. However, if the recipient hulks up fourtimes, gaining 80 lb in weight, they become large sized, and would beconsidered huge sized for grapples and trips, etc. If the recipient hulks up afurther 8 times, for a total of 12 times, they become huge sized, andconsidered gargantuan. Reduced Healing The recipient heals half as much as normal when resting, healing only halftheir level in hit points for a night of rest. Abilities, chemicals or devicesthat heal hit points or grant fast healing, heal half as much with half theduration. Enormous Appetite The recipient needs to eat twice as much as normal to fill the fat stores touse their hulk up ability. After using their hulk up ability, they need to eata day's worth of food as it uses up a huge amount of energy. The recipient alsosuffers from starvation in half the time as a normal person would. So if anormal person would start to starve in 3 days, the recipient will start tostarve in 1.5 days. Enhanced Power Attack Whenever the recipient uses the Power Attack feat, they gain double the bonusto damage. Still can not subtract more than the recipient's base attackbonus. Special Attacks All of the special attacks the recipient receives from this template are onlyavailable after the recipient hulks up. Slam The recipient gains a slam attack based on their enlarged form size: Large 1d8,Huge 2d6, Gargantuan 2d8, Colossal 4d6. Thunder Clap After the recipient hulks up, they may make a thunder clap by slapping theirhands together using their incredible strength to release a concussive force ofair. The concussive force is released in a (number of hulk ups) x 5 feet radiusthat deals 4d6 points of concussive nonlethal damage. Also, objects must makean opposed Str check or be thrown back (number of hulk ups) x 5 feet, takingany damage if they strike anything (1d6 per 10 feet travelled), and knockedprone. A successful save means the target is only pushed back half the range,but not knocked prone. [/FONT] [FONT=Calibri]HulkBracer Paragon Corp designed a bracer that fits around the recipient of the Hulkenhancement, with expanding clasps so that it remains on the recipient's armeven as they increase in size. A series of buttons on the side activate any ofits features. The first button activates a sharp needle that is designed topuncture the skin, causing a bit more damage than a normal syringe would,dealing 1 point of damage. This is used to trigger recipient's hulk up ability.The other buttons activate one of the three injectors for injecting chemicalsinto the user's bloodstream. Each injector can hold 2 doses of the samechemical, but all three injectors can be the same or all different chemicals.Hulk bracers usually come equipped with prolong (Future Tech pg 16), biocort(d20 Future pg 74) or rejuve (Future Tech pg 16) although both of these arevery similar, and only bring the recipient's healing back to normal levels fora short period, and prolong (Future Tech pg 16). Other chemicals can be substitutedor used. Many users will use two hulk bracers and load the second one withantitoxins and antibiotics and other chemicals such as energize, withstand orplastiflesh if available. Weight: 2 lb PDC: 21 [/FONT] [HR][/HR] [FONT=Calibri]Acid Juicer BioAugmentation Paragon Corp created the acid juicer bio augmentation in an attempt to createsomething similar to the comic book 'speedsters'. Although they did get some ofthe results they were aiming for, they ended up getting a few unexpected sideeffects, and as such it is not a popular, although useful, augmentation. Thisbio augmentation jacks the recipient's metabolism and reaction time tosuperhuman levels. Muscles and joints are modified to deliver incredibleamounts of power on demand, albeit mostly for movement; in particular thepelvic joints are modified for smooth, painless, and superhuman operation atlevels that would tear unmodified beings apart. The blood chemistry isradically altered to where it no longer matches anything like the recipient'soriginal blood chemistry, turning it into an extremely acidic and toxicmix. The benefits of this augmentation include mindboggling running speed, enhancedreflexes, increased healing abilities, carbon fiber laced bones, and enhancedimmune system to fight off most diseases and pathogens, and surprisingly abuilt in chemical weapon. The recipient is virtually immune to things likearthritis, gout, and other maladies or conditions that affect the jointsnegatively. The main drawback to the bio augmentation is the recipient's blood is nowpoisonous to others of their own species, and they can not accept blood fromdonors, requiring specially synthesized blood for transfusions or organs.Another disadvantage is the blood is also acidic, making treating injuries canbe hazardous to others attempting to affect aid, and normal medicines are toxicto the recipient. The recipient is also rendered sterile, their skin tends tohave a leathery, weather-beaten look, and thick calluses on their feet, andrequire at least double the normal amount of food. [/FONT] [FONT=Calibri]Acid Juicer Template[/FONT] [FONT=Calibri]The recipientretains all their abilities and gain the following abilities.[/FONT] [FONT=Calibri]Size:Medium Hit Points: +5 HP Speed: +30 ft Special Attacks: acidic spit, charge Special Qualities: acidic blood, enhanced speed, enhanced reflexes, fasthealing 2, enhanced lungs, enhanced immune system, acid resistance 5, increasedmetabolism Abilities: -2 Str, +4 Dex, -1 Cha ECL: +3[/FONT] [FONT=Calibri]PDC: 39[/FONT] [FONT=Calibri]Requires 10 Fortsaves DC 29 Acidic Blood: The blood of the acid juicer is highly acidic and toxic. Anytimethe recipient takes damage from any source except fire based or energy attacks,the acidic blood splashes in a 5 foot radius around the recipient, Reflex Save(DC 13 + Con modifier) to avoid, dealing 1d4 points of acid damage for 2rounds. Acid Resistance: Due to the acidic blood chemistry, the recipient's skinbecomes highly resistant to acid, gaining acid resistance 5. Acidic Spit: The recipient's spit is mildly acidic. The recipient can spit upto 20 ft away, as a ranged touch attack at the target's face, causing burningirritation and temporary blindness. Victim makes a Fort save (DC 14 + Conmodifier), or be blinded and nauseated for 1d4+1 rounds. A successful save onlystuns the target for 1 round. Charge: Any time the recipient charges, they move at three times instead ofdouble normal speed, gain a +4 to attack instead of the normal +2, but suffer-3 to Defense instead of the normal -2. If the recipient makes a melee attackat the end of the charge, they gain +1 damage for every 10 feet they travel.Alternatively, the recipient can charge past several opponents up to themaximum distance their tripled speed for a charge allows, making an attack rollagainst each opponent the recipient passes in a straight line at -5, withoutthe attack bonus from charging, however taking a further -2 to Defense for atotal of -5 to Defense. Enhanced Immune System: The recipient's immune system is increased, granting +2bonus to Fort saves against poisons, diseases and toxins. Enhanced Reflexes: The neural connections in the brain and tendons are allenhanced for faster reaction time. The recipient gains +2 to Initiative and +4to Reflex. As long as the recipient has moved at least 10 feet in a round, theygain a +1 Dodge bonus, which stacks with any other form of Dodge bonus. If therecipient takes the fighting defensively action, they gain a +3 Dodge bonus toDefense. So if the recipient moves 15 feet and fights defensively, they gain atotal +4 Dodge bonus to Defense. The recipient also gains one extra attack ofopportunity per round, even if they don't have the Combat Reflexesfeat. Enhanced Speed: The recipient's movement increases by 30 feet per round, andwhen running, moves at six times normal, instead of normal four. If therecipient is wearing heavy armour, they move at five times their speed insteadof normal three. If the recipient makes a long jump, gains a +3 competencebonus on their check. Enhanced Lungs: The recipient's lungs are modified for extracting, and holdinglarge amounts of air, and more efficient oxygen processing in the blood. Therecipient gains a +4 to the following saves: hourly swim checks to avoidbecoming fatigued, Constitution checks to continue running, Constitution checksto hold breath, Fortitude saves to resist suffocation or drowning. Can holdbreath for 10 minutes before requiring to make a save. The benefits from theEndurance feat stack with these bonuses. The recipient also gains a +4 bonus toFort saves against airborne toxins, poisons and diseases due to the enhancedfiltering and greater efficiency of the lungs. Fast Healing: As long as the recipient has positive hit points, he can heal 2points of damage per round, except damage from fire based attacks, such asfire, lasers or plasma weapons. A Treat Injury check and a first aid kit,minimum is required to treat the burns before they can behealed. Increased Metabolism: The recipient's metabolism is enhanced greatly to providethe energy required for the great speeds the recipient can move, requiring therecipient to eat double their normal daily amount of food, and any time theyrun or charge more than three times, the recipient will need to eat anotherfull day's worth of food.[/FONT] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Kronos's d20 Stuff
Top