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Ben 10 (Alien Force, 10,000) Campaign
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<blockquote data-quote="Don Ventresca" data-source="post: 4578727" data-attributes="member: 65142"><p><span style="color: White">OK, I've come up with some creatures for a Ben 10 (Alien Force, 10,000) campaign. Here's what I have made so far. On a side note, JiCi, has already made the majority of the original Ben 10 aliens.</span></p><p><span style="color: White"></span></p><p><span style="color: White">Here's the first one (that I've done):</span></p><p><span style="color: White"></span></p><p><span style="color: White"></span> <span style="color: White"><span style="color: White"><strong>Aerophibian (Jetray)</strong></span><span style="color: White"></span></span></p><p> <span style="color: White"><span style="color: White"></span></span></p><p><span style="color: White"></span> <span style="color: White"><span style="color: black"><span style="color: White">• +2 dex</span></span></span></p><p><span style="color: White"><span style="color: black"><span style="color: White">• Medium Monstrous Humanoid </span>(Aquatic)</span></span></p><p><span style="color: White"></span> <span style="color: White">• Space/Reach: 5 feet/5 feet.<span style="color: black"></span></span></p><p><span style="color: White"><span style="color: black"><span style="color: White"> • </span></span>Speed: 10ft., fly <span style="color: White">30 ft. (perfect), swim 30ft. </span></span></p><p><span style="color: White"></span> <span style="color: White"><span style="color: White">• </span>Darkvision 60ft.<span style="color: black"></span></span></p><p><span style="color: White"><span style="color: black"><span style="color: White"> • Racial Hit Dice: A aerophibian begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +5, and Will +6.</span></span><span style="color: White"><span style="font-family: 'Verdana'"></span></span></span></p><p><span style="color: White"><span style="color: White"><span style="font-family: 'Verdana'"></span></span><span style="color: White">• Racial Skills: An aerophibian’s monstrous humanoid levels give it skill points equal to 4 x (2 + Int modifier). Its class skills are Jump, Listen, and Swim.</span><span style="color: White"><span style="font-family: 'Verdana'"></span></span></span></p><p><span style="color: White"><span style="color: White"><span style="font-family: 'Verdana'"></span></span><span style="color: White">• +8 racial bonus to Swim checks; an aerophibian can always take 10 even if rushed or threatened.</span></span></p><p><span style="color: White"></span> <span style="color: White">• Weapon and Armor Proficiency: An <span style="color: White">aerophibian</span> is automatically proficient with all simple weapons.<span style="color: black"></span></span></p><p> <span style="color: White"><span style="color: black">• </span>Horns and Stinger: <span style="color: White">A aerophibian has sharp horns and a stinger, allowing it to make 2 horn attacks, dealing 1d4 points of damage, and stinger attack, dealing 1d6 points of damage. The horns are considered primary weapons, while the stinger is secondary.</span></span></p><p><span style="color: White"></span> <span style="color: White"><span style="color: White"> • </span>Neuroshock Ray (ex): <span style="color: White">As a standard action, once every 1d4 rounds, an aerophibian can shoot a bolt of energy at a foe within 60 feet as a ranged touch attack. The bolt deals 1d8 points of electric per 2 character levels. When hit with these rays, the opponent must make a DC 20 Will Check, or go insane for </span>1d10+4 rounds.</span></p><p><span style="color: White"></span> <span style="color: White"><span style="color: black">• </span>Poison (su): On contact with an aerophibian’s stinger the opponent must make a DC 14 Fortitude check or take 3d6 Constitution damage.</span></p><p><span style="color: White"></span> <span style="color: White"><span style="color: black"><span style="color: White">• Sonic Speed (ex): Once every 1d10 rounds an aerophibian may move </span><span style="color: White">1d4-2 (with a minimum of 1) extra times, and may still make its turn.</span></span></span></p><p><span style="color: White"></span> <span style="color: White">• Automatic Language: Aquan. Bonus Languages: Common, Draconic, Elven, Giant, Goblin, Orc.</span></p><p><span style="color: White"></span> <span style="color: White"><span style="color: black"><span style="color: White">• Favored class: Psion</span></span></span><span style="color: White"><span style="color: White"></span></span></p><p><span style="color: White"><span style="color: White"></span></span></p><p><span style="color: White"></span> <span style="color: White"></span></p><p><span style="color: White"></span></p></blockquote><p></p>
[QUOTE="Don Ventresca, post: 4578727, member: 65142"] [COLOR=White]OK, I've come up with some creatures for a Ben 10 (Alien Force, 10,000) campaign. Here's what I have made so far. On a side note, JiCi, has already made the majority of the original Ben 10 aliens. Here's the first one (that I've done): [/COLOR] [COLOR=White][COLOR=White][B]Aerophibian (Jetray)[/B][/COLOR][COLOR=White] [/COLOR] [/COLOR] [COLOR=White][COLOR=black][COLOR=White]• +2 dex • Medium Monstrous Humanoid [/COLOR](Aquatic)[/COLOR] [/COLOR] [COLOR=White]• Space/Reach: 5 feet/5 feet.[COLOR=black] [COLOR=White] • [/COLOR][/COLOR]Speed: 10ft., fly [COLOR=White]30 ft. (perfect), swim 30ft. [/COLOR] [/COLOR] [COLOR=White][COLOR=White]• [/COLOR]Darkvision 60ft.[COLOR=black] [COLOR=White] • Racial Hit Dice: A aerophibian begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +5, and Will +6.[/COLOR][/COLOR][COLOR=White][FONT=Verdana] [/FONT][/COLOR][COLOR=White]• Racial Skills: An aerophibian’s monstrous humanoid levels give it skill points equal to 4 x (2 + Int modifier). Its class skills are Jump, Listen, and Swim.[/COLOR][COLOR=White][FONT=Verdana] [/FONT][/COLOR][COLOR=White]• +8 racial bonus to Swim checks; an aerophibian can always take 10 even if rushed or threatened.[/COLOR] [/COLOR] [COLOR=White]• Weapon and Armor Proficiency: An [COLOR=White]aerophibian[/COLOR] is automatically proficient with all simple weapons.[COLOR=black] • [/COLOR]Horns and Stinger: [COLOR=White]A aerophibian has sharp horns and a stinger, allowing it to make 2 horn attacks, dealing 1d4 points of damage, and stinger attack, dealing 1d6 points of damage. The horns are considered primary weapons, while the stinger is secondary.[/COLOR] [/COLOR] [COLOR=White][COLOR=White] • [/COLOR]Neuroshock Ray (ex): [COLOR=White]As a standard action, once every 1d4 rounds, an aerophibian can shoot a bolt of energy at a foe within 60 feet as a ranged touch attack. The bolt deals 1d8 points of electric per 2 character levels. When hit with these rays, the opponent must make a DC 20 Will Check, or go insane for [/COLOR]1d10+4 rounds. [/COLOR] [COLOR=White][COLOR=black]• [/COLOR]Poison (su): On contact with an aerophibian’s stinger the opponent must make a DC 14 Fortitude check or take 3d6 Constitution damage. [/COLOR] [COLOR=White][COLOR=black][COLOR=White]• Sonic Speed (ex): Once every 1d10 rounds an aerophibian may move [/COLOR][COLOR=White]1d4-2 (with a minimum of 1) extra times, and may still make its turn.[/COLOR][/COLOR] [/COLOR] [COLOR=White]• Automatic Language: Aquan. Bonus Languages: Common, Draconic, Elven, Giant, Goblin, Orc. [/COLOR] [COLOR=White][COLOR=black][COLOR=White]• Favored class: Psion[/COLOR][/COLOR][/COLOR][COLOR=White][COLOR=White] [/COLOR] [/COLOR] [COLOR=White] [/COLOR] [/QUOTE]
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