CORELINE (D20 Modern/D20 BESM Setting).

kronos182

Adventurer
Hammerhead
Once a small-time hood, the Hammerhead rose to criminal greatness after Dr Jonas Harrow reconstructed his skull to make it nearly impervious and a devastating weapon. Hammer has become one of New York's premier underworld bosses, rivaling the Kingpin and Don Fortunato. Hammerhead gets his signature name from the fact that the top of his head is quite flat, after being injured, and had at first steel plates implanted into his head. These plates were later replaced with adamantium, making his head virtually indestructible.

Hammerhead (Tough Ord 5/Strong Ord 4)
CR: 8
Size: Medium
Type: Human
Hit Dice: 5d10+15 plus 4d8+12, HP 77
Mass: 16
Init: +0
Speed: 30 ft
Defense: 21, touch 16, flat-footed 21 (+0 Dex +6 class +5 undercover vest)
Base Attack Bonus: +8
Grapple: +10
Attack: +11 melee rifle butt (1d6+3 bludgeon), or +11 melee head small (1d8+3 bludgeoning), or +9 ranged Maggia Tommy Gun Special mk2 (2d12+2 ballistic)
Full Attack: +11 melee rifle butt (1d6+3 bludgeon) and +6 melee head slam (1d8+3 bludgeoning), or +9 ranged Maggia Tommy Gun Special mk2 (2d12+2 ballistic)
Special Attack: Outta My Way, Headlong Charge, Get'em Boys!
Special Qualities: Bodyguard, Hair Trigger, Take 'em Outside, Fish In A Barrel, Steel Brains
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Maggia, specific Maggia family
Saves: Fort +8, Ref +2, Will +2
Rep: +4
Abilities: Str 16, Dex 11, Con 16, Int 11, Wis 10, Cha 8
Occupation: Blue collar (Climb, Drive, Intimidate)
Skills: Climb +4*, Concentration +5, Drive +7, Intimidate +11, Jump +3*, Knowledge (current events) +3, Listen +4, Profession +5, Read/Write English, Read/Write Italian, Search +4, Speak English, Speak Italian, Spot +5, Swim +3*
Feats: Alertness, Armour Proficiency (Light), Personal Firearms Proficiency, Simple Weapons Proficiency, Advanced Firearms Proficiency, Combat Reflexes, Burst Fire
Possessions: Maggia Tommy Gun Special Mk2, 4 drums of ammunition (typically 1 or 2 of specialty rounds, usually explosive, armour piercing, but also carries others), Suit (functions as under cover vest Defense +5), various gear and personal possessions.

Bodyguard
Once per turn, the Maggia Hitman can pick a friendly within 10 feet of him and apply half his Class bonus to Defense to that target. However he can't move more than 10 feet from the target, and applies only half his class bonus to Defense to himself.

Hair Trigger
Maggia Hitmen are charged with protecting important members, and thus must react quickly. If they are attacked by a ranged weapon within 50 feet of them, they can use one of their attack of opportunity for the round to attack the attacker with a ranged weapon in hand, but at -4 to attack roll.
Fish in a barrel - burst fire, extra damage against stunned targets

Take 'em Outside
When the hitman makes a melee strike against a target, the target must make a Fort save DC 10 + damage dealt or be Dizzy. On a successful critical hit, the target is Stunned on a failed save, or Dizzy on a successful save.

Fish In A Barrel
When the Maggia hitman makes a successful ranged attack against a Stunned target, they deal double damage.

Outta My Way
As a full round melee attack, typically using the butt of the rifle, the hitman can Stun a target for 1d4+1 rounds, making a melee attack at -2, dealing damage, plus the target must make a Fort save DC 13 + damage dealt. On a successful save the target is only dizzy for 1d4 rounds.

Headlong Charge
As a full round action, Hammerhead can charge a target and smash them with his head, up to 60 feet away, suffering -4 to attack roll, but deals 1d8+3 damage / 20 feet he moved towards the target, on a critical strike deals x3 damage, ignores 5 points of hardness/DR.

Get'em Boys!
As a full round action, Hammerhead can give orders and inspire his allies, all within 30 feet of him that can see and hear him, granting them +1 morale bonus on saving throws, attack rolls, damage rolls and Defense. This effect lasts for 3 rounds.

Steel Brains
Hammerhead had most of his skull replaced with steel, then later adamantium plating. Later he had other bones enhanced with steel and adamantium reinforcements. Critical strikes against Hammerhead have a 10% chance of being turned to normal attacks, plus he gains a +5 bonus to saves against being stunned, dazed (except through visual means), dizzy or knocked unconscious. His headslam attack ignores 5 points of hardness/DR.

Maggia Tommy Gun Special mk2
This is an upgraded version of the Maggia Tommy Gun Special, using larger .50cal ammunition, greater manufacturing making it more accurate, with magnetic assist to give it better range and a little more power.

Maggia Tommy Gun Special mk2 (PL5 Personal Firearms Proficiency)
Damage: 2d12+2
Critical: 20
Damage Type: ballistic
Range Increment: 80 ft
Rate of Fire: S, A
Size: Medium
Weight: 13 lb
Ammo: 25 box or 110 drum
Purchase DC: 20 Mil (+3)
Notes: Looks almost identical to the old Thompson submachine gun, a small digital ammo counter is on the left side, automatically detects if a 30 round box or 120 round drum is attached, which adds 5 lb. +1 to attack rolls.

Specialty Ammunition
Adamantium
- These rounds are made of adamantium, able to pierce virtually any material. Ignores 20 hardness/DR. PDC +10
Faux S.P.I.N. - These rounds are based on the S.P.I.N. (Super-Power Inhibiting Nanobots) darts that were developed by SHIELD. While they are not tailor made to specific powered beings, they are able to neutralize, or reduce the effectiveness of almost any super beings. Deals only 1d12 points of damage, ignoring 5 points of hardness/DR. A super powered being (mutants, super beings, creatures with supernatural or extraordinary abilities) must make a Fort save DC 20 or have their powers suppressed for 1d4 minutes. A successful save has the powers at half effectiveness for 1 minute. +10
 

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kronos182

Adventurer
Nu-Class Transport
912

The Nu-Class transport was a model of attack shuttle used during the Clone Wars by the Imperial Navy of the Old Republic. It has a triangular body, with two fold-down wings for better storage. The primary hatch is at the very front of the craft, as part of the cockpit section that sticks out from the front. The pilot and co-pilot are above the boarding area and their seats lower into the entrance area for access. The underside has a magnetic clamp that allows it to pick up escape pods, cargo modules or docking with other ships, but requires direct physical contact to work. Armed with six lasers, two fixed forward, with two in dual fire-linked mounts on either side of the forward section in turrets. Due to the positioning of the turrets, they can not fire behind the craft, but can cover the sides, forward, above and below the shuttle. The cargo area and pilot section can be sealed from each other so the cargo area can be opened to vacuum of space without endangering the pilots. The pilots have ejection seats.
In Coreline, these shuttles are older, but they are proven workhorses, with many clone units still using them, as well as some older Republic (Old/New) and older Galactic Empire bases and ships. Many are used by mercenaries, pirates and adventurers due to its easier to obtain than current military shuttles and their solid construction.

Nu-Class Transport (PL6)
Type: Ultralight
Subtype: Shuttle/Dropship
Size: Colossal (-8)
Tactical Speed: 2500 ft, 190 (19) atmosphere
Defense: 2 (10 base -8 size)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense:
Hardness: 30
Hit Dice: 13d20 (2600 hp) shields 98 hp
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 62 ft
Weight: 110,700 lbs
Targeting System Bonus: +2
Crew: 2
Passenger Capacity: 30
Cargo Capacity: 2 tons
Grapple Modifier: +8
Base PDC: 36
Restriction: Res (+2)

Attack:
2 fire-linked heavy laser -6 ranged (12d8, 20, fire, 4000 ft, s/a);
Or 2 fire-linked laser turret-6 ranged (9d8, 20, fire, 3000 ft, single)

Gunner
2 fire-linked laser turret-6 ranged (9d8, 20, fire, 3000 ft, single)

Attack of Opportunity:

Standard PL(6) Design Spec: Heavy load, ejection seats (crew only)
Engines: thrusters, Ion engine, Hyperdrive Class 1
Armour: vanadium
Defense Systems: heavy shields
Sensors: Class II, Targeting System
Communications: Radio Transceiver
Weapons: 2 fire-linked heavy Laser cannons, 2 2-fire-linked laser cannon turrets (can't fire behind craft)
Grappling Systems: Magnetic Clamp

Variants
Heavy Cargo Nu-Class

This version has an extended lower hull for additional cargo and passenger capacity. The front section opens as a large boarding ramp. This version was slower and not as maneuverable, but the additional space made it excellent as a medical shuttle.
Make the following changes to Nu-Class to make a Heavy Cargo Nu-Class:
Add 1d2 (20 HP);
Reduce speed to 2250 ft, 170 (17) atmosphere;
Increase passenger capacity to 60;
Increase cargo capacity to 20 tons;
Has large drop down ramp at front of cargo section;
Can install sick bay that can treat up to 10 patients, requires crew of 2 to 5 doctors and 5 to 10 nurses/medics;
PDC: +1

Ejector Seat
The cockpit is fitted with a seat that has rocket boasters, and designed to quickly blast away the canopy, or top hatch to eject the seat and pilot to safety in the event the craft is destroyed immediately. Upon the craft reaching 0 hit points, the ejection system will eject the pilot safely away. However if the craft would be destroyed (see table 7-5 for destruction threshold, d20 Future pg 113 for negative hit points for ship type) by the attack that bought the equipped craft to 0 and below, the ejection seat still ejects the pilot, but must make a Reflex save DC 18, failure the pilot suffers half damage from the ship's destruction (10d6), success means the pilot only suffers 1/4 the damage (5d6). The pilot must have a space suit or other means to survive the vacuum of space. If the ship is destroyed while in a planetary atmosphere, it is equipped with a parachute to safely land.
The ejector seat is also equipped with a distress beacon which can be programmed for either general distress on all frequencies, or set to only friendly forces.

Pirate Nu-Class
These Nu-Class ships were decommissioned, stolen or salvaged from battlefields. Some may be missing weapons or have additional ones added, and other systems, but most have some kind of weapon for disabling craft, improved grappling systems and a boarding system to get ill-gotten goods.
Make the following changes to a Nu or Heavy Cargo Nu-Class shuttle:
Reduce hit die by -2 (-40 hit points);
Reduce hardness by -3, to 27;
Replace fixed lasers with fire-linked ion cannons;
Add Magnetic Winch & Claw grapple system;
PDC: +1

Magnetic Winch & Claw
This is an upgrade to the old winch & claw system, fitting the claw with a powerful magnet for improved grip, but might still be used before tractor beams become standard. It consists of a high strength cable with a claw at the end, which also includes a powerful magnet for improved grip on ferrous materials, such as starships or cargo containers.
Winch & claw function just like a grappler, but has a range of 100 feet (extra cable can be purchased DC 15 for 50 more feet +1 DC for every 50 extra feet), and gains a +4 bonus when attempting to grab ferrous materials.
Purchase DC: 10 + one-half the base purchase DC of the starship.
Restriction: None

Pulsar Nu-Class
The Pulsar Nu-Class is a gunship based on the Heavy Cargo Nu-Class shuttle frame. The frame is reinforced, with more powerful engines give it surprising speed for its size. Concealed within the area that would be enlarged cargo area is a pair of light turbolasers, a pair of concussion missile launchers, a pair of proton torpedo launchers as well as a retractable twin laser turret to cover the rear of the craft. Additional power generators are installed to power the heavier weapons and heavier shields for additional protection. The light turbolasers and proton torpedoes are generally used against larger targets while the concussion missiles are used against fighters. Additional crew are housed in the area below where the pilot and co-pilot sit.

Pulsar Nu-Class Transport (PL6)
Type: Ultralight
Subtype: Gunship
Size: Colossal (-8)
Tactical Speed: 3000 ft, 190 (19) atmosphere
Defense: 2 (10 base -8 size)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense:
Hardness: 32
Hit Dice: 15d20 (300 hp) shields 113 hp
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 62 ft
Weight: 115,700 lbs
Targeting System Bonus: +2
Crew: 7 (pilot, co-pilot, 3 gunners, 2 engineers)
Passenger Capacity: 0
Cargo Capacity: 2000 lbs
Grapple Modifier: +8
Base PDC: 39
Restriction: Mil (+3)

Attack:
2 fire-linked heavy laser -6 ranged (12d8, 20, fire, 4000 ft, s/a);
Or 2 fire-linked laser turret-6 ranged (9d8, 20, fire, 3000 ft, single)

Gunner 1
2 fire-linked laser turret -6 ranged (9d8, 20, fire, 3000 ft, single) (front & sides)

Gunner 2
2 Fire-linked laser turret -6 ranged (9d8, 20, fire, 3000 ft, single) (back and sides)

Gunner 3
2 Fire-linked light turbolasers -8 ranged (15d8, 20, fire, 9500 ft, single);
Or Concussion Missile Launcher -8 ranged (10d10, 19-20x2, 4000 ft, single);
Or Proton Torpedo Launcher -8 ranged (10d12, 20x2, 5000 ft, single)

Attack of Opportunity:

Standard PL(6) Design Spec: Heavy load, ejection seats, improved thrust
Engines: thrusters, Ion engine, Hyperdrive Class 1
Armour: vanadium
Defense Systems: heavy shields
Sensors: Class II, Targeting System
Communications: Radio Transceiver
Weapons: 2 fire-linked heavy Laser cannons, 2 2-fire-linked laser cannon turrets (can't fire behind craft), fire-linked laser cannon turret (rear), 2 fire-linked light turbolaser cannons, 2 concussion missile launchers (20 missiles each), 2 proton torpedo launchers (15 torpedoes each)
Grappling Systems: none

Concussion Missiles
Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons.

Concussion Missile (PL6)
Damage: 10d10
Critical: 19-20x2
Damage Type: Energy
Range Increment: 4000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 23
Restriction: Mil (+3)
Notes: +2 to target ships of shuttle types or smaller.

Heavy Shields
These shields are stronger than standard shields, providing greater protection. These shields provide 30 hp per HD of the ship equal to one-fourth the starship's overall Hit Dice (rounded down, minimum 1).
PDC: Shield type +2
Restriction: Res +2

Proton Torpedo
Proton torpedoes are generally fighter carried missiles, that deal slightly higher damage than concussion missiles, but particle shields could resist these weapons, while they can pass through ray shielding with ease. Generally cheaper than concussion missiles, and with their higher damage potential, many bombers are lowed with proton torpedoes for anti-capital ship use.

Proton Torpedo (PL6)
Damage: 10d12
Critical: 20x3
Damage Type: Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 22
Restriction: Mil (+3)
Notes: +1 to target ships of Corvette types or larger.

Light Turbolaser
Light Turbolasers are light capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.

Light Turbolaser (PL6)
Damage: 10d8, ignore 15 points of DR/hardness
Critical: 20x2
Damage Type: Fire
Range Increment: 9500 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 39
Restriction: Military (+3)
 

kronos182

Adventurer
A couple more Maggia NPCs

Maggia Henchman
The rank and file of the Maggia, the Henchman is armed with a pair of pistols, used for any number of jobs, from protection, racketeering, shakedowns, etc. Some bodyguards an others start as henchmen, but most go on to being Gunman.

Maggia Henchman Low-Level (Fast Ord 1/Tough Ord 1)
CR: 1
Size: Medium
Type: Human
Hit Points: 1d8+3 plus 1d10+3 HP 19
Mass: 15
Init: +1
Speed: 30 ft
Defense: 17, touch 15, flat-footed 16 (+1 Dex +4 class +2 padded jacket)
Base Attack Bonus: +0
Grapple: +1
Attack: +1 melee pistol whip (1d4+1 bludgeoning), or +1 ranged glock 17 (2d6 ballistic)
Full Attack: +1 melee pistol whip (1d4+1 bludgeoning), or -1 ranged glock 17 (2d6 ballistic) and -1 ranged glock 17 (2d6 ballistic)
Special Attack: Empty Clip
Special Qualities: Hair Trigger
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Maggia, specific Maggia family
Saves: Fort +3, Ref +2, Will +0
Rep: +1
Abilities: Str 13, Dex 13, Con 15, Int 10, Wis 10, Cha 8
Occupation: Blue collar (Climb, Drive, Intimidate)
Skills: Climb +1, Concentration +4, Drive +4, Intimidate +2, Knowledge (current events) +2, Listen +2, Profession +1, Read/Write English, Read/Write Italian, Search +2, Speak English, Speak Italian, Spot +2, Swim +2*
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Two Weapon Fighting
Possession: 2 Glock 17 (9mm) 4 magazines each, Suit (functions as padded jacket), various gear and personal possessions.

Hair Trigger
Maggia Henchmen are trained to react quickly when under fire. If they are attacked by a ranged weapon within 50 feet of them, they can use one of their attack of opportunity for the round to attack the attacker with a ranged weapon in hand, but at -4 to attack roll.

Empty Clip
The Henchman can fire all remaining ammunition in the magazine in their pistol, dealing more damage, but it is highly inaccurate. As a full round attack the henchman fires all the rounds in the weapon, suffering -6 to attack rolls, dealing +1 die for every 5 rounds used, until the weapon is empty.

Maggia Gunman
The Gunman are experienced henchmen who've moved up and may lead groups of henchmen, or are favoured enforcers of various Maggia families. They are equipped with heavier weapons with full automatic capabilities.

Maggia Gunman Mid-Level (Fast Ord 4/Tough Ord 2)
CR: 5
Size: Medium
Type: Human
Hit Points: 4d8+12 plus 2d10+6 HP 54
Mass: 15
Init: +2
Speed: 30 ft
Defense: 22, touch 19, flat-footed 20 (+2 Dex +7 class +3 padded jacket)
Base Attack Bonus: +4
Grapple: +5
Attack: +5 melee pistol whip (1d4+1 bludgeoning), or +6 ranged maggia glock 17 special (2d6 ballistic)
Full Attack: +5 melee pistol whip (1d4+1 bludgeoning), or +4 ranged maggia glock 17 special (2d6 ballistic) and +4 ranged maggia glock 17 special (2d6 ballistic)
Special Attack: Empty Clip, Taking Cover
Special Qualities: Hair Trigger
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Maggia, specific Maggia family
Saves: Fort +4, Ref +4, Will +1
Rep: +2
Abilities: Str 13, Dex 14, Con 15, Int 10, Wis 10, Cha 8
Occupation: Blue collar (Climb, Drive, Intimidate)
Skills: Climb +3*, Concentration +4, Drive +4, Intimidate +4, Knowledge (current events) +4, Listen +5, Profession +5, Read/Write English, Read/Write Italian, Search +4, Speak English, Speak Italian, Spot +4, Swim +2*
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Two Weapon Fighting, Armour Proficiency (Light), Point Blank Shot, Advanced Firearms Proficiency
Possession: 2 Maggia Glock 17 Special (9mm) 4 magazines each, Suit (functions as under cover vest), various gear and personal possessions.

Hair Trigger
Maggia Henchmen are trained to react quickly when under fire. If they are attacked by a ranged weapon within 50 feet of them, they can use one of their attack of opportunity for the round to attack the attacker with a ranged weapon in hand, but at -4 to attack roll.

Empty Clip
The Henchman can fire all remaining ammunition in the magazine in their pistol, dealing more damage, but it is highly inaccurate. As a full round attack the henchman fires all the rounds in the weapon, suffering -6 to attack rolls, dealing +1 die for every 5 rounds used, until the weapon is empty.

Taking Cover
As a full round action, the Gunman can making a special autofire attack with both weapons, provided they have 10 rounds in the magazine each, affecting a 60 foot wide, 30 foot long cone, with all enemies making a Reflex save vs the Gunman's attack roll -10 to the attack roll, for half damage. All the Gunman's allies within 30 feet gain +1 Dodge bonus until the start of the Gunman's next turn.

Maggia Glock 17 Special (9mm)
This Glock 17 modified for use by the Maggia with a full automatic option, increased magazine and improved damage.

Maggia Glock 17 Special (PL5 Personal Firearms Proficiency)
Damage: 2d6+1
Critical: 20
Damage Type: ballistic
Range Increment: 30 ft
Rate of Fire: S, A
Size: Small
Weight: 3 lb
Ammo: 34 box
Purchase DC: 21 Res (+2)
Notes: Has small digital ammo counter, has improved damage and expanded magazine.
 

kronos182

Adventurer
A couple more Maggia NPCs, melee specialists

Maggia Grunt
The Grunt is an other low level Maggia rank and file member, many are used as 'undercover' members, able to function without being spotted. They also act as muscle for protection rackets and hidden protection in areas they control, thieves and cat burglars. They are usually armed with knives and similar bladed weapons as they are easy to conceal and are versatile tools. Most are thugs and don't advance, but some advance to be assassins and head enforcers. They are armed with knives, typically carrying four, allowing for two to be thrown while keeping two to fight with.

Maggia Grunt Low-Level (Fast Ord 1/Smart Ord 1)
CR: 1
Size: Medium
Type: Human
Hit Points: 1d8+1 plus 1d6+1 HP 11
Mass: 12
Init: +2
Speed: 30 ft
Defense: 15, touch 15, flat-footed 13 (+2 Dex +3 class)
Base Attack Bonus: +0
Grapple: +1
Attack: +1 melee (1d3+1 nonlethal, unarmed strike), or +1 melee knife (1d4+1, 19-20), or +2 ranged knife (1d4, 19-20)
Full Attack: +1 melee (1d3+1 nonlethal, unarmed strike), or -1 melee knife (1d4+1, 19-20) and -1 melee knife (1d4, 19-20), or +2 ranged knife (1d4, 19-20)
Special Attack: Reckless Stab
Special Qualities: Switchblade Swipe
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Maggia, specific Maggia family
Saves: Fort +1, Ref +3, Will +2
Rep: +1
Abilities: Str 12, Dex 15, Con 12, Int 10, Wis 13, Cha 8
Occupation: Criminal (Disable Device, Move Silently)
Skills: Balance +4, Climb +2, Disable Device +6, Drive +4, Escape Artist +6, Hide +6, Intimidate +2, Knowledge (streetwise) +2, Listen +3, Move Silently +9, Profession +4, Read/Write English, Read/Write Italian, Search +7, Speak English, Speak Italian, Tumble +4
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Two Weapon Fighting
Possession: 4 knifes various gear and personal possessions.

Reckless Stab
As a full round attack, the Maggia Grunt can make a number of melee attacks, using unarmed or a light 1 handed weapon, equal to 1 + Dex modifier against a single target, with each attack suffering -4 to attack roll. For example if the Grunt has a Dex modifier of +2, can make a total of 3 attacks at -4 to attack roll each.

Switchblade Swipe
If the Grunt uses a slashing weapon, their attacks deal point of bleeding damage each round for 1d4 rounds, which is cumulative from multiple attacks. A Heal check DC 13 will stop this continuous bleeding damage.

Maggia Duelist
Higher level grunts that excelled in melee combat but didn't have ambitions for high level positions, used as head enforcers, leading small groups of grunts. Some do become assassins. Duelists are armed with a pair of Elemental blades along with a number of throwing knives.

Maggia Duelist Mid-Level (Fast Ord 3/Smart Ord 2/Tough Ord 1)
CR: 5
Size: Medium
Type: Human
Hit Points: 3d8+3 plus 2d6+2 plus 1d10+1 HP 25
Mass: 12
Init: +2
Speed: 30 ft
Defense: 19, touch 16, flat-footed 17 (+2 Dex +4 class, +3 padded jacket)
Base Attack Bonus: +3
Grapple: +4
Attack: +4 melee (1d3+1 nonlethal, unarmed strike), or +4 melee elemental blade (1d6+1, 19-20), or +5 ranged knife (1d4, 19-20)
Full Attack: +4 melee (1d3+1 nonlethal, unarmed strike), or +2 melee elemental blade (1d6+1, 19-20) and +2 elemental blade (1d6+1, 19-20), or +5 ranged knife (1d4, 19-20)
Special Attack: Reckless Stab
Special Qualities: Switchblade Swipe, Riposte
FS: 5 ft by 5 ft
Reach: 5 ft
Allegiance: Maggia, specific Maggia family
Saves: Fort +3, Ref +4, Will +4
Rep: +2
Abilities: Str 12, Dex 15, Con 12, Int 10, Wis 13, Cha 9
Occupation: Criminal (Disable Device, Move Silently)
Skills: Balance +6, Bluff +2, Climb +4, Demolition +3, Disable Device +6, Drive +4, Escape Artist +6, Hide +5, Intimidate +4, Knowledge (streetwise) +4, Listen +6, Move Silently +9, Profession +5, Read/Write English, Read/Write Italian, Search +7, Speak English, Speak Italian, Spot +4, Tumble +4
Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Two Weapon Fighting, Combat Reflexes, Dodge
Possession: 4 knifes, padded jacket (functions as undercover vest) various gear and personal possessions.

Reckless Stab
As a full round attack, the Maggia Grunt can make a number of melee attacks, using unarmed or a light 1 handed weapon, equal to 1 + Dex modifier against a single target, with each attack suffering -4 to attack roll. For example if the Grunt has a Dex modifier of +2, can make a total of 3 attacks at -4 to attack roll each.

Switchblade Swipe
If the Grunt uses a slashing weapon, their attacks deal point of bleeding damage each round for 1d4 rounds, which is cumulative from multiple attacks. A Heal check DC 13 will stop this continuous bleeding damage.

Riposte
When the Duelist is attacked by a melee attack and it misses, the Duelist can use an attack of opportunity to make an immediate counter attack at -1 to their attack roll.

Elemental Blade
These large knives are fitted with high technology to allow them to deal additional damage. These blades are able to switch between dealing searing heat, chilling cold or releasing a corrosive acid.

Elemental Blade (PL5-6 Simple Weapon Proficiency)
Damage: 1d6
Critical: 19-20x2
Damage Type: Slashing
Size: Small
Weight: 3 lbs
Purchase DC: 23 Illegal (+4)
Notes: Can be thrown up to 30 ft, range increment 10 ft. Elemental Damage

Elemental Damage - As a free action, the wielder can select to deal additional damage for the rest of the round: 1) 2d6 fire; 2) 2d8 cold; 3) 2d4+2 acid damage.
Uses a power pack to power the Elemental damage, each round Elemental damage is used uses 1 charge.
 

kronos182

Adventurer
GR-75 Medium Transport

The GR-75 medium transport, built by Gallofree Yards, well known as the Rebel Transport as it was used famously by the Rebel Alliance. The ship's outer hull is clamshell-like durasteel hull consisting of a central spar and keel. The bulk of the interior is exposed to space and filled with cargo pods contained within a magnetic shield to lock the pods and modules in place, and keeps out the vacuum of space. Cargo pods designed to carry livestock and/or passengers were ray shielded for added protection. The hull had a fish-like shape, with the bridge and shield generator mounted on a raised pod at the rear of the craft. It is capable of landing on a planet, with a large boarding ramp. The large boarding ramp/entrance also functions as a large docking port, with two docking ports on either side about mid-ship.
The 90 meter, or 295 foot long, GR-75 transport original versions were unarmed, but they were refitted with four turreted twin lasers cannons. Both version required a crew of 7 consisting of a pilot, co-pilot, an engineer, a cargo master and three more crew members and can carry 40 crew without any passenger pods.

GR-75 Medium Transport (PL6)
Type: Light
Subtype: Freighter
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 2 (10 base -8 size)
Flat-Footed Defense: 2 (10 base - 8 size)
Autopilot Defense:
Hardness: 20
Hit Dice: 19d20 (380 hp) shields 95 hp (refit 390 hp)
Initiative Modifier:
Pilot's Class Bonus:
Pilot's Dex Modifier:
Gunner's Attack Bonus:
Length: 295 ft
Weight: 3,000 tons
Targeting System Bonus:
Crew: 7
Passenger Capacity: 40*
Cargo Capacity: 19,000 tons
Grapple Modifier: +8
Base PDC: 50
Restriction: Lic (+1)

Attack:
2 fire-linked light laser turret -8 ranged (9d8, 20, fire, 3000 ft, s/a) and 2 fire-linked light laser turret -8 ranged (9d8, 20, fire, 3000 ft, s/a) (refit only controlled by extra crew)

Attack of Opportunity:


Standard PL(6) Design Spec: Cargo pods
Engines: thrusters, Ion engine, Hyperdrive Class 4
Armour: alloy plating
Defense Systems: shields
Sensors: Class II
Communications: Radio Transceiver
Weapons: 4 twin light laser turrets (refit only)
Grappling Systems: Magnetic Clamp

Cargo Pods
The GR-75 carries multiple cargo pods from standard to large, held in place by magnetic fields. In space with proper equipment, a pod can be removed or added as a full round action. Standard cargo pods can be replaced with specialty pods that can be linked together and function as barracks, medical facilities, etc.

Variants
Bright Hope
This modified GR-75 refit was one of the transports assigned to the Rebel base on Hoth and successfully escaped. It is modified with heavier armour and about 50% of the cargo pods and interior space is designed for carrying people. The Bright Hope has a large medical bay and can carry 450 passengers, or up to 600 in cramped conditions plus 7000 tons of cargo.

Bright Hope Modified GR-75 Medium Transport Refit (PL6)
Type: Light
Subtype: Freighter
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 6 (10 base -8 size +1 equipment +3 crew)
Flat-Footed Defense: 3 (10 base - 8 size +1 equipment)
Autopilot Defense:
Hardness: 23
Hit Dice: 19d20 (390 hp) shields 95 hp
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 295 ft
Weight: 3,560 tons
Targeting System Bonus:
Crew: 7
Passenger Capacity: 350
Cargo Capacity: 7,000 tons
Grapple Modifier: +8
Base PDC: 53
Restriction: Lic (+1)

Attack:
2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a)

Gunner 1
2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a)

Gunner 2
2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a)

Attack of Opportunity:

Standard PL(6) Design Spec: Cargo pods, large medical bay, enhanced armour
Engines: thrusters, Ion engine, Hyperdrive Class 4
Armour: alloy plating
Defense Systems: shields
Sensors: Class II
Communications: Radio Transceiver
Weapons: 4 twin light laser turrets (refit only)
Grappling Systems: Magnetic Clamp

Large Medical Bay
This medical bay is larger than most on the type of ship it is installed in. Enough room and supplies to treat 30% of the crew at any given time without taxing the supplies, plus in emergencies, can treat up to 60% of the crew at once, although some crew, until having at least having their most serious injuries treated, may have to sit or stand if they are able before getting more longer term care. This type of medical bay will also have 2 isolation rooms with 2 beds each, with their own oxygen supplies, a moderate sized autopsy area and 1d4+2 cold storage bays for storing dead bodies and 1d3 suspended animation pods (if that technology exists in your game).
Requires 1 doctor per 10 crew, 1 nurse per 5 crew.

Enhanced Armour
The Bright Hope has heavier armour, granting a +1 equipment bonus to Defense, +3 Hardness.

Luminous
The Luminous is modified for speed, reconnaissance and swift transport. It has lighter armour, but enhanced engines and carries a x2 hyperdrive. Hidden enhanced sensors and recording equipment allows it to record everything around it. It only mounts two twin laser turrets instead of four like most refitted models. It has two extra crew that man the sensors and recording systems.

Luminous Modified GR-75 Medium Transport Refit (PL6)
Type: Light
Subtype: Freighter
Size: Colossal (-8)
Tactical Speed: 3500
Defense: 4 (10 base -8 size +3 crew, -1 Equipment)
Flat-Footed Defense: 1 (10 base - 8 size -1 Equipment)
Autopilot Defense:
Hardness: 18
Hit Dice: 19d20 (390 hp) shields 95 hp
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 295 ft
Weight: 3,560 tons
Targeting System Bonus:
Crew: 9
Passenger Capacity: 40
Cargo Capacity: 11,000 tons
Grapple Modifier: +8
Base PDC: 53
Restriction: Lic (+1)

Attack:
2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a)

Gunner 1
2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a)

Attack of Opportunity:

Standard PL(6) Design Spec: Cargo pods, reduced armour, improved thrust, +15 to Computer checks for sensors (trained crew).
Engines: thrusters, Ion engine, Hyperdrive Class 2
Armour: alloy plating
Defense Systems: shields
Sensors: Class IV
Communications: Radio Transceiver
Weapons: 2 twin light laser turrets (refit only)
Grappling Systems: Magnetic Clamp

Reduced Armour
The Luminous has reduced armour, suffering -1 to Defense, -2 to Hardness, and gain +500 ft to speed.

Bearing Lifter
This modified GR-75 is studded with antennas and mechanism clusters for its enhanced sensors, navigation and communications systems. It has heavier armour that is modified to deflect and scatter sensors. The internal systems are also modified to prevent scans. It was one of the few ships to escape the Imperial attack on the Rebel base on Hoth.

Bearing LIfter Modified GR-75 Medium Transport Refit (PL6)
Type: Light
Subtype: Freighter
Size: Colossal (-8)
Tactical Speed: 3000
Defense: 6 (10 base -8 size +1 equipment +3 crew)
Flat-Footed Defense: 3 (10 base - 8 size +1 equipment)
Autopilot Defense:
Hardness: 23
Hit Dice: 19d20 (390 hp) shields 95 hp
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 295 ft
Weight: 3,560 tons
Targeting System Bonus:
Crew: 10
Passenger Capacity: 40
Cargo Capacity: 8,000 tons
Grapple Modifier: +8
Base PDC: 55
Restriction: Illegal (+4)

Attack:
2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a)

Gunner 1
2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a)

Gunner 2
2 fire-linked light laser turret -6 ranged (9d8, 20, fire, 3000 ft, s/a)

Attack of Opportunity:

Standard PL(6) Design Spec: Cargo pods, enhanced armour, Sensor Deflecting Design, -8 Sensor checks (-13 and one-half concealment, 20% miss vs missiles), +6 Navigate, +5 Hide at long range
Engines: thrusters, Ion engine, Hyperdrive Class 4
Armour: alloy plating
Defense Systems: shields, Sensor Jammer
Sensors: Class IV, Stellar Navigation System
Communications: Radio Transceiver, Drivesat Comm Array
Weapons: 4 twin light laser turrets (refit only)
Grappling Systems: Magnetic Clamp

Sensor Deflecting Design
The armour is coated and impregnated with sensor scattering material, as well as the interior modified to deflect scans. Sensor checks suffer -8, plus at ranges of over 100 miles, the ship gains an effective Hide check of +5.

Sensor Jammers
When active, Sensor checks made against the Bearing Lifter suffer a total of -13 (this is combined with the Sensor Deflecting Design), plus gains one-half concealment (20% miss chance) against missile attacks.


Courage of Sullust
This GR-75 has been modified to function as a carrier. The internal space has been sealed with large hanger-like area and storage for fuel, munitions and other components for carrying fighters. The front is open to space with a ray shield to keep the atmosphere within contained. It can hold 10 fighters up to 50 feet long with fuel, parts and munitions.
Make the following changes to GR-75 refit to make Courage of Sullust:
Reduce cargo space to 5,000 tons;
Increase crew to 40 (7 for main crew, additional members to run the hanger and maintain the fighters);
Add Hanger;
PDC: +2, Mil (+3)

Hanger
The Courage of Sullust can hold up to 10 fighters up to 50 feet long, such as X-wings, or fewer ships, -1 ship per 10 additional feet of ship length. Carries enough munitions to reload carried craft 4 times, and spare parts to repair up to 25% HP of each fighter twice. Can only launch 1 fighter a turn, and fighters or similar sized craft must make a DC 17 Pilot check to land safely in the hanger.

GR-75 Q-Ship
These GR-75s are modified into Q-Ships, transports modified with weapons, armour and stealth systems to hide these weapons. They are typically used to protect other transports, or act as traps against raiders by acting like a normal transport until the target is close, then revealing their hidden weapons and hopefully taking out the target quickly before they can retaliate. Armed with several concussion and two proton torpedo launchers, several laser turrets dedicated to defense, and a pair of twin light turbo laser turrets.

Modified GR-75 Q-Ship (PL6)
Type: Light
Subtype: Freighter/Escort
Size: Colossal (-8)
Tactical Speed: 3500
Defense: 7 (10 base -8 size +2 equipment +3 crew)
Flat-Footed Defense: 4 (10 base - 8 size +2 equipment)
Autopilot Defense:
Hardness: 25
Hit Dice: 21d20 (420 hp) shields 105 hp
Initiative Modifier: +2
Pilot's Class Bonus: +3
Pilot's Dex Modifier: +2
Gunner's Attack Bonus: +2
Length: 295 ft
Weight: 5,560 tons
Targeting System Bonus: +3
Crew: 20
Passenger Capacity: 10
Cargo Capacity: 7,000 tons
Grapple Modifier: +8
Base PDC: 55
Restriction: Mil (+3)

Attack:
2 fire-linked light laser turret -3 ranged (9d8, 20, fire, 3000 ft, s/a), or 2 fire-linked proton torpedo launchers -3 ranged (15d12, 20x2, 5000 ft, single)

Gunner 1
2 fire-linked light turbo laser turret -3 ranged (15d8, 20, 9500 ft, single), or concussion missile launcher -3 ranged (10d10, 19-20x2, 4000 ft, s)

Gunner 2
2 fire-linked light turbo laser turret -3 ranged (15d8, 20, 9500 ft, single), or concussion missile launcher -3 ranged (10d10, 19-20x2, 4000 ft, s)

Attack of Opportunity:
Point Defense system (2d12x10, fire)

Standard PL(6) Design Spec: Cargo pods, large medical bay, enhanced armour, concealed weapons
Engines: thrusters, Ion engine, Hyperdrive Class 4
Armour: alloy plating
Defense Systems: shields, point defense system
Sensors: Class II
Communications: Radio Transceiver
Weapons: 2 twin fire-linked light turbo laser turrets, 2 fire-linked proton torpedoes (15 torpedoes each), 4 concussion missile launchers (20 missiles each), several twin light laser turrets (most used as point defense, 1 dedicated to co-pilot control)
Grappling Systems: Magnetic Clamp

Concealed Weapons
The additional weapons are hidden within specially shielded compartments. Sensor checks scanning the GR-75 Q-Ship are at -8 to detect the weapons.

Enhanced Armour
The Q-Ship has heavier armour, granting a +2 equipment bonus to Defense, +5 Hardness.

Concussion Missiles
Concussion missiles are a type of short range anti-vehicle missile generally deployed by a starship, vehicle mounted or even shoulder launchers. Their small size and maneuverability make them excellent anti-fighter weapons and giving fighters a heavy, if limited payload, punch besides their energy weapons.

Concussion Missile (PL6)
Damage: 10d10
Critical: 19-20x2
Damage Type: Energy
Range Increment: 4000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 23
Restriction: Mil (+3)
Notes: +2 to target ships of shuttle types or smaller.

Proton Torpedo
Proton torpedoes are generally fighter carried missiles, that deal slightly higher damage than concussion missiles, but particle shields could resist these weapons, while they can pass through ray shielding with ease. Generally cheaper than concussion missiles, and with their higher damage potential, many bombers are lowed with proton torpedoes for anti-capital ship use.

Proton Torpedo (PL6)
Damage: 10d12
Critical: 20x3
Damage Type: Energy
Range Increment: 5000 ft
Rate of Fire: Single
Minimum Ship Size: Large
Purchase DC: 22
Restriction: Mil (+3)
Notes: +1 to target ships of Corvette types or larger.

Light Turbolaser
Light Turbolasers are light capital ship level lasers more powerful than lasers found on starships, however they have lower fire rates than those found on fighters. These weapons are also not as accurate at targeting fast moving targets suffering -1 to strike any ships of Ultralight size or smaller.

Light Turbolaser (PL6)
Damage: 10d8, ignore 15 points of DR/hardness
Critical: 20x2
Damage Type: Fire
Range Increment: 9500 ft
Rate of Fire: Single
Minimum Ship Size: Gargantuan
Purchase DC: 39
Restriction: Military (+3)
 

kronos182

Adventurer
Maggia Bodyguard

Testing something, let me know if this works and how it looks. Should be a page that looks like some of the 5E creature layouts. Only doing this as a test to see if I like it or not for future creatures/NPCs.
Also attaching PDF version for you guys to look at. Let me know what you think
 

Attachments

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kronos182

Adventurer
Some winter themed NPCs to throw against your party

Tophat Snowman
The Tophat Snowman is a construct loosely based on Frosty the Snowman, looking like a typical snowman, with a toptop, however it has two glowing eyes, thick branches that make up the arms that end in three points, acting as two fingers and an opposable thumb, that are sharp enough to cleave flesh. It's only purpose is to create attack those its creator designates and turn people into snowman to follow its creators orders and continue the fight.

Tophat Snowman
Type: Construct
Size: Medium
CR: 3
Hit Points: 47 (6d10+10)
Mas: *
Init: +0
Speed: 30 ft
Defense: 14 (+4 natural)
BAB: +4
Grp: +6
FS/Reach: 5 ft b 5 ft / 5 ft
Attacks: stick claw +6 melee (1d6+2 slashing)
Full Attack: stick claw +6 melee (1d6+2 slashing) and stick claw +6 melee (1d6+2 slashing)
Special Attacks: Tophat
Special Qualities: Cold Immunity, Fire Vulnerability, Darkvision 60 ft
Allegiances:
Saves: Fort +2, Reflex +2, Will +2
Reputation:
Abilities: Str 14, Dex 10, Con -, Int 10, Wis 10, Cha 12
Skills: Disguise +4, Hide +3, Listen +3, Move Silently +3, Search +3, Spot +3
Feats:
Possessions:
Advancement:

Combat
The Tophat snowman will hide in fields of snow, then will attack anyone that gets close, striking with its stick arms and try putting its tophat onto the target in an attempt to create another snowman. It uses straight forward tactics, move, strike, attempt to convert, repeat.

Tophat
The snowman carries a tophat that can turns others into inanimate snowman. As an action, it can attempt to place the hat on the head of a living creature. The tophat snowman must succeed on a stick claw attack against the target. On a hit, the hat is placed on their head, and they must make a Constitution save DC 11. On a failed save, they begin to turn into a snowman and are restrained. They must repeat the saving throw at the end of their next turn, ending the effect on themselves on a successful save, or are turned into an inanimate snowman on a failed save. A creature that is turned into a snowman is effectively petrified (except no resistance to fire damage), and any effects that remove petrification cure this condition.
The tophat snowman can put the tophat on the head of a restrained, paralyzed, or incapacitated creature as an action without an attack roll. Each tophat snowman can only convert one creature into a snowman per day.
A creature turned into a snowman remains immobile for 1d6+1 rounds, then it is under the control of the tophat snowman and its creator and can move.

Snowman
These are constructs created by the Tophat Snowman, incredible simple minded.

Snowman
Type: Construct
Size: Medium
CR: 1
Hit Points: 29 (3d10+10)
Mas: *
Init: +0
Speed: 30 ft
Defense: 11 (+1 natural)
BAB: +2
Grp: +3
FS/Reach: 5 ft b 5 ft / 5 ft
Attacks: stick claw +3 melee (1d4+1 slashing)
Full Attack: stick claw +6 melee (1d4+1 slashing)
Special Attacks:
Special Qualities: Cold Immunity, Fire Vulnerability, Darkvision 60 ft
Allegiances:
Saves: Fort +1, Reflex +1, Will +1
Reputation:
Abilities: Str 12, Dex 10, Con -, Int 7, Wis 10, Cha 6
Skills: Disguise +2, Hide +1, Listen +1, Move Silently +1, Search +1, Spot +1
Feats:
Possessions:
Advancement:

Combat
Snowman combat tactics are incredibly simple. Move, hit, repeat.
 


kronos182

Adventurer
With the Zerg in Hawaii with the Aloana Pokemon, it was only a matter of time before the Zerg, or perhaps some company(ies??) combined the two species for some horrifying purpose.
The picture done by Dragonstorm Studios commissioned by me.

GoodBoy-sm.png
Skitterling
The Skittering is a zerg-pokemon hybrid, formed from absorbing some Aloala rattata and creating a zerg version. This creature is roughly the size of a zergling, although a little heavier, fur replaced with a tough carapace. From the shoulders sprout the zergling's scythe claws, the jaws and mandibles are enlarged due to the rattata's large teeth and mouth. The heavy rattata's tail bulb has sprouted a stinger allowing it to stab anything around it. The rattata's whiskers have been replaced with feelers similar to a moth's which grants it enhanced senses.
The skitterling is particularly dangerous compared to the zergling as it combines the zergling's combat skills with the Aloalan rattata's resistances and abilities to enhance itself by gorging before a fight, and even during due to its enhanced metabolism.

CR 2;
Medium aberration [zerg], Dark, Pokemon;
Hit Dice: 2d8+2; hp 16; Mas —; Init +6;
Speed: 40 ft, burrow 20 ft, climb 30 ft, swim 10 ft;
Defense 15, touch 13, flat-footed 12 (+3 Dex, +2 natural);
BAB: +2; Grap +3;
Atk: +4 melee (1d4+1, claw), or +3 melee stinger (10 ft reach 1d6+1);
Full Atk: +4 melee 2 claws (1d4+1 ea) and -3 melee bite (2d4+1); or +3 melee bite (2d4+1) and -2 stinger (10 ft reach 1d6+1, 19-20x2)
FS: 5 ft. by 5 ft.;
Reach 5 ft., 10 ft with tail stinger;
Special Attack: Tail Whip, Crunch
SQ: darkvision 60 ft., fast healing 1, zerg traits, keen sight, scent, Hustle, Focus Energy, Gluttony, Thick Fat, Fast Heal 1;
AL: cerebrate;
SV: Fort +1, Ref +2 , Will +3; AP 0; Rep +0;
Ability Scores: Str 13, Dex 15, Con 12, Int 3, Wis10, Cha 2.
Skills: Balance +4, Climb +1, Hide +4, Jump +8, Listen +3, Move Silently +5, Spot +2, Swim +4, Survival +4
Feats: Improved Initiative, Weapon Finesse (claw).
Advancement: 3–6 HD (Medium).
Organization:

Keen Sight (Ex)
Skitterling's have darkvision 60 ft and low-light vision.

Scent (Ex)
The Skitterling can track by scent.

Enhanced Senses (Ex)
The Skitterling has enhanced senses due to the antenna, gaining tremor sense 30 feet, it can track by scent up to 60 feet instead of the normal 30 feet, or 60 feet up wind.

Hustle (Ex)
Similar to Power attack, however there is no limit to how much of a penalty the Skittering takes to its attack roll for bonus damage. This does stack with Power Attack doubling the bonus damage. Useable 3 + Con modifier times per day.

Focus Energy (Ex)
The Skitterling, as a move action, can focus and increases the chance of a critical strike of its next attack, increasing the critical threat range by 1. Most of the Skitterling's attacks have a critical 20, x2, unless specified, this ability raises them to 19-20x2.

Tail Whip
The long flexible tail of the Skitterling can be used to attack foes. Due to its flexibility and unpredictable path, opponents don't apply Dodge or Dex bonus to Defense against the tail whip attack. +3 melee attack, deals 1d6 bludgeoning damage against any target within 10 feet of the Skitterling.

Crunch (Ex, Special Attack)
As a full round attack, the Skitterling bites and gnaws on the target, tearing and damaging armour, both artificial and natural, +4 melee deals 1d3 damage and reduces the target's bonus to Defense from equipment or Natural armour by 1. Natural armour will heal at 1 point per day, while equipment will have to be repaired as normal. Usable every 1d4 rounds.

Gluttony
If the Skitterling has a chance to gorge on food, at least 15 lbs, taking about 1 minute to eat, it gains Fast Heal 3 for the next hour.

Thick Fat
The fat with its carapace helps to protect the Skitterling from damage, reducing damage from Fire and Ice energy attacks by half.

Dark Subtype
The Skitterling is of the dark subtype, taking 50% more damage from Light based attacks or creatures. However it also deals 50% more damage to creatures with the Light subtype or vulnerable to Dark based attacks.

Species Traits
Bonus Feat
: Skitterlings gain Improved Initiative as a bonus feat.
Fast Healing (Ex): Skitterlings heal 1 hit point of lethal damage (or nonlethal if it is the only hit point damage remaining) per round. This functions otherwise as per the typical Zerg trait of Fast Healing.
Leaper (Ex): Skitterlingss are excellent jumpers, gaining a +8 racial bonus to Jump checks, and are not restricted in the height or length they can jump by their size.
Pounce (Ex): If the skitterling leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.
Skill Bonuses: Zerglings gain a +2 species bonus on Climb and Survival checks.
Zerg Traits: A skitterling possesses the standard Zerg traits as defined elsewhere.
Skitterling Advancement: Skitterlings are adaptable creatures and may grow in strength, speed, and resilience with certain genetic manipulations by nearby Zerg hatcheries, lairs, or hives. Zerglings advanced to 3 hit dice gain a +2 increase to Strength, an increase of +20 feet to their base land speed, a burrow speed of +55 feet, and Damage Reduction 1/- functioning as per the same ability of the Tough character class. A Skitterling can, and instinctively does, hide any signs of its burrowing on the surface, except where impossible. Skitterlings advanced to 4 hit dice gain the aforementioned benefits as well as a further +2 increase to Strength, an increase of Damage Reduction to 2/-, an increase of +2 to their natural armor. Skitterlings advanced to 3 hit dice have a base Challenge Rating of 3 instead of 2, while those advanced to 4 hit dice have a base Challenge Rating of 4 instead. Skitterlings cannot be advanced to 4 hit dice unless they are within 10 miles of a Zerg lair or hive, and a spawning pool. Skitterlings cannot be advanced to 5 hit dice unless they are within 10 miles of a Zerg hive and spawning pool. Either way, they need only be within such range when actually advancing to those hit dice. The process of advancing skitterlings in hit dice takes much time and resources from a Zerg lair or hive.

Mutations
A number of mutations are available to skitterlings only in addition to those common to the rest of the swarm.

Metabolic Boost
The skitterling's metabolic rate is increased to give it a boost in speed and reflexes, granting +10 ft to all speeds and +2 to Reflex saves.

Adrenal Glands
The adrenal glands of the skitterling is increased, giving the skitterling +1 to attack rolls, and an extra attack during a full attack, which stacks with Zergling Frenzy.

Zerg Traits
Creatures of the Zerg subtype possess the following traits. Certain traits have specific exceptions and alterations noted for particular varieties of Zerg.
Fast Healing (Ex): All Zerg possess Fast Healing, but the rate at which they heal varies slightly amongst Zerg strains, as noted in the individual entries. However, unlike most creatures with Fast Healing, a live Zerg regenerates severed or destroyed body parts at the rate of 1 per 1d4x10 days.
Hivemind (Su): A Zerg has a limited telepathic connection to other Zerg nearby. Any large concentration of Zerg in one place will also collectively transmit their overall emotional state empathically across space to an unknown but significantly vast distance. Zerg are constantly transmitting empathically and telepathically to other Zerg within 10 miles, and they can sense the general direction to any other Zerg within that distance by following such transmissions. Certain varieties of Zerg may transmit and sense to a greater distance empathically and telepathically, as noted in their individual descriptions. Zerg receive telepathic commands from Zerg Overlords within this distance, or from Zerg Cerebrates on the same planet (or equivalent distance), or from a Zerg Overmind within the same star system (or equivalent distance). Zerg cannot resist these telepathic commands from such superior Zerg. Zerg not within the controlling telepathic influence of any such superior Zerg will behave viciously and instinctively, and their instinct is to kill and devour anything organic near them, including other Zerg. Once they run out of organic things to kill and devour, they become catatonic until more creatures approach that they can kill. Thus, they behave as though confused (as per the confusion spell in the D20 Modern System Reference Document, except nonmagical) when not under the telepathic guidance of the aforementioned superior Zerg. A Zerg hatchery, lair, or hive within 1 mile can also keep a Zerg under control. Zerg Overlords, Cerebrates, and Overminds need no telepathic control from others, and can function normally and rationally without such input, while such superior Zerg are also immune to the telepathic control of others of the same kind. For instance, Overlords don't take orders from other Overlords, though they are still compelled to follow the commands of Cerebrates and Overminds. Likewise, Cerebrates receive telepathic orders only from an Overmind, while an Overmind has no master and heeds no telepathic commands.
Immunity to Fear (Ex): Zerg are immune to all fear effects, as their Zerg nature suppresses their survival instinct. However, Zerg with Intelligence of 3 or higher can still worry and can still recognize when they ought to be afraid, though it is not felt with any intensity, merely felt as a realization that fear would be normal and logical at certain times.
Keen Sight (Ex): Zerg have darkvision to a range of 60 feet, and also possess low-light vision.
Psychic Sensitivity (Ex): Any Zerg senses the presence of, and general direction to, any reasonably strong telepathic or empathic transmitter within 1 mile, organic or otherwise. These include such things as an active Protoss pylon, an active Protoss temple, a Protoss character with 5 or more levels of Templar, or a Protoss character with 10 or more levels in any combination of classes. Specially-built telepathic transmitter machines may also make themselves detectable from a greater range. A Zerg within 500 feet of any minor psychic source can sense it in this manner as well. This would include any Protoss characters or any Protoss devices that are psionically-powered, as well as any Terrans or other creatures with psychic abilities, such as a Terran "Ghost" soldier. Certain superior varieties of Zerg can sense psychic emanations from greater distances, as noted in their individual descriptions. Zerg are instinctively drawn to psychic energy sources and, if presented with a non-Zerg psychic source that they can sense, the Zerg will attempt to kill and devour it if organic, or will attempt to attack and destroy it if inorganic. Zerg cannot sense the actual location or form of a psychic transmitter, only the general vicinity, so their Psychic Sensitivity is not of any significant help in finding invisible targets such as a cloaked Terran "Ghost". Zerg cannot sense the presence or direction to any psionically-cloaked psychic transmitter, anyway. However, a few Zerg exceptions exist, as noted in their individual descriptions.
Immunity to Death from Massive Damage (Ex): Zerg can take massive amounts of damage and will continue functioning, if limited, and are immune to death from massive damage.
Environmental Resistance (Ex): All zerg are resistant to most environmental effects, gaining +4 racial bonus to Fort saves. All zerg can also survive in the vacuum of space for 1 + Con modifier hours.
Mutable DNA (Ex): The DNA of zergs is highly mutable, allowing for new and quick evolutions. Once a new mutation is created, or selected by a ruling zerg (Overlord, Queen, Cerebrate, etc), the changes are transmitted to all related (changes can be strain specific, and even affect only specific zerg units of a strain) zerg within reach of the Hivemind, causing the affected zerg to enter a cocoon before emerging 1d4+1 rounds later.
Absorb Essence (Ex): The zerg is able to absorb the 'essence' of a creature eaten. This essence is the DNA of a creature, which the zerg can add to its own collected knowledge and possibly distributed to existing strains or creating new or variant strains, depending on the ability. After killing a living creature, a zerg can eat the corpse, which takes 1d4 +1 min/size category over small to eat the corpse, and absorb the DNA which is transmitted via the telepathic link to the Hivemind and the nearest hatchery or lair. The zerg must do nothing but consume the corpse with the purpose of absorbing its essence to absorb it, and a lair, hatchery, overlord or similarly powerful zerg must be within range to collect the essence and add it to the zerg swarm collective knowledge.
A zerg outside of the transmission range of the Hivemind can still absorb the essence, and attempt to gain 1 ability of the eaten corpse, which would give just that specific zerg that one random ability, which forces the zerg into a cocoon for 1d4 hours as it adds that ability to itself.

Variant Strains
A few variant strains of the Skitterling have been developed but they are rare so far.

Spitling
The Spitling variant has an enlarged stinger and a longer, thicker tail that can inject an acid through its stinger that eats away at a target, hopefully killing it even if the target manages to escape.
Make the following changes to the Skitterling to make a Spitling:
Extend tail to 20 feet long, granting 20 foot reach with stinger attacks;
Add +5 hit points;
Increase bonus to Natural defense to +3;
Stinger damage increased to 2d4+4;
Add Acid Gland;
Remove Tail Whip;
Remove Leaper.

Acid Gland (Ex)
The Spitling can inject acid when it makes a stinger attack, adding 1d6 points of acid damage that continues to deal 1d4 points of acid damage for 2 rounds unless it is treated.
Alternatively, the Spitling can shoot a stream of acid in 5 foot wide 20 foot long line dealing 2d4 points of acid, Reflex save DC 16.

Available Mutation

Regenerative Acid

The acid of the baneling is modified by being infused with debriding properties of the swarm queen's transfusion to heal zerg units. Upon detonation, any zerg units or structures part of the same brood within the blast range of the baneling's rupture have necrotic tissue dissolved from injured zerg, healing them 2d6 hit points. Zerg can not heal past their normal full hit points. Can not be combined with Corrosive Acid or Increase Rupture.

Crushling
This variant of the Skitterling has a larger and more powerful tail, the stinger is removed and replaced with a large club-like feature. The claws are larger and heavier, with heavier carapace covering the body, the Crushling is good throw use against heavier armoured targets.
Make the following changes to a Skitterling to make a Crushling:
Increase hit die by +1 plus an additional+5 hit points;
Increase Natural armour bonus to Defense to +5;
Stinger becomes Club dealing 2d4 points of bludgeoning damage;
Increase attack rolls by +1;
Tail Whip deals 2d6 points of damage plus ignores 2 points of hardness/DR;
Claws deal 1d6 points of damage;
Remove Leaper and Pounce;
Add Crunch;

Crunch (Ex, Special Attack)
As a full round attack, the Crushling bites and gnaws on the target, tearing and damaging armour, both artificial and natural, deals 1d6 damage and reduces the target's bonus to Defense from equipment or Natural armour by 1. Natural armour will heal at 1 point per day, while equipment will have to be repaired as normal. Usable every 1d4 rounds.
 
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kronos182

Adventurer
A few more Mario Bro. Game items.

Penguin Suit
The Penguin Suit looks like a penguin ones, found in winter or snowy areas or purchased in the Mushroom Kingdom. While worn, the suit grants the wearer gains +1 equipment bonus to Defense, but suffers a -2 armour check penalty, max Dex bonus +3, -5 ft to speed, Jump checks suffer -5, and can create an ice ball similar to the Ice Flower. Can create a single ice ball as a free action once per round. The wearer is not affected by ice, walking on it like normal ground (doesn't need to make balance checks, slips or slides on it), and gains a swim speed of 30 ft. If the wearer is on a large icy and snow covered stretch of ground, they can run up to 30 ft then lay flat on their stomach, making a Tumble check DC 15 and can slide up to 30 feet +5 feet for every 3 points the check is beaten. The wearer loses the suit in a puff of smoke after suffering 50 points of damage, or if takes the suit off, or after wearing it for a maximum of 6 hours.
Ice ball - 2d4, 20x2, cold, 30 ft, can throw as many attacks as the user has on a full attack option for as long as the powers are in effect.
Weight: 15 lbs
PDC: 16

Feather Charm
The user of this white and gold feather gains a flight speed of 60' with a maneuverability of good until he is damaged. The user cannot use the run action while flying, and suffers a reduction in speed if he is wearing medium or heavy armor or carrying a medium or heavy load.
Weight: 0 lbs
PDC: 18

1 Up Heart
This item appears as a cartoon-ish styled red heart that spins, about 6 inches wide, 5 inches tall and 3 inches long. This item, upon activating will heal the user 10% of their total hit points instantly. When found, the 1 Up Heart is activated upon being touched, thus if it is to be saved it must be placed without organic material (a person's hand) touching it. It can be stored in any container for about 2 months.
If bought in a store, they are stored in special containers that can store a 1 Up Heart for 6 months.
1 Up Hearts appear randomly in the Mushroom Kingdom, with some rare instances in other Fiction locations.
Weight: 2 lbs
PDC: 18

Bonus Flower
This purple, white and yellow stripped flower is quite rare even in the Mushroom Kingdom, typically only appearing after the defeat of powerful beings (bosses, npcs and creatures with at least 6 HD). When activated by eating the flower, it will provide 1 of 4 bonuses. Roll 1d4 when activated: 1) the character has all their HP restored; 2) The character gains a +5 bonus to attack rolls for 1d4 minutes; 3) The character gains a +4 Deflection bonus to Defense for 1d4 minutes; 4) The character gains +5 to all saves and skill checks for 1d4 minutes.
The Bonus Flower can be stored for 3 months before it wilts away and dies.
Weight: 2 lbs
PDC: 26 (+4 rare) in Mushroom Kingdom, 28 outside.

Boo Mushroom
This white mushroom with a ghost face with fanged mount (based on Boos), upon consumption, grants the user the ability to fly at 30 ft, poor maneuverability, become intangible (same as incorporeal, immune to nonmagical weapons, with magical weapons having a 50% miss chance, and able to move through most solid objects), and can become invisible. The wielder can fly for up to 2 hours or until takes damage, while can only be intangible for a maximum of 30 minutes (can be broken up and spread out over the time 2 hours the mushroom is active), and can be invisible for up to 1 hour (can be broken up with a minimum of 5 rounds). When picked, the mushroom is good for 4 months, preserving a Boo mushroom causes it to loose its powers. But are still tasty to eat.
Weight: 8 oz
PDC: 16

Boomerang Flower
These flowers have round flowers have a flower that is shaped like a white boomerang with a blue stripe on one side with two black eyes. These flowers, after eaten, temporarily grant the user the ability to throw boomerangs. These flowers can be found inside Blocks, which usually are found in the Mushroom Kingdom, although some can be found in some Fiction urban areas (Search DC 30 with only a 5% chance of Blocks in the area), or in plains (10% chance of fire flower growing in the area outside of the Mushroom Kingdom). Once picked must be used within 1d4 days. If properly preserved, the Boomerang Flower can be used within 3 months before its effects disappear.
Once eaten (a move equivalent action), the user gains the ability to throw a white with blue striped boomer. The user can use the boomerang to retrieve distant items which will automatically be added to the user's bag/backpack they are carrying if there is enough space for the item. Must make an attack roll against the item at -4 to the roll. These effects last for 1d6+2 rounds.
Boomerang - 1d6, 20x2, bludgeoning, 60 ft, can throw as many attacks as the user has on a full attack option for as long as the powers are in effect.
Weight: 5 oz.
PDC: 21

Mega Mushroom
This yellow mushroom with large yellow caps with red spots, upon consumption, grants the user the ability to grow to incredible size, becoming stronger and more resistant to damage. The user grows to 10 times their size, typically colossal, gaining +24 to their Strength, but -4 to Dex, gaining 50 temporary hit points, suffering -8 to Defense and gaining DR 15. The effects last for 2d4+1 rounds, or when the temporary hit points are depleted, then the user returns to normal size. When picked, the mushroom is good for 4 months, preserving a Mega mushroom causes it to loose its powers. But are still tasty to eat.
Weight: 8 oz
PDC: 22

Rock Mushroom
This grey mushroom has a rocky texture, blending in with surrounding rocks where it can be found. Upon consumption, the user is transformed into a rock version of themselves, granted increased strength and durability, as well as the ability to curl up into a ball and can move about faster and ram targets. The user gains +4 Natural armour to Defense, -5 armour check penalty, DR 20 and Energy Resistance Cold, Fire and Electricity 25, +4 to Strength, with a slam attack that deals 1d4 damage plus Str modifier, can't jump and gains +450 lbs. The user can't swim, sinking like a rock, but doesn't need to breath and can survive depths of up to 600 ft, immune to gases, poison and diseases. The user gains the ability to curl up into a ball, gaining a speed of 50 ft, with a ram attack dealing 2d6 damage and a creature in the user's path or struck by the ram attack is knocked prone on a failed Reflex save DC 15. While in the ball the user loses Dex bonus to Defense. Unfortunately the user also can't eat or be healed, although can be repaired as if they were an object, or the mud to stone spell can heal for 2d6 Hit Points per casting. The effects last for 2d4 rounds. When picked, the mushroom is good for 4 months, preserving a Rock mushroom causes it to loose its powers. But are still tasty to eat but has a slight metallic taste.
Weight: 5 lbs
PDC: 22
 

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