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<blockquote data-quote="kronos182" data-source="post: 6796465" data-attributes="member: 6668634"><p>Synthhare</p><p></p><p>The synthhare is a symbiotic creature created by Life Sciences. It resembles a mass of hair-like fibers and thicker tendrils that attach to the back of the head, neck and upper spine using hundreds of little tendrils that dig into the skin and attach to the user's nervous system. The symbiote has a latent camouflage ability, much like a chameleon, changing its colour to that of the host's natural hair colour.</p><p>Synthhare feeds off small amount of blood from its host, but also occasionally catches small flying insects that fly nearby within reach of its tendrils. It makes a very effective insect repellent, or protection rather, as it will catch and eat such pests. The thick mass of symbiote tissue is drapped down the host's back providing some padding and protection to the host. The tendrils also serve as a form of motion detection, and can extend to deliver an attack in melee attack, aiding in protecting the host, especially from attackers coming in from behind or sides. The synthhare also provides some mental reinforcement to its host, with some of its tendrils connected to the host's nervous system, partially shielding the host from malign mental presences or other effects that attack the mind.</p><p>Some of the downsides of the synthhare symbiote is the necessity of the host to cultivate the appearance of having very long hair, can not cut or trim it for disguise purposes. Also makes fitting helmets can be a problem, and the tendency of the tendrils to sometimes emerge and move on their own, giving the impression of the host's big hairdo writhering and wriggling on its own. Although with some force of will, can keep the symbiote still when necessary.</p><p></p><p>Host Type: Humanoids, monstrous humanoids.</p><p>Location: Back of the head, neck and upper spine.</p><p>Size: Small</p><p>Weight: 5 lbs</p><p>Hit Points: An unattached synthhare has 6 hit points.</p><p>Average Life Span: 50 years</p><p>Attaching: The synthhare is simple to attach, placing it against the back of the head and neck. It takes about 5 minutes for it to dig its tendrils into the host. During this time the host is considered immobile and will be fatigued for 1d4 hours afterwards as their body adjusts to the symbiote and the new sensory input from it.</p><p>Benefits: Host gains the benefit of a motion detector. Able to detect movement up to 50 feet away, even through walls. The synthhare also makes it so the host can no longer be flanked or surprised, so retains Dex modifier to Defense and isn't considered flatfooted as long as awake. Also while asleep, the synthhare allows the host to make 'Spot' checks due to the motion detection ability to anyone trying to sneak up on the host.</p><p>Tendrils: The synthhare has 8 tendrils that can extend up to 12 feet, dealing 1d4 points of bludgeoning damage. It usually only makes 4 attacks at +2 melee. The other 4 tendrils are usually used in defense, granting a +2 Deflection bonus to Defense.</p><p>The synthhare grants the host a +2 bonus to Will saves against any mental effect, including fear, intimidation, hypnosis and illusions.</p><p>PDC: 31</p><p></p><p>[HR][/HR]</p><p></p><p>“Spider” Battle Harness</p><p>As sales and use of bio-weapons increases, Life Sciences wanted a way to make them even more useful with a personal accessory. The spider harness looks similar to a large, well armoured spider body, only without a head and thorax, and 8 armoured legs. The harness holds up to six biolaser batteries, recharging one per hour by channeling light and heat absorbed through its photo- and thermosynthetic outer membrane. (The harness nourishes itself using the same process.) You gain a +2 natural armor bonus while wearing the spider from the set of eight articulated spines that extend from the enamel chassis and clasp you around the shoulders and ribs for additional support.</p><p>The harness has the ability to bond, even temporarily, with the wearer. To make the bond, the wearer must open a small covering near the top, which releases a set of four thin tendrils. This tendrils dig into the user's neck, attaching to the nervous system. When bonded the user gains a +2 competence bonus on Balance and Climb checks and on Tumble checks that involve falling. The user must have an Exotic Weapon Proficiency (Spider Battle Harness) feat to attack without penalty with 4 of the spines; they have a 10-foot reach and may also be used against adjacent foes. The spines can also be used for defense in melee, deflecting attacks. The bond can be broken easily by willing it off (Concentration check DC 11).</p><p>When bonded, the spines use the user's base attack bonus -4 for when the user makes attacks with them, or when set for defense, for up to 2 free attacks of opportunity that opponents might provoke. The spines can provide a +2 Deflection bonus to Defense against melee attacks, but can not be used to attack with. The two free attacks of opportunities do not count against this.</p><p>Spines (4) 1d6, piercing, 20x2, 10 ft reach.</p><p>Weight: 20 lbs</p><p>PDC: 23 Lic (+1) </p><p>Spider battle harness has a lifespan of about 30 years.</p><p></p><p>[HR][/HR]</p><p></p><p>Ajni Artillery Bird</p><p>The ajni artillery birds look like large peacocks, designed to act as independent drone artillery support, scouts and perimeter defense. They are often sent into the field alone, in small groups to control an area, or in support of a small strike team. They aren't very big, but pack an impressive amount of fire power for their size, making them favourites for infiltration teams who want a little reassuring backup. Because they sometimes work alone, or as support for strike teams, Anjis are given a high degree of intelligence and an incredible mathematical reasoning capability. They are at their deadliest when working in conjunction with a forward observer to relay coordinates.</p><p>The Anji are large peacocks with broad, flat shovel-like beaks. Their bodies are covered with lustrous, mineral-like feathers, like coloured mica, and their impressive tail feathers look like a fan of thin, but strong, iridescent, crystalline shards filled with a shimmering liquid. Almost like an incredibly thin lava-lamp. These 'tail feathers' are actually feather shaped crystalline rockets filled with plasma that explode on impact, spraying the target with shards and plasma. They are extremely accurate when firing their rockets, capable of delivering firepower directly on target if receiving information via a radio signals in the form of their built in chirp bio-radio. Otherwise they rely on their own assessment of the situation and fire at will.</p><p>Anji are engineered as lithovores so they can operate independently for longer periods of time (no shortage of food) and to better grow their crystal-plasma rockets. Weak hand to hand combatants, they rely on speed to extract themselves from close quarter battles and turn their plasma rockets to bear on the enemy. They prefer to fight from cover, laying down a massive volley of rockets rather than speed into combat.</p><p>Through the use of the built in chirp bio-radio, the Anji can receive orders, and can limitedly communicate back, with its natural sounds, similar to an actual peacock's being translated into simple words, such as danger, enemy (with coordinate location given) sighted, all clear, wounded, unable to attack. Some users who work with Anjis extensively have learned to understand the Anji's natural sounds and some have been trained to imitate some words, similar to a parrot, but not as well.</p><p>Anjis can live 25 years, reaching full maturity in 2 years. At one year they only have 20 crystalline plasma rockets that deal half damage and half the range. Many places that use Anji will put young Anji on perimeter patrol with older ones to aid in their training and giving the youths experience. Anjis can lay up to 6 eggs (1d6) once every 10 months.</p><p></p><p>Anji Artillery Bird</p><p>Type: Animal, augmented</p><p>Size: Medium</p><p>CR: 3</p><p>Hit Points: 3d8</p><p>Mas: 13</p><p>Init: +3</p><p>Speed: 40 ft, burrow 20 ft</p><p>Defense: +3 Dex</p><p>BAB/Grp: +2/+2</p><p>FS/Reach: 5 ft/ 5 ft</p><p>Attacks: +6 ranged Crystalline Plasma Rockets, +4 melee beak (1d6), -1 melee claw (1d4)</p><p>Special Attacks: Barrage, Crystal Feather Launchers</p><p>Special Qualities: Enhanced Vision, All-Round Vision, low-light vision</p><p>Allegiances: Owner</p><p>Saves: Fort +4, Reflex +6, Will +1</p><p>Reputation: </p><p>Abilities: Str 10, Dex 16, Con 13, Int 12, Wis 10, Cha 11</p><p>Skills: Hide +6, Listen +6, Move Silently +5, Search +6, Spot +5, Survival +2</p><p>Feats: Run</p><p>Possessions: </p><p>Advancement: 2-4 HD (Medium), 5-6 (Large)</p><p></p><p>Racial Skill Bonus: Listen +3, Search +2, Spot +3, Run feat (Included in stat block).</p><p></p><p>Crystalline Plasma Rockets</p><p>The tail feathers of the Anji are actually organic crystalline plasma rockets. The rockets actually have a neurological bundle encased within the crystal, making them a type of smart missile, and programmable with what the Anji wishes to strike. If the missile miss initially, it can make another attack the following round, but only at a + bonus before it runs out of fuel. The rockets have a range increment of 200 feet. There are 40 plasma rockets that make up the tail, and a new rocket can be regrown in 1d6 hours each, after the Anji eats. The rockets do 2d10 slashing damage to a 20 foot radius (Reflex DC 15 for half) and 5d6 fire damage to a 30 foot radius (Reflex DC 16 for half), and the plasma continues to burn for 1d4 rounds, each round dealing 3d6 fire damage.</p><p></p><p>Crystal Feather Launchers</p><p>The Anji can launch volleys of small, sharp, mineral rich feathers at opponents, capable of slicing through metal armour. These feathers can be recovered and used later as throwing blades, or used to construct bladed weapons. These feathers are launched in a 20 foot burst, dealing 2d6 slashing damage (Reflex DC 15 for half). Anjis can do this 20 times a day before they run out of enough feathers, which regrow after feeding and 8 hours rest.</p><p>Also if anyone grabs the Anji, they will suffer 2d6 slashing damage from the sharp feathers, even if the Anji has used up all its uses of the crystal feather launcher</p><p></p><p>All-Round Vision (Ex)</p><p>The eyes of the Anji are placed on the sides of the head to allow it almost complete 360 degree vision, making it nearly impossible to sneak up on one. Anji's can not be flanked, nor lose their Dexterity bonus to Defense to similar conditions.</p><p></p><p>Enhanced Vision (Ex)</p><p>The eyes of the Anji are designed to spot a target at an incredible range, allowing to target then fire its rockets accurately. Anji can make Search checks at a distance of 100 feet instead of the normal 10 feet, and their Spot checks suffer only a -1 for every 100 feet instead of the normal -1 for every 10 feet. However, anything within 20 feet, the Anji suffers a -2 to Spot checks. </p><p></p><p>Enhanced Intelligence</p><p>Although the brain of the Anji has been greatly enhanced, mostly in the area of mathematics and interpreting coordinates for firing solutions, it is still considered an animal in every other way. The Anji can add it's Intelligence bonus to ranged attacks with its crystalline plasma rockets. Can also make indirect attacks when given coordinates from a spotter with only half penalties.</p><p></p><p>Barrage</p><p>The Anji can launch 10 rockets with this attack. They target a 5 ft square, with only a +/- bonus to attack, dealing 4d10 slashing (Reflex DC 19 for half) to a 50 foot radius and 7d6 fire damage (Reflex DC 20 for half) to a 70 foot radius. The plasma continues to burn for 1d4+1 rounds. Barrage can only be done if there are at least 10 crystalline plasma rockets left.</p></blockquote><p></p>
[QUOTE="kronos182, post: 6796465, member: 6668634"] Synthhare The synthhare is a symbiotic creature created by Life Sciences. It resembles a mass of hair-like fibers and thicker tendrils that attach to the back of the head, neck and upper spine using hundreds of little tendrils that dig into the skin and attach to the user's nervous system. The symbiote has a latent camouflage ability, much like a chameleon, changing its colour to that of the host's natural hair colour. Synthhare feeds off small amount of blood from its host, but also occasionally catches small flying insects that fly nearby within reach of its tendrils. It makes a very effective insect repellent, or protection rather, as it will catch and eat such pests. The thick mass of symbiote tissue is drapped down the host's back providing some padding and protection to the host. The tendrils also serve as a form of motion detection, and can extend to deliver an attack in melee attack, aiding in protecting the host, especially from attackers coming in from behind or sides. The synthhare also provides some mental reinforcement to its host, with some of its tendrils connected to the host's nervous system, partially shielding the host from malign mental presences or other effects that attack the mind. Some of the downsides of the synthhare symbiote is the necessity of the host to cultivate the appearance of having very long hair, can not cut or trim it for disguise purposes. Also makes fitting helmets can be a problem, and the tendency of the tendrils to sometimes emerge and move on their own, giving the impression of the host's big hairdo writhering and wriggling on its own. Although with some force of will, can keep the symbiote still when necessary. Host Type: Humanoids, monstrous humanoids. Location: Back of the head, neck and upper spine. Size: Small Weight: 5 lbs Hit Points: An unattached synthhare has 6 hit points. Average Life Span: 50 years Attaching: The synthhare is simple to attach, placing it against the back of the head and neck. It takes about 5 minutes for it to dig its tendrils into the host. During this time the host is considered immobile and will be fatigued for 1d4 hours afterwards as their body adjusts to the symbiote and the new sensory input from it. Benefits: Host gains the benefit of a motion detector. Able to detect movement up to 50 feet away, even through walls. The synthhare also makes it so the host can no longer be flanked or surprised, so retains Dex modifier to Defense and isn't considered flatfooted as long as awake. Also while asleep, the synthhare allows the host to make 'Spot' checks due to the motion detection ability to anyone trying to sneak up on the host. Tendrils: The synthhare has 8 tendrils that can extend up to 12 feet, dealing 1d4 points of bludgeoning damage. It usually only makes 4 attacks at +2 melee. The other 4 tendrils are usually used in defense, granting a +2 Deflection bonus to Defense. The synthhare grants the host a +2 bonus to Will saves against any mental effect, including fear, intimidation, hypnosis and illusions. PDC: 31 [HR][/HR] “Spider” Battle Harness As sales and use of bio-weapons increases, Life Sciences wanted a way to make them even more useful with a personal accessory. The spider harness looks similar to a large, well armoured spider body, only without a head and thorax, and 8 armoured legs. The harness holds up to six biolaser batteries, recharging one per hour by channeling light and heat absorbed through its photo- and thermosynthetic outer membrane. (The harness nourishes itself using the same process.) You gain a +2 natural armor bonus while wearing the spider from the set of eight articulated spines that extend from the enamel chassis and clasp you around the shoulders and ribs for additional support. The harness has the ability to bond, even temporarily, with the wearer. To make the bond, the wearer must open a small covering near the top, which releases a set of four thin tendrils. This tendrils dig into the user's neck, attaching to the nervous system. When bonded the user gains a +2 competence bonus on Balance and Climb checks and on Tumble checks that involve falling. The user must have an Exotic Weapon Proficiency (Spider Battle Harness) feat to attack without penalty with 4 of the spines; they have a 10-foot reach and may also be used against adjacent foes. The spines can also be used for defense in melee, deflecting attacks. The bond can be broken easily by willing it off (Concentration check DC 11). When bonded, the spines use the user's base attack bonus -4 for when the user makes attacks with them, or when set for defense, for up to 2 free attacks of opportunity that opponents might provoke. The spines can provide a +2 Deflection bonus to Defense against melee attacks, but can not be used to attack with. The two free attacks of opportunities do not count against this. Spines (4) 1d6, piercing, 20x2, 10 ft reach. Weight: 20 lbs PDC: 23 Lic (+1) Spider battle harness has a lifespan of about 30 years. [HR][/HR] Ajni Artillery Bird The ajni artillery birds look like large peacocks, designed to act as independent drone artillery support, scouts and perimeter defense. They are often sent into the field alone, in small groups to control an area, or in support of a small strike team. They aren't very big, but pack an impressive amount of fire power for their size, making them favourites for infiltration teams who want a little reassuring backup. Because they sometimes work alone, or as support for strike teams, Anjis are given a high degree of intelligence and an incredible mathematical reasoning capability. They are at their deadliest when working in conjunction with a forward observer to relay coordinates. The Anji are large peacocks with broad, flat shovel-like beaks. Their bodies are covered with lustrous, mineral-like feathers, like coloured mica, and their impressive tail feathers look like a fan of thin, but strong, iridescent, crystalline shards filled with a shimmering liquid. Almost like an incredibly thin lava-lamp. These 'tail feathers' are actually feather shaped crystalline rockets filled with plasma that explode on impact, spraying the target with shards and plasma. They are extremely accurate when firing their rockets, capable of delivering firepower directly on target if receiving information via a radio signals in the form of their built in chirp bio-radio. Otherwise they rely on their own assessment of the situation and fire at will. Anji are engineered as lithovores so they can operate independently for longer periods of time (no shortage of food) and to better grow their crystal-plasma rockets. Weak hand to hand combatants, they rely on speed to extract themselves from close quarter battles and turn their plasma rockets to bear on the enemy. They prefer to fight from cover, laying down a massive volley of rockets rather than speed into combat. Through the use of the built in chirp bio-radio, the Anji can receive orders, and can limitedly communicate back, with its natural sounds, similar to an actual peacock's being translated into simple words, such as danger, enemy (with coordinate location given) sighted, all clear, wounded, unable to attack. Some users who work with Anjis extensively have learned to understand the Anji's natural sounds and some have been trained to imitate some words, similar to a parrot, but not as well. Anjis can live 25 years, reaching full maturity in 2 years. At one year they only have 20 crystalline plasma rockets that deal half damage and half the range. Many places that use Anji will put young Anji on perimeter patrol with older ones to aid in their training and giving the youths experience. Anjis can lay up to 6 eggs (1d6) once every 10 months. Anji Artillery Bird Type: Animal, augmented Size: Medium CR: 3 Hit Points: 3d8 Mas: 13 Init: +3 Speed: 40 ft, burrow 20 ft Defense: +3 Dex BAB/Grp: +2/+2 FS/Reach: 5 ft/ 5 ft Attacks: +6 ranged Crystalline Plasma Rockets, +4 melee beak (1d6), -1 melee claw (1d4) Special Attacks: Barrage, Crystal Feather Launchers Special Qualities: Enhanced Vision, All-Round Vision, low-light vision Allegiances: Owner Saves: Fort +4, Reflex +6, Will +1 Reputation: Abilities: Str 10, Dex 16, Con 13, Int 12, Wis 10, Cha 11 Skills: Hide +6, Listen +6, Move Silently +5, Search +6, Spot +5, Survival +2 Feats: Run Possessions: Advancement: 2-4 HD (Medium), 5-6 (Large) Racial Skill Bonus: Listen +3, Search +2, Spot +3, Run feat (Included in stat block). Crystalline Plasma Rockets The tail feathers of the Anji are actually organic crystalline plasma rockets. The rockets actually have a neurological bundle encased within the crystal, making them a type of smart missile, and programmable with what the Anji wishes to strike. If the missile miss initially, it can make another attack the following round, but only at a + bonus before it runs out of fuel. The rockets have a range increment of 200 feet. There are 40 plasma rockets that make up the tail, and a new rocket can be regrown in 1d6 hours each, after the Anji eats. The rockets do 2d10 slashing damage to a 20 foot radius (Reflex DC 15 for half) and 5d6 fire damage to a 30 foot radius (Reflex DC 16 for half), and the plasma continues to burn for 1d4 rounds, each round dealing 3d6 fire damage. Crystal Feather Launchers The Anji can launch volleys of small, sharp, mineral rich feathers at opponents, capable of slicing through metal armour. These feathers can be recovered and used later as throwing blades, or used to construct bladed weapons. These feathers are launched in a 20 foot burst, dealing 2d6 slashing damage (Reflex DC 15 for half). Anjis can do this 20 times a day before they run out of enough feathers, which regrow after feeding and 8 hours rest. Also if anyone grabs the Anji, they will suffer 2d6 slashing damage from the sharp feathers, even if the Anji has used up all its uses of the crystal feather launcher All-Round Vision (Ex) The eyes of the Anji are placed on the sides of the head to allow it almost complete 360 degree vision, making it nearly impossible to sneak up on one. Anji's can not be flanked, nor lose their Dexterity bonus to Defense to similar conditions. Enhanced Vision (Ex) The eyes of the Anji are designed to spot a target at an incredible range, allowing to target then fire its rockets accurately. Anji can make Search checks at a distance of 100 feet instead of the normal 10 feet, and their Spot checks suffer only a -1 for every 100 feet instead of the normal -1 for every 10 feet. However, anything within 20 feet, the Anji suffers a -2 to Spot checks. Enhanced Intelligence Although the brain of the Anji has been greatly enhanced, mostly in the area of mathematics and interpreting coordinates for firing solutions, it is still considered an animal in every other way. The Anji can add it's Intelligence bonus to ranged attacks with its crystalline plasma rockets. Can also make indirect attacks when given coordinates from a spotter with only half penalties. Barrage The Anji can launch 10 rockets with this attack. They target a 5 ft square, with only a +/- bonus to attack, dealing 4d10 slashing (Reflex DC 19 for half) to a 50 foot radius and 7d6 fire damage (Reflex DC 20 for half) to a 70 foot radius. The plasma continues to burn for 1d4+1 rounds. Barrage can only be done if there are at least 10 crystalline plasma rockets left. [/QUOTE]
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