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*Pathfinder & Starfinder
Saiyans and Tyranids
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<blockquote data-quote="melonneko" data-source="post: 359748" data-attributes="member: 7397"><p>I have a number of comments, one is hi =D i'm new here. anyways, i think trying to directly adapt ANY manga to any game is silly. The major reason being is that, the writiers do what they want. Why do Buu and Gotenks have the one time ability to rip through a dimensions? Perfect Cell comes back to life with the ability to teleport (retroactive dna sampling?) for the only good reason so that Gohan could go SSJ2. Also, why is Gohan such a pathetic half saiyan? So is Pan for that matter. eh, sorry about the rant ^_^ anyways, i would say the best way to make saiyajins would be to pick how powerful you want SSj to be (screw the anime and manga, just pick something) maybe divine level 1. And then go off that.</p><p></p><p>lonewolf and anubis were arguing on whether ANY saiyajin could have become SSJ. Whether you believe so in the story is irrelevent, D&D is based on the assumption that any mortal (pc) given time, experiance and a DM willing to go that far, has the potential to become epic. So really you must assume that ANY saiyajin, given the circumstances can go SSJ, otherwise you will have normal saiyajin's and some premade characters.</p><p></p><p>me personally, i prefer dragonball ^_^</p><p>meh, this is long, but here is my attempts at some Tyranids. Ive never actually made monsters using the D20 system before, so i'm not sure if they're any good.</p><p>a fleshborer would be pretty powerful, like equivalant of a heavy machingun. i dont have any of the modern source books.</p><p></p><p>Tyranids</p><p></p><p>Name: Termagaunt</p><p>Type: Small Aberration</p><p>HD: 1d8+1 (5)</p><p>Initiative: +2 (+2 dex)</p><p>Speed: 30ft</p><p>AC: 15 (+2 dex, +1 size, +2 natural)</p><p>Attacks: bite +3; or fleshborer +2</p><p>Damage: bite d6; Fleshborer</p><p>Face/reach: 5 ft. by 5 ft./5 ft</p><p>Special Attacks: None</p><p>Special Qualifications: Hive mind (submissive)</p><p>Saves; fort: +1 Ref: +2 Will: -1</p><p>Abilities; Str: 11 Dex: 14 Con: 12 Int: 7 WIs: 8 Cha: 6</p><p>Skills: +3 Move silently, +5 Hide, +4 Listen, +4 Spot, +2 climb</p><p>Feats: Alertness, run, weapon finesse (bite)</p><p>Climate/terrain: Jungle, Space, any</p><p>Orginization: squad 10-30, army 30-300, Horde 300-1000 </p><p>Challange rating: 1/2</p><p>Treasure: None</p><p>Alignment: Neutral Evil</p><p>Advancement: 2-4 HD (small size)</p><p></p><p>Name: Hormagaunt</p><p>Type: small aberration</p><p>HD: 1d8+1 (5)</p><p>Initiative: +2 (+2 dex)</p><p>Speed: 30 ft</p><p>AC: 15 (+2 dex, +1 size, +2 natural)</p><p>Attacks: 2 claws +3, bite -3</p><p>Damage: claws d6+1, bite d3+1</p><p>Face/reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: None</p><p>Special Qualifications: Hive mind (submissive)</p><p>Saves; fort: +1 Ref: +2 Will: -1</p><p>Abilities; Str: 12 Dex: 14 Con: 12 Int: 7 WIs: 8 Cha: 7</p><p>Skills: +12 jump, +4 hide, +2 spot</p><p>Feats: Run, weapon finesse (claws), leap attack</p><p>Climate/terrain: jungle, space, any</p><p>Orginization: squad 10-30, army 30-300, Horde 300-1000 </p><p>Challange rating: 1/2</p><p>Treasure: None</p><p>Alignment: Neutral Evil</p><p>Advancement: 2-4 Hd (small size</p><p></p><p></p><p>Name: Carnifex</p><p>Type: Large Aberration</p><p>HD: 6D8 +30 (63)</p><p>Initiative: +1 (Dex) </p><p>Speed: 30 ft</p><p>AC: 20 (-1 size, +1 dex, +10 natural)</p><p>Attacks: 4 claws +12 ,bite +7; Or 2 claws +12, bite +7 & 1 ranged weapon +7</p><p>Damage: Claws 2d6+7, Bite 1d8+7; ranged weapon (special)</p><p>Face/reach: 5 ft. by 5 ft./10 ft.</p><p>Special Attacks: Bio plasma (breathe attack), Shrieking (frightful presence)</p><p>Special Qualifications: Hive mind (submissive), Damage reduction 15/+1</p><p>Saves; fort: +10 Ref: +3 Will: +2 </p><p>Abilities; Str: 26 Dex: 12 Con: 22 Int: 6 WIs: 6 Cha: 8</p><p>Skills: Intimidate +8, Spot +2</p><p>Feats: Trample, Power attack, Iron will</p><p>Climate/terrain: jungle, space, any</p><p>Orginization: Solitary, Army 1-3, Horde 4+</p><p>Challange rating: 7?</p><p>Treasure: None</p><p>Alignment: Neutral Evil</p><p>Advancement: 7-10 HD (large size)</p><p></p><p>Bio plasma (Line breath weapon) Range = hit dice X 5 ft. Damage = 1/2 HD Xd4 reflex (half damage) DC = 11+HD</p><p>May be used every D4 rounds. Acid type.</p><p></p><p>Leap attack: Designate a target within distance of a normal leap attack </p><p>then make a leap skill check. If succesful and able to reach the target, </p><p>perform a charge attack that does double normal damage.</p></blockquote><p></p>
[QUOTE="melonneko, post: 359748, member: 7397"] I have a number of comments, one is hi =D i'm new here. anyways, i think trying to directly adapt ANY manga to any game is silly. The major reason being is that, the writiers do what they want. Why do Buu and Gotenks have the one time ability to rip through a dimensions? Perfect Cell comes back to life with the ability to teleport (retroactive dna sampling?) for the only good reason so that Gohan could go SSJ2. Also, why is Gohan such a pathetic half saiyan? So is Pan for that matter. eh, sorry about the rant ^_^ anyways, i would say the best way to make saiyajins would be to pick how powerful you want SSj to be (screw the anime and manga, just pick something) maybe divine level 1. And then go off that. lonewolf and anubis were arguing on whether ANY saiyajin could have become SSJ. Whether you believe so in the story is irrelevent, D&D is based on the assumption that any mortal (pc) given time, experiance and a DM willing to go that far, has the potential to become epic. So really you must assume that ANY saiyajin, given the circumstances can go SSJ, otherwise you will have normal saiyajin's and some premade characters. me personally, i prefer dragonball ^_^ meh, this is long, but here is my attempts at some Tyranids. Ive never actually made monsters using the D20 system before, so i'm not sure if they're any good. a fleshborer would be pretty powerful, like equivalant of a heavy machingun. i dont have any of the modern source books. Tyranids Name: Termagaunt Type: Small Aberration HD: 1d8+1 (5) Initiative: +2 (+2 dex) Speed: 30ft AC: 15 (+2 dex, +1 size, +2 natural) Attacks: bite +3; or fleshborer +2 Damage: bite d6; Fleshborer Face/reach: 5 ft. by 5 ft./5 ft Special Attacks: None Special Qualifications: Hive mind (submissive) Saves; fort: +1 Ref: +2 Will: -1 Abilities; Str: 11 Dex: 14 Con: 12 Int: 7 WIs: 8 Cha: 6 Skills: +3 Move silently, +5 Hide, +4 Listen, +4 Spot, +2 climb Feats: Alertness, run, weapon finesse (bite) Climate/terrain: Jungle, Space, any Orginization: squad 10-30, army 30-300, Horde 300-1000 Challange rating: 1/2 Treasure: None Alignment: Neutral Evil Advancement: 2-4 HD (small size) Name: Hormagaunt Type: small aberration HD: 1d8+1 (5) Initiative: +2 (+2 dex) Speed: 30 ft AC: 15 (+2 dex, +1 size, +2 natural) Attacks: 2 claws +3, bite -3 Damage: claws d6+1, bite d3+1 Face/reach: 5 ft. by 5 ft./5 ft. Special Attacks: None Special Qualifications: Hive mind (submissive) Saves; fort: +1 Ref: +2 Will: -1 Abilities; Str: 12 Dex: 14 Con: 12 Int: 7 WIs: 8 Cha: 7 Skills: +12 jump, +4 hide, +2 spot Feats: Run, weapon finesse (claws), leap attack Climate/terrain: jungle, space, any Orginization: squad 10-30, army 30-300, Horde 300-1000 Challange rating: 1/2 Treasure: None Alignment: Neutral Evil Advancement: 2-4 Hd (small size Name: Carnifex Type: Large Aberration HD: 6D8 +30 (63) Initiative: +1 (Dex) Speed: 30 ft AC: 20 (-1 size, +1 dex, +10 natural) Attacks: 4 claws +12 ,bite +7; Or 2 claws +12, bite +7 & 1 ranged weapon +7 Damage: Claws 2d6+7, Bite 1d8+7; ranged weapon (special) Face/reach: 5 ft. by 5 ft./10 ft. Special Attacks: Bio plasma (breathe attack), Shrieking (frightful presence) Special Qualifications: Hive mind (submissive), Damage reduction 15/+1 Saves; fort: +10 Ref: +3 Will: +2 Abilities; Str: 26 Dex: 12 Con: 22 Int: 6 WIs: 6 Cha: 8 Skills: Intimidate +8, Spot +2 Feats: Trample, Power attack, Iron will Climate/terrain: jungle, space, any Orginization: Solitary, Army 1-3, Horde 4+ Challange rating: 7? Treasure: None Alignment: Neutral Evil Advancement: 7-10 HD (large size) Bio plasma (Line breath weapon) Range = hit dice X 5 ft. Damage = 1/2 HD Xd4 reflex (half damage) DC = 11+HD May be used every D4 rounds. Acid type. Leap attack: Designate a target within distance of a normal leap attack then make a leap skill check. If succesful and able to reach the target, perform a charge attack that does double normal damage. [/QUOTE]
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