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View Full Version : 3.PF Zergling Mutant[Don'tevenlookyet]



chrisrawr
2013-03-19, 03:23 AM
Why? Just because. Ke Ke Ke. Much less "Swarmlordy" than Lix Lorn's, and much less oddly mutable than most Zerg/Tyranid-y things. This is Zergling all the way through. I basically want to move away from Archetype-ish and into "Hey, that mutation is neat, let's slap it on for a bit and see what cool stuff we can do with it!" and then, before you know it, "Oh hey look I have an interesting set of skills that definitely feels like a zergling gone supersaiyan."

That being said, the main areas it focuses on is mobility options, improving the classical "two claws makes fast attacks kekeke", and the feel of "you're a zergling, not an ultralisk."

Zergling Mutants must be Chaotic. They exist in order to further some purpose to the Swarm, and to do so, they must be apart from its will. Their success of failure will determine which traits the Swarm deems acceptable, and which it will discard.

The Zergling
Hit Die: D6

Table: Zergling Mutant
{table=head]Level|BAB|Fort|Ref|Will|Special

1st|+1|+0|+0|+0|Mutation

2nd|+2|+0|+0|+0|Mutation

3rd|+3|+1|+1|+1|Mutation

4th|+4|+1|+1|+1|Mutation

5th|+5|+1|+1|+1|Mutation

6th|+6/+1|+2|+2|+2|Mutation

7th|+7/+2|+2|+2|+2|Mutation

8th|+8/+3|+2|+2|+2|Mutation

9th|+9/+4|+3|+3|+3|Mutation

10th|+10/+5|+3|+3|+3|Mutation

11th|+11/+6/+1|+3|+3|+3|Mutation

12th|+12/+7/+2|+4|+4|+4|Mutation

13th|+13/+8/+3|+4|+4|+4|Mutation

14th|+14/+9/+4|+4|+4|+4|Mutation

15th|+15/+10/+5|+5|+5|+5|Mutation

16th|+16/+11/+6/+1|+5|+5|+5|Mutation

17th|+17/+12/+7/+2|+5|+5|+5|Mutation

18th|+18/+13/+8/+3|+6|+6|+6|Mutation

19th|+19/+14/+9/+4|+6|+6|+6|Mutation

20th|+20/+15/+10/+5|+6|+6|+6|Mutation
[/table]

Skill Points: 2 + INT per level [x4 at 1st]

Class Skills: Hide (Dex), Listen (WIS), Move Silently (Dex), Spot (WIS), Survival (WIS)

Proficiencies: Zerglings are proficient only with their Natural Weapons and Armour. Characters with Zergling levels may not gain proficiencies with Weapons or Armour (including Shields) other than their Natural Weapons and Armour.

Unless otherwise noted, all of the Zergling's abilities are (Ex).

Zergling Body: The Zergling loses all of its other racial bonuses, and gains Vermin Traits (http://www.dandwiki.com/wiki/SRD:Vermin_Type) with the following exceptions: The Zergling retains its INT score, and its BAB and Saves are dictated on the table above.

Zerglings are Small creatures with a base Land Speed of 40 feet. Zerglings have a Primary Natural Claw Attack that deals 1D4+STR damage, and a Secondary Natural Claw Attack that deals 1D4+1/2STR damage.

Unlike most Natural Weapons, the Zergling may take Iterative attacks with its Primary claw, as if it were wielding a 1-handed weapon. For every attack the Zergling makes with its Primary Natural Claw, it may make an attack with its Secondary Natural Claw at the same target - it cannot otherwise attack with its Secondary Natural Claw.

Zerglings have a racial bonus on Jump equal to ¼ their Class Level, minimum +1, and a Racial bonus to Natural Armor of +1. Zerglings are quadrupedal, and gain a +4 bonus to resist bull rushes and trips. Zerglings heal at a rate of 1HP per HD per Hour, rather than per Day.

Zerglings lack fine manipulation. They may speak, with Common as their starting language and further languages gained for high intelligence scores, as normal.




Mutation: Each level, the Zergling adapts to its environment. It gains the benefits 1 new Mutation, listed below. As well, at each level, it may swap a single existing Mutation for any Mutation it qualifies for - however, the Zergling may not swap a Mutation if that Mutation is being used as a prerequisite for any other Mutation or ability.

Prerequisites are listed in parentheses to the right of the Mutation's name. Mutations marked with a * can be taken at 1st level, for ease of sorting.

Mutations


Acid Maw (Level 3+): The Zergling's mouth becomes a festering, vile place, producing a poison that dissolves tissues. As a Standard Action at will, the Zergling may coat its claws in this poison, with no chance of poisoning itself. Any damage from the Zergling's next attack (made within 1 minute of applying the poison) will not heal naturally, even with Fast Healing. Regeneration will still function as normal, and magical healing of any kind removes this effect.

Adaptive Build (Level 3+): The Zergling may count as 1 size Smaller or Larger if it would benefit it. This does not affect the damage die of its Natural Attacks, and is otherwise effectively the same as having both the Powerful Build and Slight Build abilities at the same time.

*Adrenal Glands (Dex 13+): During a Full Attack, the Zergling may make an extra Attack, with its Primary Natural Weapon, at its full BAB. Every other Attack (including AoO's) it makes this round takes a -2 penalty.

*Armored (Con 13+): The Zergling's Natural Armour is heavier than usual. It gains a bonus to Natural Armour equal to its CON bonus.

*Burrow: The Zergling gains a Burrow Speed of 5 Feet per round, to a maximum depth of 5 feet. It may only burrow through dirt and sand, and leaves no tunnels behind it. A Search or Spot check (DC: Opposed Hide Check, no penalties from movement) will spot the Zergling's movement from above the ground.

Chitinous Barbs (Requires Improved Grapple, Razor Stubble, level 3+): The Zergling may attempt to initiate a grapple as a free action whenever it makes an Attack that hits. It loses the ability to make Escape Artist checks to escape a grapple, but deals double damage with its Razor Stubble Mutation.

*Daggertail: The Zergling's tail becomes weighted and sprouts a razor edge along its tip. Whenever the Zergling makes a Charge, it gains an additional attack against the target of the Charge for 1D6+1/2STR damage, in addition to the Charge's regular effects or attacks.

Growth (Requires Adaptive Build, level 5+): The Zergling becomes Medium in size. Its reach, grapple modifiers, natural attack damage and skills change accordingly, but it doesn't gain any ability score bonuses or penalties.

*Leaping: The Zergling gains the Pounce ability the first time it Charges during an encounter.

*Metabolic Boost: The Zergling's Land Speed is increased by 5 Feet for every odd Zergling Class level it possesses (+5 at level 1, +10 at level 3, etc.).

Poisoned Weapons (Requires Acid Maw and either level 7+, or Adrenal Glands and Metabolic Boost): The Zergling's claws have begun to secrete poison naturally - treat every attack the Zergling makes with Natural Weapons as if it were poisoned by the Acid Maw Mutation.

*Razor Stubble: The Zergling's skin is covered in sand-papery barbs. Enemies take 1D4-1 damage (minimum 1) at the beginning of each of their turns they begin in contact (such as grappling) with the Zergling.

*Sensor Spines: The Zergling gains Blindsense 15 feet.

Stealth (Requires Adaptive Build, level 5+): The Zergling begins to blend in with its surroundings. It gains a Mutation Bonus to Hide and Move Silently checks equal to its Class level.

Striker (Requires Leaping and Daggertail): The Zergling may sacrifice any number of attacks on a Charge where it qualifies for a Full Attack, to a minimum of 1 Attack. For each attack sacrificed this way,

Tremor Spines (Requires Burrow, Sensor Spines): The Zergling's Burrow speed increases to 5ft per 2 Class levels. It gains Tremorsense (30ft) while moving. It may still only burrow to a maximum of 5ft in depth, and is still restricted to dirt or sand-like substances.

Tremors II (Requires Chitinous Barbs, Tremor Spines): The Zergling's Burrow Speed is the same as its Land Speed. It may burrow through solid stone at a rate of 10ft/round, leaving a small-sized tunnel behind it, but loses Tremor Sense while it does so. While moving in contact with land, the Zergling gains Tremorsense 100ft. The Zergling's vertical burrowing is unrestricted.

Tremors III (Requires Improved Bull Rush, Tremors II ): If the Zergling begins its turn underground and successfully Bull Rushes an unaware foe (moving it at least 5 feet), it may attempt a grapple as a free action. If it wins the grapple, you may have the Bull Rush move the target downward into dirt or sand as if it was burrowing, instead of backward.