Homebrew DesignRoll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
Version 1.0.1 - Some minor formatting changes
Version 1 - No changes at all! That's why it's version 1:)
Version 0.2.3 - Altered the Enhancement Points progression. Added notes on Kensai, Rapid Shot and Templates to an Errata section.
Version 0.2.2 - Added NecroticPunch's Zoanthrope PrC to the OP
Version 0.2.1 - Replaced the missing limb information
Version 0.2 - Redrafts. Slight cost adjustments. Size increases now give attribute bonuses as normal. Energy Resistance values higher (20HD Tyranid now has Resistance (All) 20 or equivalent). Added free Weapon Finesse for Natural Weapons.
Version 0.1.6 - Added Class Skills
Version 0.1.5 - Added Spore Mines, altered the Stalker upgrade.
Version 0.1.4 - Adjusted LA of regeneration, clarified gender rules.
Version 0.1.3 - Clarification of ability scaling rates.
Version 0.1.2 - Clarified the Tyranid's movement speeds.
Version 0.1.1 - Added Fast Healing, Regeneration and the Stalker upgrade.
Version 0.1 - Initial post
Tyranids
Tyranids are a playable species from Warhammer 40,000, and some of the computer games based upon it. They are intelligent (albeit moreso in large groups) and when found in packs have a tendancy to (try to) devour entire galaxies.
This is my attempt at adapting Tyranids, in all their insectoid splendour, for use in a D&D 3.5e game.
The Basic Tyranid
Spoiler
A Tyranid is a four-limbed, one-tailed insectoid monster with a deep purplish armoured carapace.
Tyranids have the following statistics:
LA+0
Size: Medium
Alignment: Always Lawful (Lawful Neutral when members of a full Hive Mind)
Gender: Playable Tyranids are always (technically) female. Most Tyranids are sterile female drones: However, some (smaller) breeds are capable of asexual egg laying. For all practical intents and purposes, the drones are genderless.
Creature Type: Monstrous Insect
Carapace
A Tyranid's Carapace counts as a piece of Light Armor with no ASF, no ACP, and no weight. It provides a +2 Armor Bonus and a +1 Natural Armor Bonus.
Limbs
A Tyranid starts with four Major Limbs and one Minor Limb (the tail). These are fully customisable using the 'Limbs' rules below.
Power Resistance
All Tyranids have a Power Resistance equal to 5 + Tyranid HD + the modifier of the Tyranid's highest mental stat.
Fast Healing
All Tyranids heal 1HP of damage per HD per hour, instead of 1 per level per day.
Natural Weapon Finesse
All Tyranids may use their Dex bonus or their Str bonus while making Melee Attack rolls with Natural Weapons, whichever is higher.
Advancement
Tyranids can advance by HD or Class Level - rules for advancing by HD are provided in the 'Tyranid HD' section below.
Tyranid Variants
Spoiler
The stock Tyranid represents the weakest, simplest version of a Tyranid. To play a stronger variant of a Tyranid, select the desired alterations from the table below. The LA of the final creature is the sum of the LAs of each modification. Where this number is a fraction, round up to the nearest whole number.
Modifying Tyranids During Play
It is permitted (unless the DM says no) to add features from this table to a Tyranid during a campaign. In such cases, add the new abilities or body parts to your Tyranid at level up instead of a new Class Level or HD. It is not permitted to remove features from a Tyranid. This rule can be used in conjunction with LA Buyback, but only before the first level has been bought back.
LA
Feature
0.25
Add a Minor Limb
0.5
Add a Major Limb
0.5
Increase the size of Tyranid HD by two sizes (D4->D8, D8->D12)
0.5
Increase Skill Points per HD to 6+Int
1
Increase size by one category.
1
Double Tyranid Attribute Bonuses
1
Double Tyranid Energy Resistance
1
Double Tyranid DR
1
Add Regeneration (1/HD/Round). Only physical attacks with the Chaotic and Magical descriptors, Energy Attacks using one of the two types against which the Tyranid has the lowest resistance (player's choice if there is a tie for lowest or second lowest resistance - this choice cannot be altered once made unless the Energy Resistance for one of these types increases), or spells or powers with the 'Chaotic' descriptor bypass Regeneration.
1
Add the 'Stalker' package. This grants the Tyranid a camoflage exoskeleton (allowing the Tyranid a +20 untyped bonus on Hide checks), the Stalk ability (allowing the Tyranid to a +20 untyped bonus on Move Silent checks if moving at 1/2 its maximum speed or slower), Blindsight 60', Scent, Track, Hide in Plain Sight, Pounce and Flesh Hooks (a ranged touch attack to initiate a grapple at a distance of 30' beyond the reach of the Tyranid's largest natural weapon. It can also be used as a grappling hook at the same distance). This also adds Hide and Move Silently to the Tyranid's Class Skills list.
1
Spore Launcher - Allows the launching of up to 1 Spore Mine per day per Tyranid HD. All spores have a range increment of 60', and explode upon contact with an animate organism, outsider or construct. If shot at an empty square, the spore mine will drift towards the nearest valid target within 100' at a rate of 10' a round, and explode upon contact.
2
Tyranid HD stack with one Caster, Manifester or Initiator class for purposes of Caster/Manifester/Initiator level and spells/PP/maneuvers per day.
4
Tyranid HD stack with two Caster, Manifester or Initiator classes for purposes of Caster/Manifester/Initiator level and spells/PP/maneuvers per day.
Spore Mines
Spore Type
Effect (Target Square)
Effect (20' burst)
Save
Frag
1d6 piercing damage per Tyranid HD
1d6 piercing damage per 2 Tyranid HD
Reflex Save, DC Tyranid HD + Tyranid Dex Bonus to halve
Acid
Every piece of equipment must make a fort save or suffer 1d6 acid damage per 2 Tyranid HD
Area counts as atmospheric acid for next 5 rounds
Fortitude save, DC Tyranid HD + Con Bonus to negate (direct target only)
Toxin
Delivers poison or toxin of Tyranid's Choice
Delivers poison or toxin of Tyranid's choice
Reflex Save, DC Tyranid HD + Tyranid Dex bonus to negate
Note: The Tyranid must have encountered and studied a poison or toxin before it can reproduce it in spore mines. All Tyranids have knowledge of Sassone Leaf Residue.
Tyranid HD
Spoiler
Class Skills: Autohypnosis, Balance, Concentration, Intimidate, Jump, Listen, Search, Spot, Survival, Tumble.
Skill Points: 2+Int or 6+Int
HD: D4, D8 or D12
Tyranid HD
BAB
Armor Bonus
Natural Armor Bonus
Deflection Bonus
Resistance
Empowered Strike
Enhancement Limit
DR/Magic and Chaotic
Energy Resistance
Base Speed
1
1
4
2
2
5
15
2
2
4
2
2
1
1
10
15
3
3
5
4
2
2
1
15
15
4
4
5
4
2
1
+1
2
2
20
15
5
5
5
4
2
1
+1
3
2
25
15
6
6/1
6
5
3
1
+1
3
3
30
20
7
7/2
6
5
3
1
+1
4
3
35
20
8
8/3
6
5
3
2
+2
4
4
40
20
9
9/4
7
6
3
2
+2
5
4
45
20
10
10/5
7
6
3
2
+2
5
5
50
20
11
11/6/1
7
6
3
2
+2
6
5
55
25
12
12/7/2
8
7
4
3
+3
6
6
60
25
13
13/8/3
8
7
4
3
+3
7
6
65
25
14
14/9/4
8
7
4
3
+3
7
7
70
25
15
15/10/5
9
8
4
3
+3
8
7
75
25
16
16/11/6/1
9
8
4
4
+4
8
8
80
30
17
17/12/7/2
9
8
4
4
+4
9
8
85
30
18
18/13/8/3
10
9
5
4
+4
9
9
90
30
19
19/14/9/4
10
9
5
4
+4
10
9
95
30
20
20/15/10/5
10
9
5
5
+5
10
10
100
30
Saves
Tyranid HD grant 1 good save and 2 poor saves. The player chooses the good save.
Resistance Bonus
Applied to all three saves equally, like a Cloak of Resistance.
Empowered Strike
All the Tyranid's natural weapons count as Psionic weapons carrying this level of enchantment. They also count as Lawful, and will count as Good or Evil if the Tyranid in question matches those alignments. Unlike the VoP version, a Tyranid's Empowered Strike applies only to natural weapons and unarmed attacks.
Enhancement Limit
A Tyranid's Enhancement Limit marks the maximum level of special abilities that may be applied to a Tyranid's natural weapons and armor. This is a per-item limit (e.g. a Limit of 4 means +4 special abilities on the Natural Armor and +2 special abilities on all the natural weapons). Adding or altering an enchantment to the Tyranid's natural equipment takes 10 minutes concentration per point spent.
Energy Resistance
As the Tyranid gains points of Energy Resistance, she has to decide which of the five standard energy types it applies to. This decision is made as the Energy Resistance is aquired, and cannot be changed later. No one energy type can contain more than half (rounding up) or the total Energy Resistance. (The standard 75 point allocation is enough for ER15 against all five types, although you may prefer 38/37/0/0/0 or anything inbetween).
Base Speed
The per-limb bipedal movement speed of the Tyranid. Every limb assigned to walking adds this speed to the Tyranid's progress (remember said limbs cannot be used for anything other than movement in the same round). Each limb assigned to 'swim' or 'climb' duty adds one half of this speed to the Tyranid's swim or climb speed, respectively. Each winglet adds this speed to the Tyranid's fly speed, and each wing adds double this speed to the Tyranid's fly speed. A minimum of two limbs are required to use any given method of movement.
A Tyranid's flight starts at Clumsy Maneuverability. Each full wing assigned to flight improves this by one category, as does each pair of winglets.
A Tyranid with less than 2 limbs assigned to movement in a round (even one in which it remains still) counts as flatfooted (losing Dex bonuses to AC). A Tyranid with no limbs assigned to movement in a round counts as being Prone.
Additional Attribute Points
At every level the Tyranid gains 1 point of Racial Attribute Bonus to be spent on any of its attributes. No more than half (round up) of the total allocation may be spent on a single attribute. This is a racial attribute modifier, and stacks with both intrinsic bonuses and enchantment bonuses.
Caster/Manifester/Initiator Level
Tyranid HD stack with one casting/manifesting/initiating class to determine Caster Level and Spells Per Day (or equivalent). This does not apply to Spells/powers/etc known. It does not allow access to higher level spell slots than the Tyranid has earned access to via Class Levels. The only exceptions to this rule are Manifesting classes, which get full PP progression.
Limbs
Spoiler
A Tyranid is limited to 11 limbs, including the original 5.
During a Full Attack, a Tyranid may make an attack with each limb at its full BAB. She may also make up to three iterative attacks as per her BAB, but these can be performed only by a single limb or held weapon of the Tyranid's choice. During a standard attack action, a Tyranid may make a single attack with each limb not used for movement during that round, but takes an attack penalty of -2 on all attacks for each limb or weapon used beyond the first.
Limb Abilities
A Minor Limb can contain up to 2 points of limb abilities. A Major Limb can contain up to 4.
A limb may only posess one natural weapon.
Cost
Upgrade
Effect
1
Walk
The limb can be used for walking
1
Climb
The limb can be used for climbing
1
Swim
The limb can be used for swimming
1
Winglet
The limb can be used for flight
2
Wing
The limb can be used for flight
1
Thumbs
The end of the limb posesses an opposing digit which can be used for holding things. If the limb posesses no natural weapon, this allows it to be used as a normal hand.
1
Minor Natural Weapon
In Combat, the limb is treated as a single simple light weapon wielded in one hand.
2
Natural Weapon
In Combat, the limb is treated as a single simple or martial light or one-handed weapon, wielded in one hand.
3
Excellent Natural Weapon
In Combat, the limb is treated as any one-handed, two-handed or double weapon wielded in two hands.
2
Ranged Natural Weapon
The Limb is treated as though it were a simple or martial ranged weapon of a size appropriate to the Tyranid. It requires no ammunition.
3
Ranged Energy Weapon
The limb is treated as though it provides a ranged touch attack energy ray, of the energy type for which the Tyranid has the highest energy resistance (player's choice in the case of a draw). Damage and range as per a simple or martial ranged weapon of appropriate size for the Tyranid.
1
Oversize Natural Weapon
The limb deals damage as though it were one size category larger than the host. Can only be taken once per limb.
1
Reach
The maximum reach of the limb increases by 5'
Errata
Spoiler
The Kensai
A Kensai's imbued weapons a)applies only to a single natural attack and any other limb with an identical natural attack, and b)does not stack with a Tyranid's Enhancement Limit. A Tyranid's natural weapon may be Imbued or Naturally Enhanced, at the Tyranid's discretion.
A Tyranid's Empowered Strike does provide the standard discount on Imbuing Natural Weapons.
Rapid Shot
Raw states Rapid Shot provides one extra attack per round with a ranged weapon, not *per* ranged weapon. Tyranids with multiple ranged attacks and the Rapid Shot feat gain one bonus attack and take the -2 penalty on all attacks in the same round.
Templates
Tyranids with a Tyranid LA of +3 or higher must be purestrain Tyranid (e.g. no Half-Something templates). LA+1 or +2 Tyranids may bear a single half-breed Template. LA+0 Tyranids are unrestricted.
ECL Advancements
With the following exceptions, all level-dependant benefits of being a Tyranid are based on Tyranid HD + Tyranid LA.
Casting levels
BAB
Saves
Skill Points
Zoanthrope PrC - thanks to NecroticPunch
Spoiler
Quote:
Originally Posted by NecroticPunch
Zoanthrope
"... Prepare to die, mortal!"
- A Tyranid Zoanthrope Adept
A general description of whatever the class is!
BECOMING A Zoanthrope
How you would normally become a member of this prestige class.
ENTRY REQUIREMENTS Base Attack Bonus: +5 Must be a Tyranid Must have at least 5 HD levels as a Tyranid Must have a ranged energy weapon
Class Skills
The Zoanthrope's class skills (and the key ability for each skill) are....Autohypnosis, Balance, Concentration, Intimidate, Jump, Knowledge( Psionics ), Listen, Psicraft, Search, Spot, Survival, Tumble, Use Psionic Device Skills Points at Each Level: 4 + int
Lord of All Psykers, Warp Blast 6d12, Psionic Treatise, Psionic Tyranid
Weapon Proficiencies: A Zoanthrope gains no new Weapon or Armor Proficiencies.
Psionics: A Zoanthrope gains power points per day, and powers known, at a rate equal to a Psion, of one level less than a Zoanthrope's level. Levels as a Zoanthrope are added to any levels as a Tyranid, and these combined, with a single level taken off, give you the Power Points per Day, Bonus Power Points, and Powers Known. ( Note: you do not need to take any level advancement to have Psionic Power. For example, an ECL 6, Tyranid 5/Zoanthrope 1, would Manifest as a Psion 5. )
Warp Blast: Warp Blast is a ranged energy touch attack, which replaces a Tyranid's standard ranged energy weapon. A warp blast deals force damage, and can be used 3 times per day, increasing by 2 at every class level past first. The standard damage for a Warp Blast is 1d6, at first level, which increases to 2d8 at second level, 3d10 at third level, and 4d12 at sixth level. Past sixth level, it increases the amount of dice rolled at eighth and tenth level.
Decay: At first level, a Zoanthrope's body starts to decay, causing all natural weapons to go down in damage, for example, a weapon that would deal 1d8 damage would be reduced to 1d6, and at every level, they get worse and worse. At fourth level, a Zoanthrope no longer has limbs, and it's only means of movement is levitating it's body forwards and backwards; up and down. At sixth level, a Zoanthrope's face falls off, and they become, essentially, a brain surrounded by a torso, and a chitinous shell.
Ability Enhancement: At second, sixth, and ninth level, a Zoanthrope's intelligence increases by 2.
Psyker Apprentice: At third level, a Psyker can choose a discipline to specialize in, out of the list given to a Psion at level one.
Psionic Advancement: At fourth, seventh, and ninth levels, a Zoanthrope gains power points equal to his Intelligence multiplied by half of his Intelligence Modifier.
Levitate, Psionic: At fourth level, a Zoanthrope gains a perpetual levitate effect on itself, which can be dispelled, but if it is dispelled, it will automatically reactivate in 5 turns. A Zoanthrope's levitation speed is equal to his Base Land speed.
Psyker Lord: At fifth level, a Zoanthrope's effective Manifester Level increases by one, but he does not gain power points or powers known due to this increase in Manifester Level.
Telepathy: At sixth level, a Zoanthrope gains the ability of Telepathy, which works in a way similar to how Mind Flayers communicate.
Psyker King: At seventh level, a Zoanthrope gains power points and powers known that would make him equal in those aspects when compared to a Psion of an equivalent Manifester Level. Or, in a simpler wording, it is as if a Zoanthrope leveled up twice on this level, and is now on par with other full progression manifesters.
Psionic Treatise: At eighth and tenth level, a Zoanthrope can create any DM-approved Power that he would like, without paying any sort of expense.
Lord of All Psykers: At tenth level, a Zoanthrope's effective Manifester Level increases by one, and makes it so that he is effectively one lever higher in the Zoanthrope class, for the interest of determining Power Points for day, Bonus Power Points per day, and Powers Known. This stacks with Psyker King.
Psionic Tyranid: At tenth level, a Zoanthrope learns how to change his body structure, and due to this, a Zoanthrope can, one per month, repick
all of his Tyranid abilities.
PLAYING A CLASS NAME
Brief description on how to play the class you are designing. Combat: A Zoanthrope has a myriad of different combat abilities, as well as utility powers and ways to shape the battle field, to call upon, which allows it to easily occupy many different positions in an army, or adventuring group. Advancement: As they advance in power, a Tyranid might decide to go down the path of a Psion, to further increase his Psionic Powers, or he might decide to further his Tyranid abilities. Resources: About as much as the Hive Mind allow him.
Zoanthrope IN THE WORLD Those bugs... they ain't the kind that you smash with your boot. If'in you make 'em angry, you ain't gonna live m'ch longer.
Most Zoanthrope live in secret; they occupy little burrows under ground, following the orders of the Hive Mind. However, you can sometimes encounter a Zoanthrope wandering above ground, most likely doing some work for the Hive Mind. Daily Life: On a normal day, a Zoanthrope will go about and do anything that the Hive Mind commands it to do, with little to no resistance. It can be said, however, that Zoanthropes do, in fact, make an attempt to be more powerful than his peers, so that he can become more powerful than all other ' Psykers ', their name for Psions. Notables: Ura'lid is the only true notable of the Zoanthrope, due to her extreme power, rivaling even some of the great psions in their control over the power of the mind. In fact, Ura'lid has been known to be able to take out an entire army, with only a small squadran of troops to assist her. Organizations: The Zoanthrope are members of the Hive Mind, and that is all they are members of.
NPC Reaction
Most people are afraid of Zoanthropes, because of their immense power, and, in some countries, Zoanthrope are considered threats, and are actively hunted. However, Zoanthrope have no care for these reactions, because they know that they can easily defeat those who would hunt them, and the people who could defeat them are too careful to hunt a powerful " Psyker. "
Zoanthrope IN THE GAME
Zoanthrope can fit the same role as a blaster, and as a off-caster. Adaptation: All you would really need to do is introduce the Tyranid, which would be easy if you read their history. Encounters: They would simply see them going about their own business, though sometimes this business could be illegal and seemingly evil, which might lead to encounters with a Zoanthrope.
The basic, LA+0 version of this beast is mechanically based on Drolyt's VOP Fix.
Still to come: Lots of arguing over balance, and some fluff. Or lots of fluff and some arguing. One or the other.
So are you aiming for Termagaunts/Hormagaunts, Genestealers, Zoanthrope, Gargoyles, Carnifexes, etc.?
Actually, the flexibility to hit as many of those as possible. I haven't added rules for adding Manifesting yet, so no Zoanthrope. I'll get around to that, though. Termagaunts/Hormagaunts, Genestealers, Gargoyles and Carnifexes should be more-or-less possible as is.
Actually, the flexibility to hit as many of those as possible. I haven't added rules for adding Manifesting yet, so no Zoanthrope. I'll get around to that, though. Termagaunts/Hormagaunts, Genestealers, Gargoyles and Carnifexes should be more-or-less possible as is.
Well, apparently the uniqueness of Old One Eye was added into the main stock for Carnifexes from 3rd to 4th edition, so you'll have to add in a Regen option (don't remember seeing one). And I say Regen instead of Fast Healing since Carnifexes have survived Exterminatus and Old One Eye survived a plasma bolt through the skull.
Personally, i'd accept a +1 LA, have four wings, two ranged fiery touch attacks and two excellent quality scything talons. I like.
How exactly does 'Contributes to Flight Speed at normal pace' work? If I have one wing, does that mean I get my full base speed? So, four wings means triple speed?
Also, what's the background for tyranids in this world?
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Personally, i'd accept a +1 LA, have four wings, two ranged fiery touch attacks and two excellent quality scything talons. I like.
How exactly does 'Contributes to Flight Speed at normal pace' work? If I have one wing, does that mean I get my full base speed? So, four wings means triple speed?
Also, what's the background for tyranids in this world?
I'll point out that the LA penalties are cumulative - if you take four +1LA adjustments, you end up with an LA of +4. Just so noone gets the bright idea of taking all the +1 LA adjustments to double the HD-based progressions and only paying LA+1 for them;)
The background's really up to the Tyranid Player and/or DM of the game you use this in to work out. Different for each world, after all;)
As a couple of stock background, I'd offer either last survivor (the world fought off a Tyranid attack, and the PC is one of the surviving Tyranids) or advance scout (the world *will* be fighting off a Tyranid attack... just not yet). But, again, that part's up to you;)
As to the movement speeds, an explanation's going into the OP.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Is this part of a 40k campaign setting I should look at? This rocks!
<edit> The LA seems a bit low for the abilities though. +1 LA for regeneration? +2 would be better. Also, you may want o explain exactly how the LA buying works. Same with the limbs, I'm stumped.
Uhh, no, it's not part of a campaign setting - although if someone is doing a 3.5 40K setting and wants to use my make-a-tyranid kit, they're welcome to.
It's more intended to allow a lone Tyranid or three to be played in standard D&D games. Or to show up as monsters.
Uhh, no, it's not part of a campaign setting - although if someone is doing a 3.5 40K setting and wants to use my make-a-tyranid kit, they're welcome to.
Ah this does brings back memories. My first homebrew here was actualy a space marine class. I planned to do the orks and other 40K stuff next but wich since my space marine didn't atract much atention I lost motivation for that.
Anyway busy with studying to give a proper full review but couldn't resist commenting some stuff.
Quote:
Originally Posted by whoiam
and when found in packs have a tendancy to devour entire galaxies.
Nitpick, but as far as we know they may have devoured one galaxy, and it took all their combined numbers. May have. The fluff also states that they could as well be fleeing from some really terrifying enemy.
Quote:
Originally Posted by whoiam
The basic, LA+0 version of this beast is mechanically based on Drolyt's VOP Fix.
So, they get full VoP fix benefits, and none of the drawbacks? What's stoping the tyranid player from buying equipment? Sure he has no great use for armor and he gets his own weapons but there's plenty of other expensive items that he could benefit from. Or did I miss some clause stating he can't use equipment?
First up, they don't get full benefits (there's no bonus feats here, and no automatic fly speed).
Secondly, most of their bonuses don't stack with equipment (the Energy Resistance, say, or the Armor Bonus). The most obvious one that does is the attribute bonuses, which come in as racial and not enchantment.
The third being that, unlike VoP, a Tyranid's equipment isn't improved by being used by the Tyranid - all those bonuses apply only to the Tyranid's natural weapons and carapace.
But the greatest of the drawbacks is that VoP costs you equipment and a feat. Being a Tyranid costs you class levels - that table full of scaling bonuses only applies to Tyranid HD, not to class levels. If you start levelling up as a Wizard than you don't get improved armor and energy resistance, etc.
Which I think is ultimately a greater drawback than VoP gives you. Enough so that I'm tempted to put the bonus feats back in...
Edit: On rereading the OP, I notice that I haven't actually stated this in the writeup. Oh, well. It'll be there after dinner.
Is this part of a 40k campaign setting I should look at? This rocks!
<edit> The LA seems a bit low for the abilities though. +1 LA for regeneration? +2 would be better. Also, you may want o explain exactly how the LA buying works. Same with the limbs, I'm stumped.
Add up the LA for each ability/limb/etc you want your Tyranid to have. Round up if you've got a fraction. That's your Tyranid's LA.
For the limbs:
A Minor Limb (+0.25 LA) gets 2 points to spend on the table of limb abilities.
A Major Limb (+0.5 LA) gets 4 points to spend on the table of limb abilities.
You get four limbs for free, and those four are all major.
You may have a point about the regeneration. I'll think about that.
Gender: Unlike most PC species, all playable Tyranids are sterile female drones (a la worker ants or bee drones). As playable Tyranids lack obvious sexual characteristics, this makes little practical difference to gameplay.
Why? You could just say that they're genderless, at least until they evolve into a queen-like thing... if that's even possible.
+1 LA
(+0.5 for two minor lumbs, +0.5 for a hit die boost)
d8 hit die
Reflex save
Main Resistance Fire
Limbs: Four major, two minor+ tail
Two minor, each with a wing.
Two major, each with a winglet and an excellent natural weapon
Two major, each with an oversized Ranged Energy attack.
Tail has a ranged weapon, treated as a heavy crossbow
Giving a base speed of Fly 90 (three steps above clumsy)
I will play that at some time.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
Why? You could just say that they're genderless, at least until they evolve into a queen-like thing... if that's even possible.
As I said... because that's how actual colony insects do it. The non-breeding castes do technically have a gender - female - but they do not posess fully functional reproductive systems.
If I remember the fluff correctly, the fertile Tyranids are actually their spaceships, so I didn't think it necessary to include the rules to become one of those.
Quote:
Originally Posted by Bendraesar
SS does say that Regeneration is generally worth a +2 LA
You make a convincing argument, and I am amending the list now.
As I said... because that's how actual colony insects do it. The non-breeding castes do technically have a gender - female - but they do not posess fully functional reproductive systems.
Seems a bit odd to apply real world logic to science fiction aliens from beyond the know universe... I think God just killed a kitten.
Quote:
Originally Posted by whoiam
If I remember the fluff correctly, the fertile Tyranids are actually their spaceships, so I didn't think it necessary to include the rules to become one of those.
Norn queens too. And apparently Tervigons as well, since they create swarms and swarms of Termagants. Sounds like a nice mutation for summoning stuff.
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.
"Furthermore, unlike most other tyranid bioforms, Hormagaunts are able to reproduce independently, and lay hundreds of eggs just below the surface of a planet before their short, hyperactive life is over. No sooner has one wave of the creatures been exterminated than a fresh swarm has hatched and grown to maturity, ready to ravage the planet in the previous generation's stead."
So- they kept it.
__________________
Marut-2 Avatar by Serpentine
Last edited by hamishspence : 06-21-2010 at 05:42 PM.
+1 LA
(+0.5 for two minor lumbs, +0.5 for a hit die boost)
d8 hit die
Reflex save
Main Resistance Fire
Limbs: Four major, two minor
Two minor, each with a wing.
Two major, each with a winglet and an excellent natural weapon
Two major, each with an oversized Ranged Energy attack.
Giving a base speed of Fly 90 (three steps above clumsy)
I will play that at some time.
Shouldn't some of the limbs be geared towards feet? You know, so you can walk?
SS does say that Regeneration is generally worth a +2 LA
SS says a lot of goofy things about level adjustment. You'll notice that most creatures in the MM have a lower LA than the formulas in SS would give them, and that most of the examples for estimating LA use a fighter or unoptimized barbarian as a baseline.
Regeneration with three bypass methods is worth +1.
+1 level for a size increase easily justifies applying the ability bonuses and penalties associated with a size increase. However, you should control that by requiring minimum HD totals before a tyranid can purchase huge, gargantuan, or colossal size (perhaps 8, 13, and 18).
Actually, the reason I cut the size bonuses to stats out of the size upgrades is because the Tyranid already gets a fairly generous bunch of stat bonuses. I didn't really think they needed more. If people think they should be added back in, though, I'm not too fussed either way.
As to the regeneration... Well, it can be bypassed by a magic/psionic and chaos-aligned weapon, by chaos-aligned magic, or by either of two types of energy. That is more loopholes than regeration usually has, I'll admit. That's another point I'm kinda wavering on.
I would put a better range on the spore launcher. Biovores could launch those things a heck of a long way. Perhaps add some sort of scatter mechanic too, are require the tyranid to target squares rather than creatures. I like how you allow the tyranid to assimilate poisons found in the environment to make new types of spore pods.
Some options to deal acid and/or poison with melee attacks would be thematically appropriate.
Needs some kind of rending claw that bypasses DR/adamantine and/or makes melee touch attacks (flavored as slicing effortlessly through armor, shield, and hide).
I ship you/Anyone./Infernal Gardevoir from outside the playground, by Recaiden//ExtendedSig
Spoiler
Quote:
Originally Posted by Thanqol
It's not normal, of course, and what's actually happening in Comet Kicker's brain is that she's using regular murder as therapy for worse murder. There's a breakdown in the works and all it needs is one good, hard kick.