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Old 06-20-2010, 06:42 PM   Top  -  End  -  #1
whoiam
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Default D&D 3.5 Tyranid Monster Class v1.0.1 - PEACH

Current Version: 1.0.1 (Release)
Version History:
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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
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Tyranid Variants
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Tyranid HD
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Limbs
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Errata
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Zoanthrope PrC - thanks to NecroticPunch
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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.

Last edited by whoiam : 09-14-2010 at 06:05 PM.
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Old 06-20-2010, 06:45 PM   Top  -  End  -  #2
Tanuki Tales
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Default Re: D&D 3.5 Tyranid Monster Class

So are you aiming for Termagaunts/Hormagaunts, Genestealers, Zoanthrope, Gargoyles, Carnifexes, etc.?
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Old 06-20-2010, 06:48 PM   Top  -  End  -  #3
whoiam
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Default Re: D&D 3.5 Tyranid Monster Class

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Originally Posted by Bendraesar View Post
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.
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Old 06-20-2010, 06:52 PM   Top  -  End  -  #4
Tanuki Tales
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Default Re: D&D 3.5 Tyranid Monster Class

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Originally Posted by whoiam View Post
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.
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Old 06-21-2010, 02:50 AM   Top  -  End  -  #5
hamishspence
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Default Re: D&D 3.5 Tyranid Monster Class

In 5th ed he became unique again- through having better regeneration than a normal carnifex can have, as well as minor leadership capabilities.

5th ed has quite a few unique tyranids.
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Old 06-21-2010, 04:14 AM   Top  -  End  -  #6
Lix Lorn
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Default Re: D&D 3.5 Tyranid Monster Class

...this is highly awesome. Kudos.

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?
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Last edited by Lix Lorn : 06-21-2010 at 04:14 AM.
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Old 06-21-2010, 04:22 AM   Top  -  End  -  #7
whoiam
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Default Re: D&D 3.5 Tyranid Monster Class

Okay, added fast healing (it was in my notes, just forgot to type it up) and an option to switch it for regeneration.
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Old 06-21-2010, 04:33 AM   Top  -  End  -  #8
whoiam
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Default Re: D&D 3.5 Tyranid Monster Class

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Originally Posted by Lix Lorn View Post
...this is highly awesome. Kudos.

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.
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Old 06-21-2010, 08:22 AM   Top  -  End  -  #9
Lix Lorn
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Default Re: D&D 3.5 Tyranid Monster Class

Ahk, makes sense now. I shall consider using this, when and if I get a chance. XD
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Old 06-21-2010, 10:41 AM   Top  -  End  -  #10
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Default Re: D&D 3.5 Tyranid Monster Class

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.

Last edited by radmelon : 06-21-2010 at 10:51 AM.
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Old 06-21-2010, 10:45 AM   Top  -  End  -  #11
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Default Re: D&D 3.5 Tyranid Monster Class

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.
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Old 06-21-2010, 11:26 AM   Top  -  End  -  #12
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Default Re: D&D 3.5 Tyranid Monster Class

Quote:
Originally Posted by whoiam View Post
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 View Post
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 View Post
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?

Last edited by Oslecamo : 06-21-2010 at 11:26 AM.
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Old 06-21-2010, 11:33 AM   Top  -  End  -  #13
whoiam
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Default Re: D&D 3.5 Tyranid Monster Class

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.

Last edited by whoiam : 06-21-2010 at 11:54 AM.
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Old 06-21-2010, 12:06 PM   Top  -  End  -  #14
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Default Re: D&D 3.5 Tyranid Monster Class

Quote:
Originally Posted by radmelon View Post
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.
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Old 06-21-2010, 12:55 PM   Top  -  End  -  #15
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Default Re: D&D 3.5 Tyranid Monster Class

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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.
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Old 06-21-2010, 12:59 PM   Top  -  End  -  #16
Tanuki Tales
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Default Re: D&D 3.5 Tyranid Monster Class

SS does say that Regeneration is generally worth a +2 LA
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Old 06-21-2010, 01:00 PM   Top  -  End  -  #17
Lix Lorn
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Default Re: D&D 3.5 Tyranid Monster Class

+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.
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Old 06-21-2010, 01:01 PM   Top  -  End  -  #18
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Default Re: D&D 3.5 Tyranid Monster Class

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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 View Post
SS does say that Regeneration is generally worth a +2 LA
You make a convincing argument, and I am amending the list now.

Last edited by whoiam : 06-21-2010 at 01:03 PM.
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Old 06-21-2010, 01:19 PM   Top  -  End  -  #19
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Default Re: D&D 3.5 Tyranid Monster Class

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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:
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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.
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Old 06-21-2010, 02:17 PM   Top  -  End  -  #20
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Default Re: D&D 3.5 Tyranid Monster Class

hmm... is it possible to make a power to hurl spore bombs? Creating(summoning) creatures several times per day/at will? That would be fun.
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Old 06-21-2010, 04:50 PM   Top  -  End  -  #21
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Default Re: D&D 3.5 Tyranid Monster Class

Right, then - let's see what you all think about my take on Spore Mines.
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Old 06-21-2010, 05:37 PM   Top  -  End  -  #22
Lix Lorn
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Default Re: D&D 3.5 Tyranid Monster Class

I like them.
Interesting trivia: Hormagaunts, in the old fluff, reproduced sexually.
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Old 06-21-2010, 05:41 PM   Top  -  End  -  #23
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Default Re: D&D 3.5 Tyranid Monster Class

5E tyranid codex-

"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.
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Old 06-21-2010, 05:47 PM   Top  -  End  -  #24
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Default Re: D&D 3.5 Tyranid Monster Class

Quote:
Originally Posted by Lix Lorn View Post
+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?
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Old 06-21-2010, 05:50 PM   Top  -  End  -  #25
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Default Re: D&D 3.5 Tyranid Monster Class

Yes... that one I remember.

Not necessarily sexual reproduction, though. Those could be unfertilised eggs growing clones of the generation that laid them...;)

Also, to Radmelon: You know, she may not be planning to ever land...
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Old 06-21-2010, 05:56 PM   Top  -  End  -  #26
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Default Re: D&D 3.5 Tyranid Monster Class

Quote:
Originally Posted by Bendraesar View Post
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.
  1. Regeneration with three bypass methods is worth +1.
  2. +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).
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Old 06-21-2010, 06:03 PM   Top  -  End  -  #27
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Default Re: D&D 3.5 Tyranid Monster Class

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.
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Old 06-21-2010, 09:28 PM   Top  -  End  -  #28
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Default Re: D&D 3.5 Tyranid Monster Class

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).
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Old 06-22-2010, 03:47 AM   Top  -  End  -  #29
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Default Re: D&D 3.5 Tyranid Monster Class

I should point out that a high enough HD Tyranid can always put 'Metalline' on their claws...
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Old 06-22-2010, 03:49 AM   Top  -  End  -  #30
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Default Re: D&D 3.5 Tyranid Monster Class

Also bear in mind that it's a boost from Fast Healing to Regeneration, so that's not as big a jump as nothing to Regen.

And no, I didn't plan to land. (Grin)
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