This is a aliens D&D template, I've posting it here because I know that some people who play D&D are here and that it is a RPG form. Note: I am not sure if I placed this in the right area and if it is in the wrong area I would be greatful for it to be moved in to the right area.
Aliens
There are two types of alien breeds transbreed and purebreed.
Transbreed Aliens NPC HP
Egg 100
Facehugger 15
Drone 200
Warrior 300
Runner 250
Predalien 550
Purebreed Aliens NPC HP
Praetorian Egg 200
Praetorian Face hugger 45
Praetorian 700
Queen 1500
Carrier 200
Ravenger 1000
Queen War Empress 2500
PredQueen 2500
Class Base attack bonus
Drone poor
Warrior good
Runner poor
Predalien good
Praetorian average
Queen Average
Carrier poor
Ravenger good
Basic alien ability.
Acid blood- All Aliens.
Wallwalk- Facehugger, Drone, Warrior, Runner, Predalien, and Praetorian Facehugger.
Fearless-All Aliens.
Spit Acid- Drone(upgrade)and Runner.
Acid Bite- Predaliens and Praetorians only.
Alien Spores- Hive node, Runners, Praetorian egg, Praetorian Facehugger, Praetorian, and Queen.
Spore Bite- Runner only(upgrade).
Sudden death- Facehuggers and Praetorian Facehuggers.
Face Hugg- Facehugger and Praetorian Facehugger.
Kill victim- Ravenger only.
Aliens can see most object as if it has eye’s but they can only see to 6 square. But some aliens can make spores that latch on to objects allowing alien to track them even when they are beyond there normal site for a limited amount of time also the spores allow them to see invisible objects as well.
Currency- Infestation Point(IP) alien money is earned by kill and impregnating host.
Comatose-All alien Except Ravengers leave there victims Comatose that way the can inpregnate also aliens can’t kill an Comatose victim.
Buy upgrades- Aliens can be upgraded by spending Infestation point, But only a Queen can do it since she controls the genes of her hive, There for you can give the queen your IP so she can upgrade you.
Alien ClassTransbreeds
Drone
Drones are the gatherers of the hive. They are best for taking comatose host back to the hive and with the upgrade can spite acid that create cystic tumors that makes transbreed aliens created from that host stronger.
Level 1
Hit Dice: d4
Exp For next level:1000
Requirements: Str 8, Dex 12, Con 10, Int 8, Wis 12
Speed:6 Squares
Number of feats: One
Base Save throws: +2 For +2 Will +2 Reflex
Attacks Damage Range Effect
Claws 1d6+3 Close None
Tail 1d4 Close Impale -2
Tongue 1d6 Close None
Spite Acid 1d6 Long (Upgrade) Causes Crystic tumors.
Bite 1d4 Close None
Special ability
Wall walk- Alien Drones are able to Walk on wall and ceiling, But they are on all fours, Also while wall walking aliens get a +2 for hide in shadows and can preform a sneak Attack..
Fearless- Alien Drones Don’t experience fear for they are perfect creatures they are only trying to increase in numbers.
Fear-1-Aliens Are fearful creatures that cause all creature that face them go into fear(they must make a Will Save throw check against fear “17" or suffer a -1 penalty on all rolls against the alien) also Aliens are immune fear.
Hide in Shadow- Alien Drones get a +3 bonus to there Hide in shadows skill.
Comatose- Alien Drones victims that hit points reach 0 are comatose and can’t act after wise(Aliens are immune to comatose and other disease).
Hive Nodes- Drones can create Hive nodes at the cost of 50 infestation point(Hive node-HP:500, Alien spores ,Regenerate).Hive nodes don’t move and don’t attack(max 15) they cover a 5 square area.
Acid Blood- Aliens have acid blood and if wounded the blood will spatter which cause 2d8(2 Square Range) for 3 rounds.
Upgrade
Crystic acid(Cost:)-Able Drone to spite acid which cause Crystic Tumors that any Transbreed alien from that host will have +1 to all ability scores +100 to Hit points and one extra 1d to all alien attacks. Crystic tumors are a disease which can be cured by a Predator Medicomp, or a cure disease spell.
Warriors
There name basically describes what they do warrior aliens are the hives basic defense when they are upgraded they have blades on there fore arm that can pierce armor and if there hp reaches zero they go into a type of sleep for there cells to temporary repair .
Level 1
Hit Dice: d10
EXP for next level: 1000
Requirements: Str 12, Con 10, Wis 10
Speed: 6 squares
Number of Feats: toughness, pulse one bonus feat.
Save throws: For +1
Attacks Damage Range Special
Bite 1d8 close none
Claws 1d10 close none
Tongue 1d4 close none
Tail 1d6 close Impale-2
Arm Blades 1d8 close armor piercing(armor save throw verse destruction)
Special Ability
Wall Walk- Warrior aliens are able to walk on walls and ceiling, But they are on all fours, Also while wall walking warriors get a +2 to hide in shadows and can preform a sneak attack.
Fearless- Warrior aliens don’t experience fear for they are perfect creatures they are only trying to increase in numbers.
Fear-2-Aliens Are fearful creatures that cause all creature that face them go into fear(they must make a Will Save throw check against fear “17" or suffer a -2 penalty on all rolls against the alien) also Aliens are immune fear.
Hide in Shadow- Warrior aliens get a +3 bonus to there Hide in shadows skill.
Comatose- Warrior Aliens victims that hit points reach 0 are comatose and can’t act after wise(Aliens are immune to comatose and other disease).
Acid Blood- Aliens have acid blood and if wounded the blood will spatter which cause 2d8(2 Square Range) for 3 rounds.
Upgrade
Improved warrior(cost:)-first, the warrior gains a pair of blade on the arms that can pierce armor(see above), Second, afterward if the warrior HP goes to zero the warrior will go into a type of sleep which in 1d8 turn will revive with half there max hp also this ability can only be use once unless they have fully recovered all lost HP( like through the hive nodes).
Runners
Runners are the fastest of all alien classes. They are stealthy, agilely, and have great leaping abilities. Runners are great for scout parties and raids do to there speed. Once upgraded they can when biting a foe inject alien spores which makes the target sick they then get regeneration abilities too(as stated below).
Level1
Hit Dice: d6
EXP for next level: 1000
Requirements: Dex 13, Con 11, Wis 13
Speed: 8 squares
Number of Feats: one
Save throws: Reflex +2
Attacks Damage Range Special
Claws 1d4 close none
Tail 1d6 close Impale-2
Tongue 1d4 close none
Bite 1d8 close injects alien spores causing (vomiting lasting1d6), which lowers actions by half and a -1penlty on all rolls.
Spite Acid 1d8 Long acid damage
Jump attack 1d20 Long knocks foes down(save throw “reflexs”)
Special Abilities
Wall Walk- Runners are able to walk on walls and ceiling, But they are on all fours, Also while wall walking runners get a +2 to hide in shadows and can preform a sneak attack equal to a rouge of the same level.
Fearless- Runners don’t experience fear for they are perfect creatures they are only trying to increase in numbers.
Fear-1-Aliens Are fearful creatures that cause all creature that face them go into fear(they must make a Will Save throw check against fear “17" or suffer a -1 penalty on all rolls against the alien) also Aliens are immune fear.
Hide in Shadow- Runners get a +3 bonus to there Hide in shadows skill.
Comatose- Runners victims that hit points reach 0 are comatose and can’t act after wise(Aliens are immune to comatose and other disease).
Acid Blood- Aliens have acid blood and if wounded the blood will spatter which cause 2d8(2 Square Range) for 3 rounds.
Alien Spore- Runners produce alien spores that stick on every thing within a 5 square range this allows the runner to track foes for long distances this also allows them to see invisible foes magical or not(alien spores defeat predator clocking). Away from the source of the spores the spores will survive for 2d4 rounds +1 for every four levels of the originator.
Explosive Body- If a runners is on fire and dies or is kill by fire including magical fire. The heat from the fire will cause the runners body to expand and when kill while being on fire will explode spraying acid and cause spikily shades of its exoskeleton to fly in ever direction with in a 3 square range causing 1d20 damage( plus the effects of the acid).
Upgrades
enhanced runner(cost:)Runners can regenerate 3 points of hp per round as long as they are not suffering physical trauma, or are under the effects of radiation, or on fire, ect. Also they can when they bite inject alien spores which sicken foes( vomiting every round lowering action by half that could be made) for 1d6 rounds.
PredAlien
Predaliens are the most dangerous and powerful of all transbreeds. They are strong and they are a deadly foe. Once upgraded predalien can regenerate like runners and can mold to become stronger after defeating a foe.
Level1
Hit Dice: d10
Exp for next level: 1000
Requirements: Str 16, Con 12, Int 12, Wis 14
Speed: 6 Squares
Number of feats: toughness, plus one bonus feat
Save throws: For +2, Will +2
Attack Damage Range Special
Claws 1d8 close none
Tail 1d6 close Impale-2
Tongue 1d4 close none
Acid Bite 1d10 close when biting target takes acid damage(2d8 per round) for 1d6 rounds.
Special Ability
Wall Walk- Predalien are able to walk on walls and ceiling, But they are on all fours. Also while wall walking predalien get a +2 to hide in shadows and can preform a sneak attack.
Fearless- Predalien don’t experience fear for they are perfect creatures they are only trying to increase in numbers.
Fear-2-Aliens Are fearful creatures that cause all creature that face them go into fear(they must make a Will Save throw check against fear “17" or suffer a -2 penalty on all rolls against the alien) also Aliens are immune fear.
Hide in Shadow-Predalien get a +3 bonus to there Hide in shadows skill.
Acid Blood- Aliens have acid blood and if wounded the blood will spatter which cause 2d8(2 Square Range) for 3 rounds.
Comatose- Predalien victims that hit points reach 0 are comatose and can’t act after wise(Aliens are immune to comatose and other disease).
Fire Retardant- Predalien’s body produces a slim over it’s body that allows its body to prevent from catching on fire. Damage done by will still happen since its from the heat but it dose prevent it from staying on fire.
Upgrades
Growth hormones and regeneration(cost:): The predalien once upgraded gets regeneration like a runner(see runner regeneration). Also after defeating a foe and are currently not suffering physical trauma the predalien will mold its skin(note: during the first mold predaliens will gain an fourth pair of spins and every time they mold there spins will grow) after molding there stats increase as shown below Hp+100 ,Str+1, +1 to anther ability score,+1 to base attack bonus, +1 to reflex save throw, and +1d to one alien attack.
Purebreeds
Praetorian
Praetorians are the base of all purebeed aliens they are a mild power alien that form from a Praetorians egg. Praetorians can if there is no Queen in a hive pay 50 IP to transform into a Queen. Once upgraded the can transform into ranvenger or a carrier(see below)
Level1
Hit Dice: d8
Exp for next level: 1000
Requirements: Str12, Con 16, Wis16
Speed: 6 squares
Number of feats: one
Save throws: For+2
Attacks Damage Range Special
Claws 1d6 close none
Tail 1d4 close Impale-2
Tongue 1d4 close none
Acid bite 1d10 close When biting target takes acid damage(2d8 per round) for 1d6 rounds.
Special Abilities
Wall Walk- Praetorian are able to walk on walls and ceiling, but only on all fours. Also while wall walking praetorian geta +2 to hide in shadows and can perform a sneak attack.
Fearless- Praetorian don’t experience fear for they are perfect creatures they are only trying to increase in numbers.
Fear-2-Aliens Are fearful creatures that cause all creature that face them go into fear(they must make a Will Save throw check against fear “17" or suffer a -2 penalty on all rolls against the alien) also Aliens are immune fear.
Hide in Shadow-Praetorian get a +3 bonus to there Hide in shadows skill.
Acid Blood- Aliens have acid blood and if wounded the blood will spatter which cause 2d8(2 Square Range) for 3 rounds.
Comatose- Praetorian victims that hit points reach 0 are comatose and can’t act after wise(Aliens are immune to comatose and other disease).
Alien Spore- Praetorians produce alien spores that stick on every thing within a 5 square range this allows the Praetorians to track foes for long distances this also allows them to see invisible foes magical or not(alien spores defeat predator clocking). Away from the source of the spores the spores will survive for 2d4 rounds +1 for every four levels of the originator.
Royal Cocoon- When there’s no Queen alien in the hive and you have the requirments reached to become a Queen you can pay 50 IP to go into the royal cocoon for 1d6 round after which you class is now Queen Alien and you get the bonuses like that of a queen alien.
Upgrades
Genetic mutation(cost:) This allows you to go into either the Carrier cocoon or Ravenger cocoon for 1d6 round if you have the requirment to become either a carrier or a ravenger. It cost 1000 IP to make a Ravenger cocoon and 500 IP to make a Carrier cocoon.
Queen
The Alien Queen is the leader of the hive. She creates the eggs needed to make all the alien and is extremely strong to go with her huge size. Queen Aliens are large creatures since they are over 9 feet tall. Once upgraded the queen is a deadly foe and is more then capable of fighting for herself.
Level1
Hitdice: d12
Exp for next level: 1000
Requirments: Praetorian Str 18, Con 14, Int 10, Wis 16 and pay 50 IP
Speed: 4 squares
Number of Feat: Toughness
Save throws: Will +2
Attacks Damage Range Special
Claws 1d4 close none
Tail 1d10 close Impale-2
Tongue 1d4 close none
Bite 1d6 close none
Special Abilities
Fearless- Queen Aliens don’t experience fear for they are perfect creatures they are only trying to increase in numbers.
Fear-2-Aliens Are fearful creatures that cause all creature that face them go into fear(they must make a Will Save throw check against fear “17" or suffer a -2 penalty on all rolls against the alien) also Aliens are immune fear.
Hide in Shadow-Queen Alien get a +3 bonus to there Hide in shadows skill.
Acid Blood- Aliens have acid blood and if wounded the blood will spatter which cause 2d8(2 Square Range) for 3 rounds.
Comatose- Queen Alien victims that hit points reach 0 are comatose and can’t act after wise(Aliens are immune to comatose and other disease).
Egg Sack- A Queen Alien can pay 100 IP to create an egg sack( when the egg sack is created a hive node form there as well and the hive node disappears when the Queen rips her self from the egg sack), each round while she’s attach to the egg sack she produces one each egg take up one square( she can only have four eggs near her at one time). She can brake free of the egg sack any time she want. Note: While attached to the egg sack she cannot make any actions except say her telepathic commands or brake free.
Alien Spore- Queen Aliens produce alien spores that stick on every thing within a 5 square range this allows the Queen Alien to track foes for long distances this also allows them to see invisible foes magical or not(alien spores defeat predator clocking). Away from the source of the spores the spores will survive for 2d4 rounds +1 for every four levels of the originator.
Upgrades
War empress (cost:) When you purchase this upgrade the queen gets the fallowing bonuses; +100 Hit points, +2 Str, Dex, and Con; Her tail becomes a x3critical instead of x2. She can make all transbreed alien near her within 100ft go into a combate frenzy in which they get Damage reduction of 5 and they deal double damage.
Carrier
Carriers are a extra mod of trasportation for the facehuggers and can be a deadly force if fully loaded. Once upgraded a carrier can carry 12 face huggers instead of 6 making them all the dangerous.
Level1
Hit Dice: d4
Exp for next level: 1000
Requirements: Praetorian Dex 18, Wis 14
Speed: 5 squares
Number of feats: one
Save throws: Reflex +2
Attack Damage Range Special
Claws 1d6 close none
Tail 1d4 close Impale-2
Tongue 1d4 close none
Bite 1d6 close none
Facehugger lunch Special long the subject throws a facehugger from its spin( target must make a reflex save Dc 5 + Alien level to avoide the face hugger), the facehugger lunch is an attack that makes it easier to impregnate targets.
Special Abilities
Fearless- Carriers don’t experience fear for they are perfect creatures they are only trying to increase in numbers.
Fear-1-Aliens Are fearful creatures that cause all creature that face them go into fear(they must make a Will Save throw check against fear “17" or suffer a -1 penalty on all rolls against the alien) also Aliens are immune fear.
Hide in Shadow- Carriers get a +3 bonus to there Hide in shadows skill.
Acid Blood- Aliens have acid blood and if wounded the blood will spatter which cause 2d8(2 Square Range) for 3 rounds.
Comatose- Carrier victims that hit points reach 0 are comatose and can’t act after wise(Aliens are immune to comatose and other disease).
FaceHugger carrying - Carriers can carry up to six facehuggers on there spins, Face huggers on there spins do not decease in health since they are getting the nutrients they need from the spins.
Upgrades
Super Carrier(cost:)this allows them to carry twelve face huggers instead of six.
Ravagers
Ravagers are the ultimate weapon of the hive and are the only aliens that kills there targets. Once upgraded ravager become almost unstoppable since they gain a resurrection like factor.
Level1
Hit Dice: d10
Exp for next level: 1000
Requirements: Praetorian Str18, Con 16, Wis16
Speed: 4 squares
Number of feats: toughness and one bonus feat
Save throws: For+2
Attack Damage Range Special
Blade 1d10 close none
Tail 1d4 close Impale -2
Tongue 1d4 close none
Bite 1d6 close none
Special Abilities
Fearless- Ravagers don’t experience fear for they are perfect creatures they are only trying to increase in numbers.
Fear-2-Aliens Are fearful creatures that cause all creature that face them go into fear(they must make a Will Save throw check against fear “17" or suffer a -2 penalty on all rolls against the alien) also Aliens are immune fear.
Hide in Shadow- Ravager get a +3 bonus to there Hide in shadows skill.
Acid Blood- Aliens have acid blood and if wounded the blood will spatter which cause 2d8(2 Square Range) for 3 rounds.
Kill Victim- Ravagers are the only aliens that can actually kill who they attack.
Upgrades
Reviving Ravager(cost:) If a ravager’s hp reaches zero they go dormant for 1d8 round after which they are fully healed having the max hit points. In order to kill a ravager you need to do have of there total Hp in damage while they are trying to revive only then can they be killed.
Other NPC
Facehugger
Hp. 15(1d4)
Wall Walk- Facehuggers are able to walk on walls and ceiling, but only on all fours. Also while wall walking praetorian geta +2 to hide in shadows and can perform a sneak attack.
Sudden Death: Facehuggers lose one point of Hp per round if they are not on a hive node.
Fearless- Facehuggers don’t experience fear for they are perfect creatures they are only trying to increase in numbers.
Fear-1-Aliens Are fearful creatures that cause all creature that face them go into fear(they must make a Will Save throw check against fear “17" or suffer a -2 penalty on all rolls against the alien) also Aliens are immune fear.
Hide in Shadow- facehuggers get a +3 bonus to there Hide in shadows skill.
Acid Blood- Aliens have acid blood and if wounded the blood will spatter which cause 2d8(2 Square Range) for 3 rounds.
Impregnate: Facehuggers can make a grapple check to attempt to attach to a targets mouth, If succeeded the target is impregnated. It takes 3d6 rounds for the embryo to develope.
Praetorian facehugger
Hp. 45(1d6)
Wall Walk- Facehuggers are able to walk on walls and ceiling, but only on all fours. Also while wall walking praetorian geta +2 to hide in shadows and can perform a sneak attack.
Sudden Death: Facehuggers lose one point of Hp per round if they are not on a hive node.
Fearless- Facehuggers don’t experience fear for they are perfect creatures they are only trying to increase in numbers.
Fear-1-Aliens Are fearful creatures that cause all creature that face them go into fear(they must make a Will Save throw check against fear “17" or suffer a -2 penalty on all rolls against the alien) also Aliens are immune fear.
Hide in Shadow- facehuggers get a +3 bonus to there Hide in shadows skill.
Acid Blood- Aliens have acid blood and if wounded the blood will spatter which cause 2d8(2 Square Range) for 3 rounds.
Impregnate: Facehuggers can make a grapple check to attempt to attach to a targets mouth, If succeeded the target is impregnated. It takes 3d6 rounds for the embryo to develope.
PredQueen
Hp. 2500
Same as War Empress
Regeneration- Same as predaliens.
Aliens and there Intelligence score
All alien (except the queen) when acting with humans and other intelligent races they’re Int score is treated as if it was 5 points less.
Weapon Proficiencies
Alien have no weapon proficiencies, they can take a simple weapon proficiency if they have a 15 in Int, 18 Int for Martial proficiency, and 22 Int of Exotic proficiency, this is the same for light, medium, and heavy armors as well.
Group Attack
When two are more aliens are next to the same foe they can preform a group attack, this allows them to attack at the same time( they lose there action for that round when doing so) they must do the same attack to perform a group attack. They roll there attack damage together( example: Twoe warriors attack with there claws(1d10) they instead roll 2d10 one for each.
Gained abilities
When a alien gains a level they add an extra 1d to one of there natural attacks.
Critical Parade
A critical parade can only be perform when you roll a natural 20 on your to hit ( you don’t have to, but you can if you wish) you then roll you critical roll to see if it works then you can try to attack and roll a 20 with each of the fallowing attacks each time you succeed the critical dose more damage.
Claw x2
second claw x4
bite x6
Tail x8
Twin blades(ravagers only) x10
If you succeed in one attack and fail in the next(example: you succeed in the first two claws x4, but fail the bite you roll the damage for the claws times by 4 then add the damage done by you failed critical move. Note: critical parades are extremely helpful but are near impossible to perform. When you roll a natural 20 you must say you are performing a critical parade.