d20 Ronin Arts Future Alien Race 2 - The Sauri.pdf

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Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
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THE SAURI
FUTURE: ALIEN RACE 2 - SAURI
WRITTEN BY MICHAEL HAMMES
ILLUSTRATED BY BRADLEY K. M C DEVITT
PRODUCTION BY PHILIP REED
Future: Alien Race 2 – The Sauri is copyright © 2004 Michael Hammes. Cover artwork copyright © 2004 Bradley K.
McDevitt. All text in this book is designated as open game content. You may not distribute this PDF without permission
of the author. d20 Modern™ is a trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and is used with
permission. Wizards of the Coast® is a registered trademark of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.,
and is used with permission.
INTRODUCTION
Welcome to Alien Race 2 - The Sauri , the
second in Ronin Arts’ new line of alien race
sourcebooks. Each of these PDFs introduces a
new alien race with complete d20
Modern/Future Statistics and all the back-
ground, concepts, and ideas needed to bring
the aliens into play in your campaign.
In addition, each Alien Race sourcebook
features new rules (i.e. new Equipment, Feats,
Skills etc.) relating to the particular alien race
featured in the sourcebook that can also be
applied to the general campaign (with the
GM’s permission, of course).
THE SAURI
P HYSIOLOGY
Sauri are a race of large, heavy, four-
legged, endothermic, dinosaur-like aliens.
Their bodies, which most closely resemble a
pachiderm/equine hybrid, are heavy and
squat, with elephant-like legs. A large, solid
humanoid torso with two thick arms sits on
top of the body. Finally, a long, thickly mus-
cled and sinuous neck leading to a reptilian
head reminiscent of a brachiosaurus com-
pletes the description. Their elephant-like
hide ranges in color from a bright yellow
through orange to a dull red.
The average Sauri body is about six feet
in height at the withers, with the human-like
torso adding an additional two-and-a-half
feet. A Sauri’s neck is some four to five feet
in length. A Sauri with its neck fully erect
can reach a height of almost fourteen feet.
Sauris weigh between 2,200-2,500 lbs. Sauri
females are larger than Sauri males, tending
toward the top of the height and weight scale
with males in general half-a-foot to foot
shorter and weighing about 200 to 400 lbs.
less.
Sauri are equally, if not more so, intelli-
gent as humans. Sauri brain organization
tends to favor logical and rational thought
over artistic and emotional thought, but this
is a trend and not an absolute.
H OME W ORLD
The Sauri home world is characterized by
a warm equatorial region, two mild temper-
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THE SAURI
ate zones, and two colder polar regions.
Three large continents, separated by expans-
es of ocean, cover slightly more than half the
planet’s land surface while a number of vol-
canic islands of significant size, the result of
tectonic action, also exist. Average tempera-
tures planet-wide tend to be about 5 to 10
degrees higher than on Earth with much
lower humidity due to the smaller amount of
surface water.
Except for the volcanic islands, most of
the planet’s landmass is relatively flat, with
no mountains of more than 7,000 feet in
height existing on any of the continents.
Although the planet is heavily urbanized,
thanks to the Sauri penchant for organiza-
tion large swathes of temperate and tropical
forest still exist, most of which have been
converted to wildlife habitats and vacation
resorts.
The Sauri themselves live in tidy, geo-
metrically arranged towns and cities charac-
terized by broad, short buildings; skyscrap-
ers are unheard of and, except for certain
governmental buildings, it is rare to find a
building over 100 feet tall. Sauri cities are
connected by a series of impeccably main-
tained highways and skyways that cut
through agricultural and green corridors.
by the time they enter elementary school,
Sauris would see the human idea of having
someone find their place in life equally per-
plexing. After all, to the Sauris, placing an
individual in the position best suited for her
makes the best use of her resources.
Sauri society acknowledges everyone
from the sanitation engineer to the neurosur-
geon as fulfilling a vital role in Sauri socie-
ty. As a result, there is very little of the class
distinction (and class snobbery) so often
found in Earth societies, especially since the
merit system largely prevents any form of
favoritism or nepotism.
As would be expected, Sauri society is a
very lawful society. There are very few
aspects of Sauri society that are not actively
regulated by laws, and even those are char-
acterized by rigidly enforced rules and codes
of conduct; the Byzantine and extensive
code of Sauri law governs everything from
the length of alien visitations to when and
how old clothes are recycled and how long
one is required to wait at a government
office before a complaint can be implement-
ed for slow service.
Sauri have a very simple and logical lan-
guage that is relatively easy for humans to
learn.
C IVILIZATION
Sauri civilization exists at a remarkably
high level (PL equal to Earth’s; at least PL
6). Technology is widespread and social
institutions well developed; the Sauri mind’s
penchant logical and rational thought has led
to a very organized and advanced society.
Sauri society is based on a strictly
enforced merit system; an individual’s place
in society is determined by her capabilities,
which in turn are determined through an
extensive testing and schooling system
beginning virtually the moment a Sauri is
born (and, in fact, whether a Sauri couple
may have children is strictly regulated based
on expected population needs).
While many humans would find it abhor-
rent to have one’s role in society determined
P ERSONALITY
While by no means universal, Sauri tend
to be honest, trustworthy, and respectful of
authority and laws.
In terms of dealing with others, Sauri
tend to be reserved and formal; they will
insist on the respect due their position, but
will also give the respect due the others.
In their personal lives, Sauri are very
organized, tidy, and clean (“anal” might be a
good human term for it) and do their best to
ensure their surroundings to be as well
(clean, things put in their proper places,
etc.).
As far as their daily work, Sauri are per-
fectionists and do not take on a task unless
they have the time and resources to do the
job right (and will not quit until it has been
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THE SAURI
SIZE COMPARISON CHART
10 FOOT
9 FOOT
8 FOOT
7 FOOT
6 FOOT
5 FOOT
4 FOOT
3 FOOT
2 FOOT
1 FOOT
S AURI A S
C HARACTERS
Size: Large. Sauri take a –1 size penalty to
Defense and a –1 size penalty on attack rolls.
They gain a +4 size bonus on grapple checks
and suffer a –4 size penalty on Hide checks.
Ability Modifiers: + 8 Strength, -2
Dexterity, +4 Constitution, +2 Intelligence, -
2 Charisma.
Extra Starting Hit Dice: Due to its sheer
bulk, a Sauri gains 4 Hit Dice (4d8 hit
points). The Sauri’s Constitution modifier
applies to each Hit Die when determining hit
points.
Base Speed: 40 feet.
Natural Armor Bonus: Sauri have thick
hides and gain a +3 natural armor bonus to
Defense.
Fighting Space: As Large creatures, Sauri
occupy a 10-foot-by-10-foot fighting space.
done right); they do not suffer fools gladly
and have little patience for those that do not
comprehend things the first time.
The flipside of this is that Sauri are often
inflexible, reactionary, and unable to com-
prehend why others would not want to do
the “logical” thing or do the job right; they
are often viewed by humans as know-it-all
busybodies who are always giving advice
when it isn’t wanted. Due to this rigidity,
Sauri tend to not excel in emergency situa-
tions or in those requiring quick adaptability
(often human strengths).
Naturally, the Sauri see their way as the
best way and expect others to act like them;
they are often (at least initially) surprised
when others do not (“But, that’s not logi-
cal.”). Of course, Sauri that have had deal-
ings with other species (i.e. humanity) learn
to live with and accept the shortcomings of
these species, even if they never completely
understand them.
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THE SAURI
Reach: Although they are Large crea-
tures, Sauri only have a 5-foot reach.
Natural Weaponry: Sauri are able to
strike out with their massive front feet.
These feet cause 1d8 points of damage (plus
the Sauri’s Strength bonus) and threaten a
critical hit on a 20. Sauri may also make
unarmed strikes with their fists causing 1d4
points of nonlethal damage (plus the Sauri’s
Strength bonus).
Stability: Because of their quadruped
stance, Sauri gain a +4 racial bonus on abil-
ity checks to resist bull rush and trip
attempts when standing on the ground (but
not when climbing, flying, riding, or other-
wise not standing firmly on the ground).
Trample: As a full-round action, a Sauri
can move up to twice its speed and literally
run over any opponents at least one size cat-
egory smaller than itself. The Sauri merely
has to move over the opponents in its path;
any creature whose space is completely cov-
ered by the trampling Sauri’s space is sub-
ject to the trample attack. If a target’s space
is larger than 5 feet, it is only considered
trampled if the trampling Sauri moves over
all the squares it occupies. If the trampling
Sauri moves over only some of a target’s
space, the target can make an attack of
opportunity against the trampling Sauri at a
–4 penalty. A trampling Sauri that acciden-
tally ends its movement in an illegal space
returns to the last legal position it occupied,
or the closest legal position, if there’s a legal
position that’s closer.
A trample attack deals 1d8 points plus 1-
1/2 times the Sauri’s Strength modifier of
bludgeoning damage.
Trampled opponents can attempt attacks
of opportunity, but these take a –4 penalty. If
they do not make attacks of opportunity,
trampled opponents can attempt Reflex
saves to take half damage.
The save DC against a Sauri’s trample
attack is 10 + 1/2 Sauri’s HD + Sauri’s Str
modifier. A trampling Sauri can only deal
trampling damage to each target once per
round, no matter how many times its move-
ment takes it over a target creature.
Allegiance: Sauri must begin play with
an allegiance to law.
Bonus Feat: Sauri gain either Builder,
Educated, Gearhead, Medical Expert,
Studious, or Trustworthy as a bonus feat.
Free Language Skills: Saur.
Level Adjustment: +2 (+3 if using in
d20 Fantasy campaign).
Sauri Smart Hero 2/Tough Hero 2: CR
6; Large extraterrestrial humanoid; HD
4d8+16 plus 2d6+8 plus 2d10+8; hp 68;
Mas 18; Init +0; Spd 40 ft.; Defense 16,
touch 13, flatfooted 16; BAB +2; Grap +11;
Atk +7 melee (1d8+5, hoof) or +2 ranged
(by weapon); Full Atk +7 melee (1d8+5, 2
hooves) or +2 ranged (by weapon); FS 10 ft.
by 10 ft.; Reach 5 ft.; SQ stability, trample
(1d8+7, Reflex half DC 19); AL lawful,
varies; SV Fort +6, Ref +0, Will +2; AP 2;
Rep +1;
Str 21, Dex 10, Con 18, Int 17, Wis 10,
Cha 6.
Occupation: Blue Collar
Skills: Computer Use +10, Craft (elec-
tronic) +11, Craft (mechanical) +11,
Demolitions +8, Disable Device +8, Drive
+2, Gamble +2, Intimidate +10 a ,
Knowledge (physical sciences) +8,
Knowledge (streetwise) +4, Knowledge
(technology) +8, Listen +2, Read/Write
Language (English), Repair +11, Speak
Language (English), Spot +5
a the Sauri adds his Strength modifi-
er to Intimidate; see the New Rules section.
Feats: Brawl, Builder (Craft (electronic),
Craft (mechanical)), Gearhead, Personal
Firearms, Power Attack
Talents (Smart Hero): Savant (repair)
Talents (Tough Hero): Fire resistance
Possessions: Laser pistol, deluxe electri-
cal tool kit, deluxe mechanical tool kit, and
per Progress Level, minimum PL 6.
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