MTG Slivers


Homebrew and House Rules

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Has anyone tried to replicate slivers from MTG in Pathfinder? I think that they could make an amazing enemy type for a high level game, and I am not sure where to start to create them.


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Generally they would work the same as in the cards. They would be very basic creatures that shared their special abilities with other slivers within range. The real problem is that this setup is extremely difficult to put a good CR on, and once one dies, all the others become weaker to further complicate the issue.

Sovereign Court

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One of my friends had a Sliver deck...it was very annoying.

For Slivers with the weirdness factor, probably would start by making them Aberrations. Probably would give them the familiar share spell like abilities with other slivers but they don't need to be within 5 ft of each other, extend the radius significantly.

Something also, give them the ability to share teamwork feats and they don't need to meet the prerequisite for teamwork feats before taking them.


Eltacolibre wrote:

One of my friends had a Sliver deck...it was very annoying.

For Slivers with the weirdness factor, probably would start by making them Aberrations. Probably would give them the familiar share spell like abilities with other slivers but they don't need to be within 5 ft of each other, extend the radius significantly.

Something also, give them the ability to share teamwork feats and they don't need to meet the prerequisite for teamwork feats before taking them.

Slivers are mindless, though, since they have no personalities or intelligence of their own except for one or two implied to be unique in flavor text. Mindless creatures generally can't take feats, can they?

RPG Superstar Season 9 Top 16

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There are exceptions, such as the Verminous Hunter granting his vermin pal teamwork feats. In the case of Slivers, teamwork feats make a lot of sense.


Ipslore the Red wrote:
Eltacolibre wrote:

One of my friends had a Sliver deck...it was very annoying.

For Slivers with the weirdness factor, probably would start by making them Aberrations. Probably would give them the familiar share spell like abilities with other slivers but they don't need to be within 5 ft of each other, extend the radius significantly.

Something also, give them the ability to share teamwork feats and they don't need to meet the prerequisite for teamwork feats before taking them.

Slivers are mindless, though, since they have no personalities or intelligence of their own except for one or two implied to be unique in flavor text. Mindless creatures generally can't take feats, can they?

I am pretty sure that they are a hive mind based species, with Sliver Queens, Overlords, and Hivelords acting as control nodes.


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I would say make a few base sliver forms, probably varying very little. Their character comes from their ability sharing. Give each of them a single very simple 'sliver ability'. All slivers in the encounter have the 'sliver ability' of each other sliver in the encounter.

You will want to be able to recalculate their stats without trouble, so don't make it too complex.

Perhaps stuff like:

Muscle Sliver: For each muscle sliver, slivers gain a +1 insight bonus to melee damage rolls, to a maximum of +5.

Spitting Sliver: Slivers gain a ranged touch attack with a range of 60 ft. that deals 1d6 acid damage per spitting sliver, up the attacking sliver's hit dice (minimum 1d6).

Alternatively, you could do without the stacking and the swarm more about the diversity of its constituents rather than adding up numbers of each type.

Muscle Sliver: Slivers gain a +3 insight bonus to melee damage rolls.

Spitting Sliver: Slivers gain a ranged touch attack with a range of 60 ft. that deals 1d6 acid damage per two hit dice (minimum 1d6).


I will have to work on this. Thanks for the ideas. I look forward to any other ideas and I will post what I come up with.


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Look forward to it. I had tossed a similar idea around in my head and it is a great idea for high CR fights with tactical depth.

I have a sliver deck. I combed through it for some ideas, based on the fixed bonus concept put forward by Umbral Reaver.

Galerider Sliver Slivers gain 60 ft Fly Speed.
Burrowing Sliver Slivers gain a burrow speed equal to their base speed.
Megantic Sliver Slivers increase their size by one category.
Siphon Sliver Slivers can use drain HP from 1 successful melee attack per round, as per the spell Vampiric Touch.
Virulent Sliver Slivers gain a poison special attack.
Crypt Sliver Slivers can raise 1 dead Sliver as a Zombie, once per day, under their control, as per animate dead , minus material costs.
Blur Sliver Slivers gain the effects of the haste spell.
Sentinel Sliver Slivers gain the Improved Uncanny Dodge ability.
Basal Sliver Slivers gain an explosive death ability, causes half their hit dice (round down, minimum 1 hit die) of negative energy damage in a 15 ft radious.
Battle Sliver Slivers gain a +4 bonus to their CMB and CMD.
Spinneret Sliver Slivers gain a Web attack, with power appropriate to their HD.
Bonescythe Sliver Slivers have a threat range of (19-20)/x2 on their natural attacks instead of (20)/x2.
Thorncaster Sliver Slivers gain a Thorns attack, dealing claw damage appropriate for a creature one size smaller than the Sliver.
Might Sliver Slivers gain +3 insight to Melee attack rolls, +3 Natural Armor, +1 HP per hit dice.
Groundshaker Sliver Slivers gain a +4 on charges instead of +2, gain the effects of the Trample feat, even if they do not meet the prerequisites.

Please let us know what you've got when complete :)


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This could lead to a nasty one-shot campaign where-in you fight through waves of different Slivers to finally confront the Queen/Overlord/Hivelord with a host of varying abilities.

Actually....different slivers showing up would be a great way to showcase all the different PF abilities and effects to newer players. Or just a great way to get weirder ones into play. The party would definitely need to prioritize certain Slivers over others...

Now I'm hooked..


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Hows this for a start.

Sliver
XP 800
N Small Aberration
Init +5; Senses scent; Perception +14

DEFENSE

AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 25 (3d8+12) 
Fort +6, Ref +8, Will +4; 

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft. 
Melee bite +7 (1d4+8 plus grab)
Space 5 ft.Reach 5 ft.
Special Attacks constrict (1d4+4)

STATISTICS

Str 21, Dex 21, Con 16, Int 1, Wis 16, Cha 6; 
Base Atk 2; CMB 7; CMD 22
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +17, Climb +13, Perception +14, Stealth +13, Swim +13; Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics

ECOLOGY

Environment Any
Organization Patrol (2-8), Hive (10-60)
Treasure none

Slivers have a hive mind. They are controlled by Either a Sliver Queen, a Sliver Overlord, or a Sliver Hivelord.
Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.

Slivers are generated with additional abilities based of the number in the area and the types.
Galerider Sliver Slivers gain 60 ft Fly Speed. 
Burrowing Sliver Slivers gain a burrow speed equal to their base speed. 
Megantic Sliver Slivers increase their size by one category. 
Siphon Sliver Slivers can use drain HP from 1 successful melee attack per round, as per the spell Vampiric Touch. 
Virulent Sliver Slivers gain a poison special attack. 
Crypt Sliver Slivers can raise 1 dead Sliver as a Zombie, once per day, under their control, as per animate dead , minus material costs. 
Blur Sliver Slivers gain the effects of the haste spell. 
Sentinel Sliver Slivers gain the Improved Uncanny Dodge ability. 
Basal Sliver Slivers gain an explosive death ability, causes half their hit dice (round down, minimum 1 hit die) of negative energy damage in a 15 ft radious. 
Battle Sliver Slivers gain a +4 bonus to their CMB and CMD. 
Spinneret Sliver Slivers gain a Web attack, with power appropriate to their HD. 
Bonescythe Sliver Slivers have a threat range of (19-20)/x2 on their natural attacks instead of (20)/x2. 
Thorncaster Sliver Slivers gain a Thorns attack, dealing claw damage appropriate for a creature one size smaller than the Sliver. 
Might Sliver Slivers gain +3 insight to Melee attack rolls, +3 Natural Armor, +1 HP per hit dice. 
Groundshaker Sliver Slivers gain a +4 on charges instead of +2, gain the effects of the Trample feat, even if they do not meet the prerequisites.

Queen Sliver
XP 800
N LargeAberration
Init +5; Senses scent; Perception +14

DEFENSE

AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 25 (3d8+12) 
Fort +6, Ref +8, Will +4; 

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft. 
Melee bite +7 (1d4+8 plus grab)
Space 5 ft.Reach 5 ft.
Special Attacks constrict (1d4+4)

STATISTICS

Str 22, Dex 22, Con 16, Int 8, Wis 16, Cha 6; 
Base Atk 2; CMB 7; CMD 22
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +17, Climb +13, Perception +14, Stealth +13, Swim +13; Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics

ECOLOGY

Environment Any
Organization Solo (Leader)
Treasure none

Sliver Queen can once per round force a clutch of 3 Sliver Eggs to hatch into base Sliver creatures.
Slivers have a hive mind. They are controlled by Either a Sliver Queen, a Sliver Overlord, or a Sliver Hivelord.
Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.

Sliver Over lord
XP 800
N LargeAberration
Init +5; Senses scent; Perception +14

DEFENSE

AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 26 (3d8+13) 
Fort +6, Ref +8, Will +4; 

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft. 
Melee bite +7 (1d4+8 plus grab)
Space 5 ft.Reach 5 ft.
Special Attacks constrict (1d4+4)

STATISTICS

Str 24, Dex 22, Con 18, Int 12, Wis 16, Cha 6; 
Base Atk 2; CMB 7; CMD 22
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +17, Climb +13, Perception +14, Stealth +13, Swim +13; Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics

ECOLOGY

Environment Any
Organization Solo (Leader)
Treasure none

Sliver Overlord can as an immediate action summon 2D6 Slivers to within 30 feet of itself.
Slivers have a hive mind. They are controlled by Either a Sliver Queen, a Sliver Overlord, or a Sliver Hivelord.
Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.

Sliver Hivelord
XP 800
N LargeAberration
Init +5; Senses scent; Perception +14

DEFENSE

AC 19, touch 15, flat-footed 14 (+5 Dex, +4 natural)
hp 25 (3d8+12) 
Fort +6, Ref +8, Will +4; 

OFFENSE

Speed 20 ft., climb 20 ft., swim 20 ft. 
Melee bite +7 (1d4+8 plus grab)
Space 5 ft.Reach 5 ft.
Special Attacks constrict (1d4+4)

STATISTICS

Str 22, Dex 22, Con 16, Int 8, Wis 18, Cha 6; 
Base Atk 2; CMB 7; CMD 22
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +17, Climb +13, Perception +14, Stealth +13, Swim +13; Racial Modifiers +4 Perception, +4 Stealth, +8 Acrobatics

ECOLOGY

Environment Any
Organization Solo (Leader)
Treasure none

Sliver Hivelord can Heal Slivers as though it used cure medium wounds.
Sliver Hivelord may Resurrect Sliver creatures 3 times per day as true resurrection.
Slivers have a hive mind. They are controlled by Either a Sliver Queen, a Sliver Overlord, or a Sliver Hivelord.
Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.

Dark Archive

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Slivers are very polarizing, most people eith love or hate them. You may want to be careful who you unleash these on. Of course, as monsters, they sort of are meant to be defeated so some players who hate them in mtg would love to stomp them(without playing green:) in d20.


Raymond Lambert wrote:
Slivers are very polarizing, most people eith love or hate them. You may want to be careful who you unleash these on. Of course, as monsters, they sort of are meant to be defeated so some players who hate them in mtg would love to stomp them(without playing green:) in d20.

Completely agree. I love to hate them in MTG. So creating them to see them get slaughtered seemed a good plan. I just want them to receive a fair shake in their creation though when I make them lol.


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I like your stat blocks, althouh my suggestion would be to increase the hit dice of the queen, overlords and hivelord. PCs will naturally shoot/attack the big boss sliver, so it needs to be able to be tougher, especially since it's what ties the hive together. The reverse idea is if you make it vulnerable, it's going to need to be cowardly to maintain control.

A thought: slivers are smart enough to use magic items. I don't recall seeing opposable thumbs or fingers really in the art. Since we have made the jump to Pathfinder from Mtg, we don't have to be locked into the same cards.

Illusion Weaver Sliver - Sliver may use the spell silent image at will as a spell like ability.

Stalker Sliver - Slivers may use invisibility 3/Day as a spell-like ability.

Dragon Sliver - Slivers gain an 40 ft line or 20 ft cone elemental breath weapon (fire, cold, electricity, acid, sonic) that deals damage equal to their # of hit dice in d6s (so 3d8 does 3d6), reflex save dc (10 + 1/2 hd + Con mod) for half. Recharges 1/minute.

Arcane Sliver - Slivers may use magic missile for 1d4+1 damage 3/Day.

Siren Sliver - Slivers may fascinate targets as the Bard ability for (4 + Cha Mod) rounds/Day.

Cave Sliver - Slivers have tremorsense 30 ft.

Bloody Sliver - Slivers' melee attacks cause 1d4 bleeding damage per round that does not stop until a Dc 20 heal check or magical healing.


I am thinking I need to buff up the Sliver Queen, Sliver Overlord, and Sliver Hivelord. They can match dragons in MTG so they are a little under powered as they are. Any thought on how much they need to be tweaked?


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My thoughts are these. Trying to calculate the CRs on these will be tough. Different abilities interacting in unexpected ways, plus the initial lack of knowledge will make them very very tough, even the little guys. Best guess, add a +1 CR to the base slivers for two different slivers in a combat after after the first (1-2 CR+, 3-4 CR +1, 5-6 CR+2). That is an untested guess - use your best judgement. Do a test run of encounters with a similar team to your PCs to see if they are tough/weak for their abilities.

Next focus is who is fighting them. If you have low level adventurers (3-5) fighting these guys, then the Queen should be CR 5 maybe max CR 6 by herself (more hit dice, maybe toughness or saving throw feats, improved natural armor or improved natural attack), since she will likely have more types near her that will boost her CR.

For the Overlord and hive lord, will they accompany the Queens? If so, they should have CRs maybe in the range of CR 7-8 for the Overlord and CR 9-10 for the Hive Lord. If that is too low (e.g. you want slivers to be a higher level threat), those should be adjusted as high as you want Slivers to be a playable and credible threat. In that case, my suggestions are Overlord should be 9-12 CR, and the Hive Lord 13-17 CR. More appendages/attacks as size increases would increase their danger/damage.


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Another thought. The range of the Hive mind has not been indicated. Perhaps have it scale as the you have bigger slivers? Queen Hive mind may extend 5 mile, while the overlords can extend 10 miles and the Hive Lord can extend for 20 miles?

What happens when a sliver loses its hive mind? Are they confused? Do they act instinctively? What are a sliver's instincts?

Do slivers need to eat, drink, or sleep? I realize I know almost nothing about slivers.


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MTG Salvation Wiki wrote:

Riptide Project

One hundred years later, wizards involved in the Riptide Project on Otaria discovered sliver fossils on their journeys and planned to bring them back to life in order to study them. The Riptide wizards did not know the importance of the Sliver Queen, however, and didn't recreate her. Without her, the slivers went rampant and overran the island housing the project.

At the same time the Mirari was causing havoc all over Otaria. The magical waves it produced accelerated the slivers' growth, but it also lured them to the mainland since they confused its call with that of their deceased queen. Most of the slivers were therefore present at the battle at Averru and were killed in the magical explosion that created Karona. A small group of slivers survived, however, fused into the ultimate manifestation of the hive mind, the Sliver Overlord.

After the apocalypse

...For a time, the planeswalkers Freyalise and Lord Windgrace maintained some control over the slivers in their respective realms. Once the Weaver King discovered the simplicity of their hivemind, he quickly took control of them for his own purposes and used them to wage war on their former masters. Since his destruction, the slivers are presumably once again without leadership, though it's indicated that the slivers' hivemind is slowly becoming sentient and self-aware, negating further need for a Queen.

The Hivestone, a strange artifact discovered within the ruins of the Stronghold, was later found to have been used by the various evincars of Rath's past to control the seething sliver hive and its Queen. Upon its rediscovery however, the device became a curse to its wielder, bending its possessor's will to the will of the swarm.

Shandalar

...The creatures use a chittered speech.....One sliver, the hivelord, rules over all slivers of the hive. The hivelord is around 20 times the size of a human.

Sliver Queen is an atypical Sliver for multiple reasons. It costs WUBRG, is 7/7, and it grants no abilities to Slivers, but it has an activated ability that produces 1/1 colorless Sliver creature tokens, which can gain the abilities granted by other Slivers.

Scourge

Scourge had only Sliver Overlord, which was printed in homage of Sliver Queen, a very popular card in casual Magic. Sliver Overlord was meant to be a "Sliver King" of sorts, but that does not fit with Sliver biology, so it instead became an overlord. Like Sliver Queen, it shares both its 7/7 size and WUBRG cost. Its activated abilities represent its ability to call and control other Slivers, which can be used with other type changing effects and abilities to take control of opponents' creatures.

For thread reference.

The Riptide Project is an excellent way to introduce slivers to the campaign setting.


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robert best 549 wrote:
Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.

I could see this being a real pain to manage. I personally would have the queens, overlords and hivelords act as a type a focus. Give the queens, overlords and hivelords an EX that read like:

Hive Mind (EX): Though Slivers are intelligent enough to act on their own, A queen (or overlord, or hivelord) brings out the full potential of the hive. All Slivers within 50 feet of the Queen (or overlord, or hivelord) share abilities with all other Slivers in the same area; excluding the Queen, Hivelord and Overlord. This effect ends only upon the Queens (or overlords, or hivelords) death.

This will give the effect of a hive mind, without completely nullifying the sliver threat upon the controlling creatures demise.


Rabbiteconomist wrote:

My thoughts are these. Trying to calculate the CRs on these will be tough. Different abilities interacting in unexpected ways, plus the initial lack of knowledge will make them very very tough, even the little guys. Best guess, add a +1 CR to the base slivers for two different slivers in a combat after after the first (1-2 CR+, 3-4 CR +1, 5-6 CR+2). That is an untested guess - use your best judgement. Do a test run of encounters with a similar team to your PCs to see if they are tough/weak for their abilities.

Next focus is who is fighting them. If you have low level adventurers (3-5) fighting these guys, then the Queen should be CR 5 maybe max CR 6 by herself (more hit dice, maybe toughness or saving throw feats, improved natural armor or improved natural attack), since she will likely have more types near her that will boost her CR.

For the Overlord and hive lord, will they accompany the Queens? If so, they should have CRs maybe in the range of CR 7-8 for the Overlord and CR 9-10 for the Hive Lord. If that is too low (e.g. you want slivers to be a higher level threat), those should be adjusted as high as you want Slivers to be a playable and credible threat. In that case, my suggestions are Overlord should be 9-12 CR, and the Hive Lord 13-17 CR. More appendages/attacks as size increases would increase their danger/damage.

I think the best way to control CR would be to limit how many slivers the Queen, Overlord, and Hivelord can control. and tie the extra diffuculty added by the stacking abilities into the control creatures CR. As for numbers, I haven't screwed with the sliver system enough to know where numbers should fall.


dot


CHEEPENBULKY wrote:


I think the best way to control CR would be to limit how many slivers the Queen, Overlord, and Hivelord can control. and tie the extra diffuculty added by the stacking abilities into the control creatures CR. As for numbers, I haven't screwed with the sliver system enough to know where numbers should fall.

Same here. The question of statting the CRs here is an interesting question as an academic exercise on its own. Perhaps inspiration can be drawn from the Summoner Eidolon statistics and formation of how much various abilities are worth relatively?


Dot as well.


CHEEPENBULKY wrote:
robert best 549 wrote:
Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.

I could see this being a real pain to manage. I personally would have the queens, overlords and hivelords act as a type a focus. Give the queens, overlords and hivelords an EX that read like:

Hive Mind (EX): Though Slivers are intelligent enough to act on their own, A queen (or overlord, or hivelord) brings out the full potential of the hive. All Slivers within 50 feet of the Queen (or overlord, or hivelord) share abilities with all other Slivers in the same area; excluding the Queen, Hivelord and Overlord. This effect ends only upon the Queens (or overlords, or hivelords) death.

This will give the effect of a hive mind, without completely nullifying the sliver threat upon the controlling creatures demise.

I really like this and think I will include it.

Rabbiteconomist wrote:
CHEEPENBULKY wrote:


I think the best way to control CR would be to limit how many slivers the Queen, Overlord, and Hivelord can control. and tie the extra diffuculty added by the stacking abilities into the control creatures CR. As for numbers, I haven't screwed with the sliver system enough to know where numbers should fall.
Same here. The question of statting the CRs here is an interesting question as an academic exercise on its own. Perhaps inspiration can be drawn from the Summoner Eidolon statistics and formation of how much various abilities are worth relatively?

The original intent for when I was planning them would have introduced them up against a party of 5 level 4s.

The Eidolon characteristics is a good idea, but at the same time it seems to undercut their shared power trick a bit.


Also I was thinking about having sliver legion in as well as a swarm of large or huge size. That thing would be a nightmare though.


CHEEPENBULKY wrote:
robert best 549 wrote:
Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.

I could see this being a real pain to manage. I personally would have the queens, overlords and hivelords act as a type a focus. Give the queens, overlords and hivelords an EX that read like:

Hive Mind (EX): Though Slivers are intelligent enough to act on their own, A queen (or overlord, or hivelord) brings out the full potential of the hive. All Slivers within 50 feet of the Queen (or overlord, or hivelord) share abilities with all other Slivers in the same area; excluding the Queen, Hivelord and Overlord. This effect ends only upon the Queens (or overlords, or hivelords) death.

This will give the effect of a hive mind, without completely nullifying the sliver threat upon the controlling creatures demise.

I personally find a 50 ft control range really weak. Queen slivers would be really be the main threat, and if it's only 50 ft she has to be on the front lines for attacking.

Guard " Commander! slivers! What do we do? They have flying and megantic slivers!"

Commander "target the queen. She can't fly, and she has to stay within 50 ft. Archers target the queen. Flying slivers will fall from a height of 40-50 ft the highest they can fly from the queen. Shoot fireballs, ice storm and artillery."

Queen dies round one. Commander "Target stragglers"

A 50 ft control range is far too small. Movement based abilities don't mean anything if they can't be followed by a queen that is also responsible for ability sharing.


Rabbiteconomist wrote:
CHEEPENBULKY wrote:
robert best 549 wrote:
Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.

I could see this being a real pain to manage. I personally would have the queens, overlords and hivelords act as a type a focus. Give the queens, overlords and hivelords an EX that read like:

Hive Mind (EX): Though Slivers are intelligent enough to act on their own, A queen (or overlord, or hivelord) brings out the full potential of the hive. All Slivers within 50 feet of the Queen (or overlord, or hivelord) share abilities with all other Slivers in the same area; excluding the Queen, Hivelord and Overlord. This effect ends only upon the Queens (or overlords, or hivelords) death.

This will give the effect of a hive mind, without completely nullifying the sliver threat upon the controlling creatures demise.

I personally find a 50 ft control range really weak. Queen slivers would be really be the main threat, and if it's only 50 ft she has to be on the front lines for attacking.

Guard " Commander! slivers! What do we do? They have flying and megantic slivers!"

Commander "target the queen. She can't fly, and she has to stay within 50 ft. Archers target the queen. Flying slivers will fall from a height of 40-50 ft the highest they can fly from the queen. Shoot fireballs, ice storm and artillery."

Queen dies round one. Commander "Target stragglers"

A 50 ft control range is far too small. Movement based abilities don't mean anything if they can't be followed by a queen that is also responsible for ability sharing.

I was doing this purely for ease of mechanics. multiple 50' bubbles could be a b*!&% to manage. constantly having to micromanage the multiple AOE's.

And there are many ways to correct these issues, give the queen a personal guard squad, with a tower shield proxy; add an effect that causes miss chance; or my favorite - give queens an ability that gives all slivers in her range the "bodyguard" and "in harms way" feats. this would be good flavor since hive minds are often portrayed as minions giving their life for the greater good (this is also how it is usually played in MTG as well, block with the crap slivers to protect the queen).

EDIT: and you could switch it up for queen, hivelord, and overlord. i like the queen having the bodyguard/in-harms-way combo, it portrays the hives love for their queen. Overlord has a swarm of slivers surrounding him at a 10' radius, giving him total cover after 5', and doing XD6 to non-slivers who are in the swarm. then the hivelord is equipped with hardened front legs which he can interlock, forming a type a tower shield (same tower shield mechanics and everything). This would give a good feel IMO. Queen - the heart of the hive and her children would die for her. hivelord - the ultimate combatant of the hive and master of war. Overlord - the brain of the hive and controller of the masses.


Rabbiteconomist wrote:
CHEEPENBULKY wrote:
robert best 549 wrote:
Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.

I could see this being a real pain to manage. I personally would have the queens, overlords and hivelords act as a type a focus. Give the queens, overlords and hivelords an EX that read like:

Hive Mind (EX): Though Slivers are intelligent enough to act on their own, A queen (or overlord, or hivelord) brings out the full potential of the hive. All Slivers within 50 feet of the Queen (or overlord, or hivelord) share abilities with all other Slivers in the same area; excluding the Queen, Hivelord and Overlord. This effect ends only upon the Queens (or overlords, or hivelords) death.

This will give the effect of a hive mind, without completely nullifying the sliver threat upon the controlling creatures demise.

I personally find a 50 ft control range really weak. Queen slivers would be really be the main threat, and if it's only 50 ft she has to be on the front lines for attacking.

Guard " Commander! slivers! What do we do? They have flying and megantic slivers!"

Commander "target the queen. She can't fly, and she has to stay within 50 ft. Archers target the queen. Flying slivers will fall from a height of 40-50 ft the highest they can fly from the queen. Shoot fireballs, ice storm and artillery."

Queen dies round one. Commander "Target stragglers"

A 50 ft control range is far too small. Movement based abilities don't mean anything if they can't be followed by a queen that is also responsible for ability sharing.

Do remember that slivers share their "evolved" abilities with all slivers in their radius. So Queen is flying shooting acid and has a constant haste effect due to the locals.

Bumping the range of Hivemind was always on the table. But a single nest could have more than one Queen due to the fact that they are a intelligent race.


CHEEPENBULKY wrote:
Rabbiteconomist wrote:
CHEEPENBULKY wrote:
robert best 549 wrote:
Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.

I could see this being a real pain to manage. I personally would have the queens, overlords and hivelords act as a type a focus. Give the queens, overlords and hivelords an EX that read like:

Hive Mind (EX): Though Slivers are intelligent enough to act on their own, A queen (or overlord, or hivelord) brings out the full potential of the hive. All Slivers within 50 feet of the Queen (or overlord, or hivelord) share abilities with all other Slivers in the same area; excluding the Queen, Hivelord and Overlord. This effect ends only upon the Queens (or overlords, or hivelords) death.

This will give the effect of a hive mind, without completely nullifying the sliver threat upon the controlling creatures demise.

I personally find a 50 ft control range really weak. Queen slivers would be really be the main threat, and if it's only 50 ft she has to be on the front lines for attacking.

Guard " Commander! slivers! What do we do? They have flying and megantic slivers!"

Commander "target the queen. She can't fly, and she has to stay within 50 ft. Archers target the queen. Flying slivers will fall from a height of 40-50 ft the highest they can fly from the queen. Shoot fireballs, ice storm and artillery."

Queen dies round one. Commander "Target stragglers"

A 50 ft control range is far too small. Movement based abilities don't mean anything if they can't be followed by a queen that is also responsible for ability sharing.

I was doing this purely for ease of mechanics. multiple 50' bubbles could be a b@+~+ to manage. constantly having to micromanage the multiple AOE's.

And there are many ways to correct these issues, give the queen a personal guard squad, with a tower shield proxy; add an effect that causes miss chance; or my favorite - give queens an ability that gives all...

New sliver subtype idea. Sliver bulwark. Sliver bulwarks have bodyguard and in harms way. Maybe they will also have a DR rating and the shield feats.


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Updated Sliver Queen block.

Sliver Queen CR 8
XP 4800
N Large Aberration
Init +3; Senses Darkvision 60ft; Perception +15
------------------------------
DEFENSE
------------------------------
AC 20, touch 12, flat-footed 17 (-1 size, +3 Dex, +8 natural)
hp 78 (12d8+24)
Fort +8, Ref +7, Will +8
------------------------------
OFFENSE
------------------------------
Speed 40 ft., climb 40 ft.
Melee bite +15 (1d8+6), 2 claws +9 (1d6+6)
Space 10 ft.; Reach 10 ft.
------------------------------
STATISTICS
------------------------------
Str 22, Dex 16, Con 14, Int 14, Wis 10, Cha 12
Base Atk +9; CMB +16; CMD 29
Feats Great Fortitude, Skill Focus (Stealth), Weapon Focus ((CHOOSE ATTACK))
Skills: Bluff +16, Intimidate +16, Perception +15, Stealth +18
------------------------------
SPECIAL ABILITIES
------------------------------
Aberration Traits
-An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
-Darkvision 60 feet.
-Aberrations breathe, eat, and sleep.
-Sliver Queen can once per round force a clutch of 3 Sliver Eggs to hatch into base Sliver creatures.(This ability is not shared by Parallel Evolution)
-Hive Mind (EX): Though Slivers are intelligent enough to act on their own, A queen (or overlord, or hivelord) brings out the full potential of the hive. All Slivers within 500 feet of the Queen (or overlord, or hivelord) share abilities with all other Slivers in the same area; excluding the Queen, Hivelord and Overlord. This effect ends only upon the Queens (or overlords, or hivelords) death.

(optional for general population of slivers)
-Parallel Evolution: Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.


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Base sliver update

Sliver CR 2
XP 600
*A Small Aberration
Init +5; Senses Darkvision 60ft; Perception +8
------------------------------
DEFENSE
------------------------------
AC 15, touch 12, flat-footed 14 (+1 size, +1 Dex, +3 natural)
hp 20 (3d8+6)
Fort +2, Ref +2, Will +4
------------------------------
OFFENSE
------------------------------
Speed 20 ft., climb 20 ft.
Melee bite +5 (1d4+1) , 2 claws +3 (1d3+1)
------------------------------
STATISTICS
------------------------------
Str 13, Dex 12, Con 12, Int 10, Wis 10, Cha 10
Base Atk +3; CMB +3; CMD 14
Feats Improved Initiative, Multiattack, Toughness
Skills: Bluff +5, Intimidate +8, Perception +8, Stealth +9
Languages Common
SQ Aberration Traits
------------------------------
SPECIAL ABILITIES
------------------------------
Aberration Traits
-An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
-Darkvision 60 feet.
-Aberrations breathe, eat, and sleep.
-Slivers are intelligent and may act individually. They can be controlled by either a Sliver Queen, a Sliver Overlord, or a Sliver Hivelord within 500 ft.
-Parallel Evolution: Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.

Evolution Traits:
Slivers are generated with additional abilities based of the number in the area and the types.
Galerider Sliver- Slivers gain 60 ft Fly Speed. 
Burrowing Sliver- Slivers gain a burrow speed equal to their base speed. 
Megantic Sliver- Slivers increase their size by one category. 
Siphon Sliver- Slivers can use drain HP from 1 successful melee attack per round, as per the spell Vampiric Touch. 
Virulent Sliver- Slivers gain a poison special attack. 
Crypt Sliver- Slivers can raise 1 dead Sliver as a Zombie, once per day, under their control, as per animate dead , minus material costs. 
Swift Sliver- Slivers gain the effects of the haste spell. 
Sentinel Sliver- Slivers gain the Improved Uncanny Dodge ability. 
Basal Sliver- Slivers gain an explosive death ability, causes half their hit dice (round down, minimum 1 hit die) of negative energy damage in a 15 ft radious. 
Battle Sliver- Slivers gain a +4 bonus to their CMB and CMD. 
Spinneret Sliver- Slivers gain a Web attack, with power appropriate to their HD. 
Bonescythe Sliver- Slivers have a threat range of (19-20)/x2 on their natural attacks instead of (20)/x2. 
Thorncaster Sliver- Slivers gain a Thorns attack, dealing claw damage appropriate for a creature one size smaller than the Sliver. 
Might Sliver- Slivers gain +3 insight to Melee attack rolls, +3 Natural Armor, +1 HP per hit dice. 
Groundshaker Sliver- Slivers gain a +4 on charges instead of +2, gain the effects of the Trample feat, even if they do not meet the prerequisites.
Illusion Weaver Sliver - Sliver may use the spell silent image at will as a spell like ability.
Stalker Sliver - Slivers may use invisibility 3/Day as a spell-like ability.
Dragon Sliver - Slivers gain an 40 ft line or 20 ft cone elemental breath weapon (fire, cold, electricity, acid, sonic) that deals damage equal to their # of hit dice in d6s (so 3d8 does 3d6), reflex save dc (10 + 1/2 hd + Con mod) for half. Recharges 1/minute.
Arcane Sliver - Slivers may use magic missile for 1d4+1 damage 3/Day.
Siren Sliver - Slivers may fascinate targets as the Bard ability for (4 + Cha Mod) rounds/Day.
Cave Sliver - Slivers have tremorsense 30 ft.
Bloody Sliver - Slivers' melee attacks cause 1d4 bleeding damage per round that does not stop until a Dc 20 heal check or magical healing.
Bulwark sliver- bodyguard and in harms way +4 AC, claw damage reduced by 50%.


Still working on the Sliver Legion but here is the rework of Overlord and Hivelord.

Sliver Overlord CR 6
XP 2400
*A Large Aberration
Init +4; Senses Darkvision 60ft; Perception +13
------------------------------
DEFENSE
------------------------------
AC 17, touch 9, flat-footed 17 (-1 size, +8 natural)
hp 75 (10d8+30)
Fort +7, Ref +3, Will +7
------------------------------
OFFENSE
------------------------------
Speed 40 ft., climb 40 ft.
Melee bite +13 (1d8+6) , 2 claws +10 (1d6+6) , tail lash +10 (1d8+6)
Space 10 ft.; Reach 10 ft.
------------------------------
STATISTICS
------------------------------
Str 22, Dex 10, Con 15, Int 10, Wis 10, Cha 10
Base Atk +7; CMB +14; CMD 24
Feats Great Fortitude, Improved Initiative, Multiattack, Toughness, Weapon Focus (bite)
Skills: Bluff +10, Climb +19, Perception +13, Stealth +13
Languages Common
SQ Aberration Traits
------------------------------
SPECIAL ABILITIES
------------------------------
Aberration Traits
An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
-Darkvision 60 feet.
-Aberrations breathe, eat, and sleep.

ECOLOGY

Environment Any
Organization Solo (Leader)
Treasure none

-Sliver Overlord can as an immediate action summon 2D6 Slivers to within 30 feet of itself.(2 times a day)Sliver overlord does not share this ability with Parallel Evolution.
-Hive Mind (EX): Though Slivers are intelligent enough to act on their own, A queen (or overlord, or hivelord) brings out the full potential of the hive. All Slivers within 500 feet of the Queen (or overlord, or hivelord) share abilities with all other Slivers in the same area; excluding the Queen, Hivelord and Overlord. This effect ends only upon the Queens (or overlords, or hivelords) death.
-Parallel Evolution: Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.

Sliver Hivelord CR 10
XP 9600
*A Large Aberration
Init +6; Senses Darkvision 60ft; Perception +22
------------------------------
DEFENSE
------------------------------
AC 23, touch 12, flat-footed 20 (-1 size, +2 Dex, +1 dodge, +11 natural)
hp 143 (15d8+75)
Fort +11, Ref +7, Will +15
------------------------------
OFFENSE
------------------------------
Speed 40 ft., climb 40 ft.
Melee bite +18 (1d8+7) , 2 claws +15 (1d6+7) , tail lash +15 (1d8+7)
Space 10 ft.; Reach 10 ft.
------------------------------
STATISTICS
------------------------------
Str 24, Dex 14, Con 18, Int 10, Wis 18, Cha 10
Base Atk +11; CMB +19; CMD 31
Feats Dodge, Great Fortitude, Improved Initiative, Iron Will, Multiattack, Skill Focus (Climb), Toughness, Weapon Focus (bite)
Skills: Bluff +18, Climb +25, Perception +22, Stealth +20
Languages Common
SQ Aberration Traits

ECOLOGY

Environment Any
Organization Solo (Leader)
Treasure none

------------------------------
SPECIAL ABILITIES
------------------------------
Aberration Traits
-An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
-Darkvision 60 feet.
-Aberrations breathe, eat, and sleep.
-Sliver Hivelord can Heal Slivers as though it used cure medium wounds.
-Sliver Hivelord may Resurrect Sliver creatures 3 times per day as true resurrection. This is not shared with Parallel Evolution.
-Hive Mind (EX): Though Slivers are intelligent enough to act on their own, A queen (or overlord, or hivelord) brings out the full potential of the hive. All Slivers within 500 feet of the Queen (or overlord, or hivelord) share abilities with all other Slivers in the same area; excluding the Queen, Hivelord and Overlord. This effect ends only upon the Queens (or overlords, or hivelords) death.
Option for general pop of slivers
-Parallel Evolution: Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.


Sliver Legion CR 11
XP 12800
*A Small Aberration (Huge Swarm)
Init +9; Senses Darkvision 60ft; Perception +17
------------------------------
DEFENSE
------------------------------
AC 27, touch 18, flat-footed 21 (+2 size, +5 Dex, +1 dodge, +9 natural)
hp 168 (16d8+96)
Fort +12, Ref +10, Will +10
Defensive Abilities Swarming Mass, Half Damage from Piercing, Half Damage from Slashing
Immunities Critical Hit, Flanking
------------------------------
OFFENSE
------------------------------
Speed 50 ft., climb 50 ft.
Melee Swarm (4d6)
Space 15 ft.; Reach 0 ft.
Special Attacks Distraction (DC 23), Hinder Spellcasting
------------------------------
STATISTICS
------------------------------
Str 20, Dex 20, Con 20, Int 8, Wis 6, Cha 6
Base Atk +12; CMB +15; CMD 30
Feats Dodge, Great Fortitude, Improved Initiative, Iron Will, Multiattack, Skill Focus (Stealth), Toughness, Weapon Focus (bite)
Skills: Bluff +17, Perception +17, Stealth +24
Languages Common
SQ Aberration Traits
------------------------------
SPECIAL ABILITIES
------------------------------
Swarm Attack (Ex)
A Sliver Legion deals 4d6 automatic damage to any creature whose space it occupies at the end of its move, with no attack roll needed. Swarm attacks are not subject to a miss chance from concealment or cover.

Distraction (Ex)
Whenever a Sliver Legion damages a creature with a natural attack, it must make a DC 23 Fortitude save or become nauseated for 1 round.

Hinder Spellcasting (Ex)
Whenever a creature attempts to cast a spell in a Sliver Legion's space or an area it threatens, the caster must make a concentration check of DC 20 + spell level. Using skills that involve patience and concentration requires a DC 20 Will save.

Swarming Mass (Ex)
A Sliver Legion's body is composed of a swarming mass of smaller creatures, which means it has no front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist damage. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious my means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
Swarms do not threaten foes and do not make attacks of opportunity. A swarm has 0ft reach, like its component creatures. When a swarm moves into a creature's space to attack, it provokes an attack of opportunity as normal.

Aberration Traits
-An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
-Darkvision 60 feet.
-Aberrations breathe, eat, and sleep.
-Slivers are intelligent and may act individually. They can be controlled by either a Sliver Queen, a Sliver Overlord, or a Sliver Hivelord within 500 ft. 
-Parallel Evolution: Slivers within 50 feet of each other share their specialized trait with other slivers within this radius.


I think that is all of them for now. See anything that needs a changing in a glaring way?


Corrections.
Evolution Traits:
Slivers are generated with additional abilities based off the number in the area and the types.
Galerider Sliver- Slivers gain 60 ft Fly Speed. Only one instance is applied.
Burrowing Sliver- Slivers gain a burrow speed equal to their base speed. Only one instance is applied.
Megantic Sliver- Slivers increase their size by one category. Only two instances applied.
Siphon Sliver- Slivers can use drain HP from 1 successful melee attack per round, as per the spell Vampiric Touch. 
Virulent Sliver- Slivers gain a poison special attack. Only one instance is applied.
Crypt Sliver- Slivers can raise 1 dead Sliver as a Zombie, once per day, under their control, as per animate dead , minus material costs. Only one instance is applied.
Swift Sliver- Slivers gain the effects of the haste spell. Only one instance is applied.
Sentinel Sliver- Slivers gain the Improved Uncanny Dodge ability. Only one instance is applied.
Basal Sliver- Slivers gain an explosive death ability, causes half their hit dice (round down, minimum 1 hit die) of negative energy damage in a 15 ft radious. Only one instance is applied.
Battle Sliver- Slivers gain a +4 bonus to their CMB and CMD. Only one instance is applied.
Spinneret Sliver- Slivers gain a Web attack, with power appropriate to their HD. Only one instance is applied.
Bonescythe Sliver- Slivers have a threat range of (19-20)/x2 on their natural attacks instead of (20)/x2. Only two instances applied.
Thorncaster Sliver- Slivers gain a Thorns attack, dealing claw damage appropriate for a creature one size smaller than the Sliver. Only one instance is applied.
Might Sliver- Slivers gain +3 insight to Melee attack rolls, +3 Natural Armor, +1 HP per hit dice. Only one instance is applied.
Groundshaker Sliver- Slivers gain a +4 on charges instead of +2, gain the effects of the Trample feat, even if they do not meet the prerequisites. Only one instance is applied.
Illusion Weaver Sliver - Sliver may use the spell silent image at will as a spell like ability. Only one instance is applied.
Stalker Sliver - Slivers may use invisibility 3/Day as a spell-like ability. Only one instance is applied.
Dragon Sliver - Slivers gain an 40 ft line or 20 ft cone elemental breath weapon (fire, cold, electricity, acid, sonic) that deals damage equal to their # of hit dice in d6s (so 3d8 does 3d6), reflex save dc (10 + 1/2 hd + Con mod) for half. Recharges 1/minute. Only one instance is applied.
Arcane Sliver - Slivers may use magic missile for 1d4+1 damage 3/Day. Only one instance is applied.
Siren Sliver - Slivers may fascinate targets as the Bard ability for (4 + Cha Mod) rounds/Day. Only one instance is applied.
Cave Sliver - Slivers have tremorsense 30 ft. Only two instances applied.
Bloody Sliver - Slivers' melee attacks cause 1d4 bleeding damage per round that does not stop until a Dc 20 heal check or magical healing. Only one instance is applied.
Bulwark sliver- bodyguard and in harms way +4 shield bonus to AC, claw damage reduced by 50%. Only one instance is applied.
Spine Shot Sliver- Slivers gain a ranged attack that deals equal damage to their primary attack. Range increments of 100 ft. Only one instance is applied.


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Someone did a 3.0 conversion many years ago, either on the WotC forums or the Pits of Evil. Can't remember who, but all credit to that person.

Taskmaster Sliver
Large Aberration
HD: 4d8+12 (hp: 30)
Initiative: +5 (+3 Dex, +2 Queen Control)
Speed: 30 ft.
AC: 16 (-1 Size, +3 Dex, +4 natural)
Attacks: claw +4 melee
Damage: claw 1d8+1
Face/Reach: 5ft.x10ft./5ft.
Special Attacks: Nil
Special Qualities: Taskmaster Aura, Psionics, Queen Control
Saves: Fort +3, Ref +3, Will +3
Abilities: Str12, Dex16, Con16, Int12, Wis 10, Cha15
Skills: Climb +10, Hide +7, Listen +7, Spot +7
Feats: Skill focus: Hide
CR: 4
Alignment: Always lawful neutral

Taskmaster Aura (Su): All dead slivers within 30 ft. of a Taskmaster Sliver are animated as skeletons under the Taskmaster's control when they die. Any sliver corpses brought to within 30 ft. of the Taskmaster are also animated. Any slivers leaving the 30 ft. area remain animated, but are uncontrolled. NOTE: Skeleton Slivers no longer give nor recieve aura bonuses from other slivers. Also a Taskmaster's Aura does not animate the Taskmaster when it dies (as it's aura stops).
Psionics (Su): The Taskmaster Sliver can detect thoughts at will. As all Slivers, a Taskmaster Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Taskmaster Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Razor Sliver
Large Aberration
HD: 2d8+2 (11 hp)
Initiative: +5 (+3 Dex, +2 Queen Control)
Speed: 30 ft.
AC: 16 (-1 Size, +3 Dex, +4 natural)
Attacks: claw +4 melee
Damage: claw 1d8+2
Face/Reach: 5ft.x10ft./5ft.
Special Attacks: Nil
Special Qualities: Razor Aura, Psionics, Queen Control
Saves: Fort +1, Ref +3, Will +3
Abilities: Str 14, Dex 16, Con 12, Int 3, Wis 10, Cha 10
Skills: Listen +3, Spot +3
Feats: Weapon Focus: Claw
CR: 2
Alignment: Always lawful neutral

Razor Aura (Su): All slivers within 30 ft. of a Razor Sliver (including the Sliver itself) gain the wounding special power on their claw. Each attack from their claw inflicts a terrible wound that continues to bleed for 1 hp of damage each round until either a Heal check (DC 15) or curative magic (any) is applied. This is not figured into the sliver's stats above.
Psionics (Su): The Razor Sliver can detect thoughts at will. As all Slivers, a Stinging Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Razor Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Horned Sliver
Large Aberration
HD: 4d8 +16 (hp: 34)
Initiative: +2
Speed: 30ft.
AC: 18 (-1 size, +6 natural, +3 Dex)
Attacks: claw +4 melee, 2 Tails +0 melee, Horns-Gore +4 melee.
Damage: claw 1d8+2, Tail 1d4+2, Horns-Gore 2d6+2 .
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Horned aura, Psionics, Queen control.
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 14, Dex 16, Con 18, Int 3, Wis 10, Cha 10
Skills: Listen +3, Spot +3, Hide +5
Feats: Power Attack, Lightning Reflexes
CR: 5
Alignment: Always Lawful Neutral
Advancement: 5-6 HD (Huge), 7-8 HD (Huge)

Horned Aura (Su): All Slivers within 30 ft of a Horned Sliver (including itself gain the Improved Bull Rush feat. And they all grow Horns that deals 2d6 + Str Mod Damage.)
These bonuses are not included in the statistics presented above (so, effectively, a Horned Sliver has +6/+1 BAB, Special Attack: Trample, and Feat: Improved Bull Rush, though they do not grow more horns.).
Psionics (Su): The Horned Sliver can detect thoughts at will. As all Slivers, a Horned Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Horned Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Armor Sliver
Large Aberration
HD: 2d8 +8 (hp: 17)
Initiative: +2
Speed: 30ft.
AC: 16 (-1 size, +4 natural, +3 Dex)
Attacks: claw +2 melee, 2 Tails +-2 melee.
Damage: claw 1d8+2, Tail 1d4+2.
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Armor aura, Psionics, Queen control.
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 14, Dex 16, Con 18, Int 3, Wis 10, Cha 10
Skills: Listen +3, Spot +3, Hide +5
Feats:Lightning reflexes
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Armor Aura (Su): All Slivers within 30ft of a Armor Sliver (including itself) gain a +2 enhancement bonus to natural AC.
These bonuses are not included in the statistics presented above (so, effectively, a Armor Sliver has Con 22, 2d8+14 hp [22 hp], Fort +6).
Psionics (Su): The Armor Sliver can detect thoughts at will. As all Slivers, a Armor Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Armor Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Winged Sliver
Large Aberration
HD: 2d8 +8 (hp: 17)
Initiative: +2
Speed: 30ft., Fly 40' (Good)
AC: 17 (-1 size, +4 natural, +4 Dex)
Attacks: claw +2 melee.
Damage: claw 1d8+2.
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks:
Special Qualities: Winged Armor aura, Psionics, Queen control.
Saves: Fort +6, Ref +4, Will +3
Abilities: Str 16, Dex 18, Con 18, Int 3, Wis 10, Cha 10
Skills: Listen +3, Spot +3, Hide +5
Feats:Flyby Attack
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Winged Aura (Su): All Slivers within 30ft of a Winged sliver (including itself) gain a +2 enhancement bonus to their Dexterity, And grow wing-like flaps down their sides allowing the sliver to Fly 40' (average).
These bonuses are not included in the statistics presented above (so, effectively, a Winged Sliver has Dex 20, AC 18, Though it already has wings so gains no bonus from that.).
Psionics (Su): The Winged Sliver can detect thoughts at will. As all Slivers, a Winged Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Winged Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Non Standard Slivers
===============
Beacon Sliver
Large Aberration
HD: 2d8 + 8 (hp: 17)
Initiative: +3 (+1 Dex, +2 Queen Control)
Speed: 30ft.
AC: 13 (-1 size, +4 natural)
Attacks: claw +4 melee, 2 Tails +4 melee.
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Beacon Aura , psionics, Queen control.
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 14, Dex 12, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Alertness
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Beacon Aura (Su): All Slivers within 40 ft. of a Beacon Sliver (including itself) gain a +20 ft. bonus to their Aura Ranges and gain a complete link to the Queen, No matter how far away from her they are. These bonuses are not included in the statistics presented above (so, effectively, a Beacon Sliver has an aura o 60 ft. ).
Psionics (Su): The Beacon Sliver can detect thoughts at will. As all Slivers, a Beacon Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Beacon Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Chameleon Sliver
Large Aberration
HD: 2d8 + 8 (hp: 17)
Initiative: +3 (+1 Dex, +2 Queen Control)
Speed: 30ft.
AC: 13 (-1 size, +4 natural)
Attacks: claw +4 melee, 2 Tails +4 melee.
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Chameleon Aura , psionics, Queen control.
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 14, Dex 12, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Alertness
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Chameleon Aura (Su): All Slivers within 30 ft of a Chameleon sliver (including itself) gain the Camoflague ability, Giving them +8 to Hide checks. These bonuses are not included in the statistics presented above (so, effectively, a Chameleon Sliver has ).
Psionics (Su): The Chameleon Sliver can detect thoughts at will. As all Slivers, a Chameleon Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Chameleon Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Scorpion Sliver
Large Aberration
HD: 6d8 + (hp: 17)
Initiative: +1 (+1 Dex, +2 if under the effect of Queen Control)
Speed: 30ft, Borrow 20'.
AC: 18 (-1 size, +6 natural, +3 Dex)
Attacks: 2 Claws +6 melee, Stringer +6 melee.
Damage: Claw 2d4+2, Stinger Strike 2d6+3+Poison
Face/Reach: 5ft. x 10 ft./10 ft.
Special Attacks: Stinger Poison
Special Qualities: Tremor Sense, Scorpion Aura , psionics, (Optional) Queen control.
Saves: Fort +4, Ref +3, Will +3
Abilities: Str 16, Dex 16, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +8, Hide +6, Listen +7, Spot +7
Feats: Alertness
CR: 5
Alignment: Always Lawful Neutral
Advancement: 7-8 HD (Large), 9-10 HD (Huge)

Stinger Poison - Same as the Poison that the Aura gives to other Slivers, though DC's are 2 higher
Tremor Sense (Ex): While resting under the sand Scorpion Slivers can sense any creature or movement across the Sand within 200 ft. of their position. They only know general size, location of the creature and direction of movement.
Scorpion Aura (Su): All other Slivers within 30 ft. of a Scorpion Sliver gain +4 to their Natural AC (due to Chitinous Material), Their tails merge together forming a large stinger. This stinger deals 2d6+3 points of damage, and injects a paralytic poison, onset time-Immediate, (DC 16) that causes the victim to twitch on the ground for 1d12 rounds. Secondary save- (DC 16
lose 1d6 points of temporary Strength damage. Lost Strength returns at the rate of 1 point per hour of complete rest.
Psionics (Su): The Scorpion sliver can detect thoughts at will. As all slivers, a Scorpion sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same 1 mile area are automaticaly aware as well.
Queen Control (Su): Unlike all other slivers the Scorpion sliver is usually found outside the Hive as they were created by a insane mages experiments. If brought to the Queen they act just like other sliver. The Scorpion sliver is under the direct control of the brood's Queen. Only the Queen knows and directs the actions of all the Scorpion Sliver if it has bonded with her. Once bonded this coordination grants a +2 insight bonus to all sliver initiative checks of the Scorpion sliver.
Created by outside forces this Sliver is usually not found in the Hive hierarchy, though it can easily be integrated if brought to the Queen. Once presented to the Queen it takes a day to bond, then the Scorpion sliver is a full member of the Hive. The Scorpion slivers dwell in desert environments, and look similar to giant scorpions, they have developed an additional claw and their tails have transformed into a large scorpion stinger.

Jolt Sliver (Formerly called Graceful)
Large Aberration
HD: 2d8 + 8 (hp: 17)
Initiative: +5 (+3 Dex, +2 Queen Control)
Speed: 30ft.
AC: 16 (-1 size, +4 natural, +3 Dex)
Attacks: claw +4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Jolt Aura , psionics, Queen control.
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 14, Dex 16, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Alertness
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Spring Attack - same as the feat of this name.
Jolt Aura (Su): All Slivers within 30 ft of a Jolt sliver (including itself) gain a +2 enhancement bonus to their Dexterity and Initiative. These bonuses are not included in the statistics presented above (so, effectively, a Jolt Sliver has 18 Dex, 17 AC, and +8 Init).
Psionics (Su): The Clot Sliver can detect thoughts at will. As all Slivers, a Jolt Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Jolt Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Barbed Sliver
Large Aberration
HD: 4d8 + 16 (hp: 32)
Initiative: +2 (+2 Dex, )
Speed: 30ft.
AC: 15 (-1 size, +4 natural, +2 Dex)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Barbed Aura , Psionics, Queen control.
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 14, Dex 14, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Power Attack
CR: 4
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Barbed Aura (Su): All each effected Slivers Claws and Tail grow longer spines, barbs and spikes which deal an additional 1d6 poison damage in attacks and give a +4 bonus to Climb checks. These bonuses are not included in the statistics presented above (so, effectively, a Barbed Sliver has Str 16).
Psionics (Su): The Barbed Sliver can detect thoughts at will. As all Slivers, a Barbed Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Barbed Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Crystalline Sliver
Large Aberration
HD: 4d8 + 16 (hp: 32)
Initiative: +2 (+2 Dex, )
Speed: 30ft.
AC: 15 (-1 size, +4 natural, +2 Dex)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Crystal Aura , Psionics, Queen control.
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 14, Dex 14, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Dodge
CR: 4
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Crystal Aura (Su): All Slivers within 30 ft of a Crystalline Sliver (including itself) gain gain SR of 15. These bonuses are not included in the statistics presented above (so, effectively, a Crystalline Sliver has SR 15).
Psionics (Su): The Crystalline Sliver can detect thoughts at will. As all Slivers, a Crystalline Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Crystalline Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Mindwhip Sliver
Large Aberration
HD: 4d8 + 16 (hp: 32)
Initiative: +2 (+2 Dex, )
Speed: 30ft.
AC: 15 (-1 size, +4 natural, +2 Dex)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Mindwhip Aura , Psionics, Queen control.
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 14, Dex 14, Con 18, Int 12, Wis 10, Cha 12
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Iron Will
CR: 4
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Mindwhip Aura (Su): All Slivers within 30 ft. of a Mindwhip Sliver gain the ability to use ego whip at will. This is as a 3rd level psion.
Psionics (Su): The Mindwhip Sliver can detect thoughts at will. As all Slivers, a Mindwhip Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Mindwhip Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Mnemonic Sliver
Large Aberration
HD: 4d8 + 16 (hp: 32)
Initiative: +2 (+2 Dex, +2 Queen Control )
Speed: 30ft.
AC: 16 (-1 size, +4 natural, +3 Dex)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Mnemonic Aura , Psionics, Queen control.
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 14, Dex 16, Con 18, Int 12, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Iron Will
CR: 4
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Mnemonic Aura (Su): All Slivers within 30 ft. of a Mnemonic Sliver (including itself) gain a +2 Int enhancement bonus.
Psionics (Su): The Mnemonic Sliver can detect thoughts at will. As all Slivers, a Mnemonic Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Mnemonic Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Heart Sliver
Large Aberration
HD: 2d8 + 8 (hp: 16)
Initiative: +4 (+2 Dex, +2 Queen's Control)
Speed: 30ft.
AC: 13 (-1 size, +4 natural)
Attacks: claw +4 melee, 2 Tails +4 melee.
Damage: claw 1d8+2, Tail 1d6+2.
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Heart aura, Psionics, Queen control.
Saves: Fort +6, Ref +0, Will +3
Abilities: Str 14, Dex 10, Con 18, Int 3, Wis 10, Cha 10
Skills: Listen +3, Spot +3, Hide +5
Feats Aleartness
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Heart Aura (Su): Also all HD rolled are raised by one Dice Type, Max D12. These bonuses are not included in the statistics presented above.
Psionics (Su): The Heart Sliver can detect thoughts at will. As all Slivers, a Heart Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Heart Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Metallic Sliver
Large Construct
HD: 2d10 (10 hp)
Initiative: +2 (+2 Dex)
Speed: 30ft.
AC: 13 (-1 size, +4 natural)
Attacks: claw +4 melee, 2 Tails +4 melee.
Damage: claw 1d8+2, Tail 1d6+2.
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Construct, Linked Mind, Queen control.
Saves: Fort +6, Ref +0, Will +3
Abilities: Str 14, Dex 10, Con -, Int -, Wis 10, Cha 10
CR: 2
Alignment: Always Lawful Neutral

Construct: All abilities as Construct.
Aura: Counts as a sliver in all respects, and gains abilities from the Sliver Auras as if alive.
Linked Mind (Su): The Metallic Sliver is linked to the Mind of the Sliver Queen and acts like it has the Psionic ability of all other Slivers. Though due to it's nature it only follows the Queens directions.
Queen Control (Su): Like all Slivers, the Metallic Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. Due to their Unnatural Nature, the Metallic Sliver does not gain any bonuses to Initiative like it's living Brethren.

Sliver Queen
Gargantuan Magical Beast
Alignment Lawful Neutral
CR: 15
HD: 12d10+60; HP 126
Initiative: +8 (+4 Improved Init,+4 Dex) ;
Speed: 10ft;
AC 32 (+19 Natural, -1 size, +4 Dexterity);
Attack: 1 claws +11 melee, 2 tails +11melee;
Damage: Claw 2d6+8, tail 2d8+8;
Face/Reach: 20' by 20'/15';
SA Frightfull presence(ex)- 4 hd or less, DC 14., ;
SQ Darkvision 90', Spawn Slivers, Telepathic Link, SR-15, DR-20/+2, Fast Healing-5;
SV - Fort +13, Ref +14, Wil +14. Stat Modifiers not included.
Abilities: Str 27, Dex 18, Con 20, Int 14, Wis 18, Cha 20
Skills: Intimidate +15, Spot +15, Search +10, Listen +10, Knowledge ( Local, Arcana, Nature) +10, Diplomacy +10, Intimidate +15
Feats: Multidexterity, MultiAttack, Improved Iniative,Dodge, Mobility, Spring Attack.

The Sliver Queen is a massive coil of bulbous flesh that rarely moves unless needed to. Though large and apparently inmmobile, the Queen is deceptively fast. Her fast reflexes and natural mobility allow her to make attacks that are completely unexpected. This allows for completely surprised foes, that thought they were at a safe distance, being brutally attacked. Though the Queen dislikes having to resort to this strategy. Normally relying on her Sliver children to protect her. Slivers are ferocious predators, quickly stripping the area around their hive of all plant and animal life (and rich ores of metals and gems, too) and expand to satisfy their needs.
The Queen can coomunicate with any living creature via a limited form of Telepathy to a range of 100'.

Spawn Slivers - The Sliver Queen gives birth to all the slivers around. Sometimes, though, she creates extraordinarily large and powerful versions of the normal slivers. She will create 1d4+1 Slivers that are magical bests, like the Queen, and have 3 HD above normal, at least. These slowly develop into the other species over a period of 1 month, depending on what species they spend the most time around.
Telepathic Link - This link allows complete control of all slivers within 200 yards as though they were extensions of her body, and any sliver outside of that range attacks any living creature unless under different orders from the Queen.

Muscle Sliver
Large Aberration
HD: 2d8 + 7 (hp: 16) [see pg. 11 in the MM; min HD for a Large creature is 2]
Initiative: +2
Speed: 30ft.
AC: 13 (-1 size, +4 natural)
Attacks: claw + 4 melee
Damage: claw 1d8+4
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Muscle aura, psionics, Queen control.
Saves: Fort +2, Ref +0, Will +3
Abilities: Str 18, Dex 10, Con 14, Int 4, Wis 10, Cha 10
Skills: Listen +3, Spot +3
Feats: Toughness
CR: 2
Alignment: always chaotic neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Muscle Aura (Su): All Slivers within 30ft of a Muscle Sliver (including the Muscle Sliver itself) gain a +2 enhancement bonus to their Str. These bonuses are not included in the statistics presented above (so, effectively, a Muscle Sliver has Str 20, Con 16, 2d8+9 HD [18 hp], claw attack +5 melee for 1d8 + 5 damage, and Fort +3).
Psionics (Su): The Muscle Sliver can detect thoughts at will. As all Slivers, a Muscle Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Muscle Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Acidic Sliver
Large Aberration
HD: 4d8 +16 (hp: 32)
Initiative: +3 (+1 Dex, +2 Queen Control)
Speed: 30ft.
AC: 13 (-1 size, +4 natural)
Attacks: claw +4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: none
Special Qualities: Acidic Aura , psionics, Queen control.
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 14, Dex 12, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Bull Rush
CR: 3
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Acidic Aura (Su): All Slivers within 30 ft. of a Acidic Sliver (including itself) gain immunity to all acid, and the Acidic Blood ability (the blood of an Acidic Sliver is very caustic, causing 1d4 points of damage per round of contact with organic material or 1d8 dmg per round for inorganic material. The acid lasts for 3 rounds.), Acid Spittle (The Sliver can Spit a Ball of Acid that Deals 1d6 damage to any creature it hits. The Range of the Attack is 30'. The Ball of acid acts like a Grenade like Weapon and has a Splash Range of 5'.). These bonuses are not included in the statistics presented above (so, effectively, a Acidic Sliver has Acid Immunity, Acid Blood, and Acid Spittle.).
Psionics (Su): The Acidic Sliver can detect thoughts at will. As all Slivers, a Acidic Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Acidic Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Hibernation Sliver
Large Aberration
HD: 4d8 +16 (hp: 32)
Initiative: +3 (+1 Dex, +2 Queen Control)
Speed: 30ft.
AC: 13 (-1 size, +4 natural)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Clot Aura , psionics, Queen control.
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 14, Dex 12, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Alertness
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Hibernation Aura (Su): All Slivers within 30 ft. of a Hibernation Sliver (including itself) gain the ability to Dimension Door once per day. This ability inflicts 1d8 points of temporary Constitution damage to the Sliver because of the strain.
Psionics (Su): The Hibernation Sliver can detect thoughts at will. As all Slivers, a Hibernation Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Hibernation Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Talon Sliver
Large Aberration
HD: 2d8+2 (11 hp)
Initiative: +9 (+3 Dex, +4 Improved Initiative, +2 Queen Control)
Speed: 30 ft.
AC: 17 (-1 Size, +3 Dex, +4 natural)
Attacks: claw +2 melee
Damage: claw 1d8+2
Face/Reach: 5ft.x10ft./5ft.
Special Attacks: Nil
Special Qualities: Talon Aura, Psionics, Queen Control
Saves: Fort +1, Ref +3, Will +3
Abilities: Str14, Dex16, Con12, Int03, Wis 10, Cha 10
Skills: Listen +3, Spot +3
Feats: Improved Initiative
CR: 2
Alignment: Always lawful neutral

Talon Aura (Su): All slivers within 30 ft. of a Talon Sliver (including the Talon Sliver itself) automatically treat their Initiative as if they had rolled a natural '20' (additional modifiers are applied normally) (so, effectively, the Talon Sliver always has an Initiative score of 29). Even if this occurs while the Slivers are already engaged in combat, they have their Initiative scores recalculated immediately.
Psionics (Su): The Talon Sliver can detect thoughts at will. As all Slivers, a Talon Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Talon Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Clot Sliver
Large Aberration
HD: 2d8 + 8 (hp: 16)
Initiative: +3 (+1 Dex, +2 Queen Control)
Speed: 30ft.
AC: 13 (-1 size, +4 natural)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Clot Aura , psionics, Queen control.
Saves: Fort +4, Ref +1, Will +3
Abilities: Str 14, Dex 12, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Alertness
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Special Qualities:
Clot Aura (Su): All Slivers within 30 ft. of a Clot Sliver (including itself) gain a +2 enhancement bonus to their Constitution. Also each effected Slivers gain Fast Healing 4. These bonuses are not included in the statistics presented above (so, effectively, a Clot Sliver has Con 20, 4d8+10 HD [26 hp], Regen 4, Fort Save of +5).
Psionics (Su): The Clot Sliver can detect thoughts at will. As all Slivers, a Clot Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Clot Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Spined Sliver
Large Aberration
HD: 4d8 + 16 (hp: 32)
Initiative: +4 (+2 Dex, +2 Queen Control)
Speed: 30ft.
AC: 15 (-1 size, +4 natural, +2 Dex)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Spined Aura , psionics, Queen control.
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 14, Dex 14, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Combat Reflexes
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Spined Aura (Su): All Slivers within 30 ft. of a Spined Sliver (including itself) gain +2 to Natural AC. Also each effected Slivers grow many spines, barbs and spikes all over the body and limbs which deal an additional 1d6 dmg in attacks and give a +6 bonus to Climb checks. These bonuses are not included in the statistics presented above (so, effectively, a Spined Sliver has Str 18, Dex 18, AC 19, Ref Save of +6, +4 to Damage instead of +2).
Psionics (Su): The Spined Sliver can detect thoughts at will. As all Slivers, a Spined Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Spined Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Barbed Sliver
Large Aberration
HD: 4d8 + 16 (hp: 32)
Initiative: +2 (+2 Dex, )
Speed: 30ft.
AC: 15 (-1 size, +4 natural, +2 Dex)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Barbed Aura , Psionics, Queen control.
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 14, Dex 14, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Power Attack
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Barbed Aura (Su): All Slivers within 30ft of a Barbed Sliver (including itself) gain Claws and Tail grow longer spines, barbs and spikes which deal an additional 1d6 poison damage in attacks and give a +4 bonus to Climb checks. These bonuses are not included in the statistics presented above (so, effectively, a Barbed Sliver has Str 16).
Psionics (Su): The Barbed Sliver can detect thoughts at will. As all Slivers, a Barbed Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Barbed Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Crystalline Sliver
Large Aberration
HD: 4d8 + 16 (hp: 32)
Initiative: +2 (+2 Dex, )
Speed: 30ft.
AC: 15 (-1 size, +4 natural, +2 Dex)
Attacks: claw + 4 melee
Damage: claw 1d8+2
Face/Reach: 5ft. x 10 ft./5 ft.
Special Attacks: Nil
Special Qualities: Crystal Aura , Psionics, Queen control.
Saves: Fort +4, Ref +2, Will +3
Abilities: Str 14, Dex 14, Con 18, Int 3, Wis 10, Cha 10
Skills: Climb +10, Hide +4, Listen +7, Spot +7
Feats: Dodge
CR: 2
Alignment: Always Lawful Neutral
Advancement: 3-4 HD (Large), 5-6 HD (Huge)

Crystal Aura (Su): All Slivers within 30 ft. of a Crystalline Sliver (including itself) gain SR of 15. These bonuses are not included in the statistics presented above (so, effectively, a Crystalline Sliver has Str 12, SR 15).
Psionics (Su): The Crystalline Sliver can detect thoughts at will. As all Slivers, a Crystalline Sliver is innately telepathic, and in constant communication with any nearby Slivers. This means that as long as a single Sliver is aware of a situation or event, all others in the same plane are automaticaly aware as well (so, no such thing as surprised Slivers).
Queen Control (Su): Like all Slivers, the Crystalline Sliver is under the direct control of the brood's Queen. In effect, the Queen knows and directs the actions of all the Slivers in the brood. This coordination grants a +2 insight bonus to all Sliver Initiative checks (but not to the Queen's).

Black Slivers
Basal: Sacrifice to increase the caster level of a necromantic spell by 2.
Clot: Regenerate 2
Crypt: Regenerate 1
Frenzy: +1 to attack rolls if attacking an opponent not in full defense.
Mindlash: Sacrifice to cause all casters to lose a memorized spell or spell slot.
Mindwhip: Sacrifice to cause a caster to lose a memorized spell or spell slot at random.
Plague: Highly contagious disease that effects non-sliver creatures.
Spectral: Incorporeal plus touch attack
Spitting: Ranged attack that does 1d6 per hit dice.
Toxin: Poison on claw that is save or die.
Vampiric: Blood Drain ability

Blue Slivers
Mesmeric: Ability to change one spell to another
Mistform: Polymorph ability but they don't lose sliver abilities or type
Mnemonic: Sacrifice to get a spell level
Psionic: Psi-blast that deals 2d6 to target and 3d6 to itself.
Screeching: Forces a caster to make a concentration check to cast a spell.
Shadow: Shadow template.
Shifting: Dimension door
Synapse: Gain a spell level from dealing damage to an opponent.
Synchronous: Able to do full defense and full attack at same time.
Telekinetic: Strong telekinesis
Winged: Gain fly speed.

Green Slivers
Brood: Cause a sliverling to grow from the spilled blood of an opponent.
Fungus: When damaged, gains a +1 to attack and damage rolls and a +1 to armor class for the duration of the encounter.
Gemhite: Produce energy to raise caster level of a spell.
Horned: Cleave and Great Cleave feats gained.
Might: +4 to Strength and Constitution
Muscle: +1 Hit Dice and +1 Natural Armor
Quick: Double all movement rates
Reflex: Affected by a constant Haste
Root: Abilities to keep from dying.
Spinneret: Abilities based on Web spell
Virulent: Additional attack with poison stinger doing Constitution damage.

Red Slivers
Barbed: Barbs adds 1d6 per hit dice to damage.
Battering: Abilities affect objects and constructs.
Blade: Raises damage by one die type.
Bonesplitter: Raises damage by two die types.
Fury: Double number of attacks.
Heart: Unaffected by any effects that inhibit movement and attacks.
Homing: Ability to find any sliver.
Hunter: Can force an opponent to attack them.
Magma: Ability to channel the energy of other slivers into one attack.
Sedge: +1 Hit Dice, +1 Natural Armor and Regenerate 1 when in a swamp.
Two-Headed Sliver: Ability to flank an opponent even by itself.

White Slivers
Armor: Extra bonuses for each round in full defense.
Essence: Heal a target for each point of damage it deals.
Lymph: Damage Reduction 1/-
Plated: +1 to Natural Armor
Poultice: Cure 1d8 per hit dice in hit points.
Pulmonic: Slow fly speed and a ressurection ability that affects itself.
Quilled: Ranged attack that deals 1d6 damage per hit dice.
Sidewinder: Abilities that enhance flanking opponents.
Sinew: +2 to Strength and Dexterity.
Talon: Extend reach.
Watcher: +2 dodge bonus to armor class.

Artifact Slivers
Metallic: -
Vensers: -

Multicolored Slivers
Acidic: Sacrifice to deal 2d6 acid damage
Cautery: Sacrifice to deal 1d6 fire damage or stop 1d6 damage.
Crystalline: Spell Resistance that stops most spells.
Darkheart: Sacrifice to heal 3d6 hit points.
Dementia: Ability to remove specific spells
Dormant: Full defense, can't attack and ability to gain spell levels.
Firewake: Sacrifice to give a target +2d6 fire damage and Fire Resistance 20 until next round.
Frenetic: Ability to phase out of existance, but a chance it will never come back
Ghostflame: Unaffected by spells that are based on alignment.
Harmonic: Ability to target magic effect or item with a dispell.
Hibernation: Ability to return to hive.
Necrotic: Sacrifice to destroy something.
Opaline: When targeted by a spell or ability, gains 1 spell level.
Spined: Spines that deal extra damage and grant damage reduction.
Victual: Sacrifice to heal 4d6 hit points

Legendary Slivers
Legion: +1 hit dice and +1 armor class for each other sliver
Overlord: Gate in slivers and control any sliver
Queen: Ability to mass produce sliverlings.


Interesting.


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Slivers are my favorite creatures in MTG. Started when they came out & now I have 7 Sliver decks; 1 of each base color, 1 artifact base deck, and a 5 color deck.

Love all this. Will probably have to use it later.


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stolen... i mean dot


Anyone have any opinion on if the evolution traits should have a direct mod to CR listed? If so how much?


Update

Galerider Sliver- Slivers gain 60 ft Fly Speed. Only one instance is applied. +CR2

Burrowing Sliver- Slivers gain a burrow speed equal to their base speed. Only one instance is applied. +CR1

Megantic Sliver- Slivers increase their size by one category. Only two instances applied. +CR3

Siphon Sliver- Slivers can use drain HP from 1 successful melee attack per round, as per the spell Vampiric Touch. +CR1

Virulent Sliver- Slivers gain a poison special attack. Only one instance is applied. +CR1

Crypt Sliver- Slivers can raise 1 dead Sliver as a Zombie, once per day, under their control, as per animate dead , minus material costs. Only one instance is applied. +CR2

Swift Sliver- Slivers gain the effects of the haste spell. Only one instance is applied. +CR2

Sentinel Sliver- Slivers gain the Improved Uncanny Dodge ability. Only one instance is applied. +CR1

Basal Sliver- Slivers gain an explosive death ability, causes half their hit dice (round down, minimum 1 hit die) of negative energy damage in a 15 ft radious. Only one instance is applied. +CR2

Battle Sliver- Slivers gain a +4 bonus to their CMB and CMD. Only one instance is applied. +CR1

Spinneret Sliver- Slivers gain a Web attack, with power appropriate to their HD. Only one instance is applied. +CR1

Bonescythe Sliver- Slivers have a threat range of (19-20)/x2 on their natural attacks instead of (20)/x2. Only two instances applied. +CR1

Thorncaster Sliver- Slivers gain a Thorns attack, dealing claw damage appropriate for a creature one size smaller than the Sliver. Only one instance is applied. +CR1

Might Sliver- Slivers gain +3 insight to Melee attack rolls, +3 Natural Armor, +1 HP per hit dice. Only one instance is applied. +Cr2

Groundshaker Sliver- Slivers gain a +4 on charges instead of +2, gain the effects of the Trample feat, even if they do not meet the prerequisites. Only one instance is applied. +CR2

Illusion Weaver Sliver - Sliver may use the spell silent image at will as a spell like ability. Only one instance is applied. +CR1/2

Stalker Sliver - Slivers may use invisibility 3/Day as a spell-like ability. Only one instance is applied. +CR1

Dragon Sliver - Slivers gain an 40 ft line or 20 ft cone elemental breath weapon (fire, cold, electricity, acid, sonic) that deals damage equal to their # of hit dice in d6s (so 3d8 does 3d6), reflex save dc (10 + 1/2 hd + Con mod) for half. Recharges 1/minute. Only one instance is applied. +CR2

Arcane Sliver - Slivers may use magic missile for 1d4+1 damage 3/Day. Only one instance is applied. +CR1

Siren Sliver - Slivers may fascinate targets as the Bard ability for (4 + Cha Mod) rounds/Day. Only one instance is applied. +CR1

Cave Sliver - Slivers have tremorsense 30 ft. Only two instances applied. +CR1/2

Bloody Sliver - Slivers' melee attacks cause 1d4 bleeding damage per round that does not stop until a Dc 20 heal check or magical healing. Only one instance is applied. +CR1

Bulwark sliver- bodyguard and in harms way +4 shield bonus to AC, claw damage reduced by 50%. Only one instance is applied. +CR1

Spine Shot Sliver- Slivers gain a ranged attack that deals equal damage to their primary attack. Range increments of 100 ft. Only one instance is applied. +CR1


Final version...
https://drive.google.com/file/d/0B2vuT_DbX4RTNlhEQ3BQSUNxbkk/view?usp=shari ng


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Cool! I wanted to post in here that I am using slivers in my campaign. There is a hook that the PC's will get next session that they can choose to take or not (that is to say, I run a sandbox campaign, so they may get distracted). They unknowingly offed the Cleric of Cthulhu responsible for bringing them back into the world in an unusual turn for an encounter. If they don't take the lead after x units of time the slivers will expand beyond their first hex and start to grow much faster.

I will post a battle report when they have engaged. The players have 3 people who have played magic (2 of which have played my sliver deck :D)


Rabbiteconomist wrote:

Cool! I wanted to post in here that I am using slivers in my campaign. There is a hook that the PC's will get next session that they can choose to take or not (that is to say, I run a sandbox campaign, so they may get distracted). They unknowingly offed the Cleric of Cthulhu responsible for bringing them back into the world in an unusual turn for an encounter. If they don't take the lead after x units of time the slivers will expand beyond their first hex and start to grow much faster.

I will post a battle report when they have engaged. The players have 3 people who have played magic (2 of which have played my sliver deck :D)

Awesome. They are actually going to make an appearance as a side story in the current PF campaign I am playing in, the DM loved them once he had lain eyes on them. That kinda makes me concerned though lol.


Just to chime in here...

This is from work I started for this thread as a replacement for Akata in a second darkness campaign.

The basic stat block looked thus:

Stat Block:

Sliver
This creature’s body is composed of a large, eyeless, beaked, chitinous skull perched over two large tentacles - one facilitates a slithering locomotion and the other ends in a wicked claw
CR 1
XP 400
N Medium aberration
Init +2; Senses darkvision 60 ft., scent; Perception +6

Defense
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 14 (2d8+5)
Fort +1, Ref +2, Will +4
Weaknesses Salt Water Vulnerability

Offense
Speed 20 ft., climb 20 ft.
Melee bite +3 (1d4+2), 1 tentacles +3(1d4+2)

Statistics
Str 14, Dex 15, Con 12, Int 2, Wis 13, Cha 10
Base Atk +1; CMB +3; CMD 13
Feats Toughness
SQ Hibernation

Ecology
Environment any
Organization solitary, pack, or hive (1–Innumerable)
Treasure None

Special Abilities
Hibernation (Ex) Slivers can enter a state of hibernation for an indefinite period of time when food is scarce.
When a sliver is commanded by its queen to enter hibernation, it returns to its hive and excretes a resinous substance from points all over its body—this ooze quickly hardens into a dense, metallic cocoon (see noqual below). While hibernating, a sliver does not need to breath, drink, or eat. The cocoon has hardness 10 and 60 hit points, and is immune to fire, cold, and bludgeoning (including falling) damage. As long as the cocoon remains intact, the sliver within remains unharmed. It remains in a state of hibernation until commanded to awaken by a sliver queen, or when its cocoon has suffered more than 15 points of damage at which point it wakes and claws its way to freedom in 3d4 rounds. Once the sliver exits, the cocoon degrades to fragments of strange metal.

Salt Water Vulnerability (Ex) Salt water acts as an extremely strong acid to slivers. A splash of salt water deals 1d6 points of damage to an akata, and full immersion in salt water deals 4d6 points of damage per round.

Slivers hail from a strange, distant planet that long ago succumbed to a cataclysmic end. Countless slivers clung to fragments of the dead planet, entering hibernation and riding these asteroids until they eventually crashed upon a new planet—slivers’ cocoons protected them from the impact, and they soon awoke to seek out suitable hosts to spawn their young. Left untended, a sliver scourge can quickly grow into a significant threat. A typical sliver stands 3-1/2 feet tall, 7 feet long, and weighs 200 pounds.

And after some very amateur excel (I've gotten so much better, I promise), this excel sheet was created to dynamically calculate stats during encounters. You just have to tell it how many of each type of sliver is still alive. It's been used in mock-fights for play testing and fun, but it hasn't been put through a whole adventure path yet (thank you military for constantly sending my friends away).


Back to planning mythic Second Darkness!


I've been messing with that spread sheet. The CR calculations are based soley on HD right now, so calling them "rough" is being generous. As I recover my Excel-fu, I'll try to update the shared version (not that there's been much response)...


Been fiddling with them. It is really hard to calc slivers. That is one of the reasons why I put a hard limit on my versions of 1 instance of each ability that could be shared other than 2 of them IIRC.


I hate to res a 'dead' thread, but I was wondering, have there been any updates or improvements upon the Slivers presented here or otherwise homebrewed?


Sorry, I haven't touched em in years. I'll need them for my eventual AP, but I just finished running Shackled City, I'm wrapping up Rise of the Runelords in another session or two, I've got Hell's Rebels running weekly, and Strange Aeons (and maybe Dead Suns) coming up next. Maybe then I'll get to my Second Darkness mash-up and revisit the slivers.

Anything in particular I can help with in the mean time?

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