GEN"Jaw"
"You'll pardon me I'm new at this, but how do you use these 'wand' tings?" Not all Druids had the option of awakening Tyrannosaurs. The Allosaurs have made a worthy replacement however...
GEN RACIAL TRAITS · +14 Str, +2 Dex, +6 Con, +4 Wis, +4 Cha
· Size Class: Huge (Long). -2 Size Penalty to Armor Class and Attack Rolls. -8 Size Penalty to Hide Checks. +8 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Quadruple those of a Medium character. Space is 15', Reach is 10'.
· Magical Beast, giving you Dark Vision 60 ft., and Low-Light Vision
· Base speed 50 ft.
· +5 Natural Armor Class Bonus
. Improved Grab (Ex):If a Gen succeeds with a bite attack on an opponent at least 1 Size Class smaller it may make a Grapple Check as a free action without provoking an attack of opportunity. If it succeeds it may then use Rake or Swallow WHole.
. Rake (Ex): When grappling a foe the Gen gains 2 additional Rake attacks per round doing 2d8 plus half strenght bonus damage.
. Swallow Whole (Ex):Wit ha succesful Grapple chack a Gen may swalllow an opponent at least 2 Size Classes smaller than itself. Once inside the victim takes 2d8 plus Strength modifier in bludgeoning damage and acid damage equal to strength modifer per round. A successful grapple check allows the vistim to climb into the mouth where a second Grapple check will let it escape. Alternatively it may use a natural or light piercing or slashin weapon to do 25 points of damage to the Gen's gizzard (AC 12). Once the victim exits muscular action closes the hole, and other swallowed victims must cut their own way out. A Gen's gizzard can hold 1 Medium, 4 Small, 16 Tiny, or 64 Diminutive or Smaller opponents.
. Trample (Ex):5d8 plus one and a half times Strength bonus damage. Reflex Save for half (DC is 10 plus half Hit Dice plus Strength bonus).
, Scent
. Gen have a primary Bite attack doing 2d8 plus their Strength bonus, and a secondary Claw Attack doing 2d4 plus half Strength bonus. If the Gen does a Full Attack it gets 1 Bite, and 2 Claw attacks.
· A Gen has 12 Racial Hit Dice, giving it the following: 12d10 Hit Points, +12 base Attack Bonus, +8 Fort Save, +8 Ref Save, +4 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Listen, Spot. It also gets 5 Feats.
. Non Humanoid Form: The Gen aren't humanoid and have no hands. They may not make Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Sleight of Hand, or Use Rope checks. They are also limited in the type of Perform skills they can get. Being vicious predators they also can't make Handle Animal checks as animals are terrified of them. Most equipment will be double the weight and anywhere from double to quadruple the cost for them. They cannot weild weapons. If someone is willing to help them in and out of it they can wear armor.
. Gen are purely carnivorous, and can only consume meat. While this heavily limits their diet they can go twice as long as normal before having to make checks for starvation as they have had to live through some lean times because of it.
· Automatic and Bonus languages: The Gen automatically speak Common (i.e Welsh) and Sylvan. Bonus Languages depend on where they live and are usually that of their neighbor.
· Level Adjustment: +10
· Favored Class:Fighter
Normally I don't do Favored classes in my campaign, I do what I call Preferred Classes. They are listed as Common (i.e. what you would think of as Favored Classes. At least 1 in 2 members of the race that you are likely to meet belong to one of these classes), Uncommon (Most common secondary choices for members of this race), Rare (Not many members of your race choose this class as they are either mentally or physically unsuited for it. You would be a rare exception that fits right), and Very Rare (You might be the only member of your race to be a member of this class if there are any at all). So here they are for the Gen:
Common: Fighter, Primordial
Uncommon: Barbarian, Ranger, Scout
Rare: Sorcerer, Marshall
Very Rare: All other classes
STARTING AGE Adulthood: 14
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6
AGING EFFECTS Middle Age: 30
Old: 45
Venerable: 60
Maximum Age: +2d10 Years
HEIGHT AND WEIGHT Base Length: 24'
Length Modifier: +1d6'
Base Weight: 2400 lbs
Weight Modifier: x100 lbs.
GEN CHARACTERS Your somewhere between the Nerthol and the Buytawr. Your still basically a fast melee tank.
Adventuring Race: Gen go on adventures because they're assigned to by the Druids, they're curious about something, or in odd cases for revenge or power. Mostly it's just for curiousity.
Character Development: You can either be a fast lightly armored melee tank, or be the classic up close bruiser. WHich way you go depends on you.
Character Names: Most Gen names are in Common (Welsh) the same as humans. Will post examples as soon as I find some.
ROLEPLAYING A GEN If there's one stereotype about the Gen, it's curiosity. Many things would not happen had not a curious Gen put his nose where it didn't belong. They are infamous for causing diplomatic incidents because they feel free to break rules when they want to know something.
Personality: The world is your chew toy. Sometimes literally, but usually metaphorically. The Gen have a sense of wonder that most of the other awakened critters lack. They want to know things, to question, to participate. The druids find it annoying sometimes, but they are glad at least that the Gen became something other than mindless killers.
Behaviors: Gen are always looking for something new to experience. If there's an activity they haven't seen before they want to know all about it. Many have levels in multiple classes because of this. They are also quite likely to mimic others. Always interesting to see a giant dinosaur who has suddenly decided to be a playwright in his off time.
Language:The Gen speak Common and Sylvan like all awakened animals.
GEN SOCIETY The Gen do virtually everything together, family and community bonds seen as important. Some part of this is to keep their minds at bay. As long as they're doing something they don't think about what might happen if the war is lost (or won), and what their place will be in the world after it.
Alignment : The Gen vary quite a bit. Most still tend towards Neutrality, but they can be either Lawful or Chaotic, Good or Evil with equal enthusiasm.
Lands : Where do they normally live.
Settlements : Where do they normally live when not in their homelands.
Beliefs :The Gen are curious about deities as well, and many become converts. They try to avoid the Gods who have caused the war though.
Relations: The Gen actually try to get along with the other awakened predators, confusing many of them quite frankly. Who ever heard of a friendly carnivore? On the other hand their relations with former prey species can be quite bad. The Gen are quite rapacious after all...
GEN ADVENTURES · Your packmates have gone missing while you were on patrol.
. You found a shiny new object (i.e. magic item) on patrol, and must simply learn everything there is to know about it.
. While relaxing with your packmates during a lull in the fighting you encounter a freakish monster while hunting. What is it? Where did it come from? What is it doing here?