The Glyflym Gen are messengers, scouts and couriers. They swim from contient to continent to deliver messages that could otherewise be magically intercepted and listened to.
GYFLYM GEN TRAITS · +10 Str, +6 Dex, +10 Con, +2 Wis, +2 Cha · Size Class: Large (Long). -1 Size Penalty to Armor Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double those of a Medium character. Space is 10', Reach is 5'. · Magical Beast, giving you Dark Vision 60 ft., and Low-Light Vision · Base speed Swim 50 ft. · +6 Natural Armor Class Bonus . Scent . Hold Breath (Ex):Glyflym Gen can hold their breath for a number of rounds equal to 6 times it's Constituion score before they risk drowning. · Glyflym Gen have a Primary Bite Attack doing 1d8 plus one and a half times Strength bonus. · A Glyflym 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 Hide, Jump, Listen, Spot, Survival. It also gets 5 Feats. · The Glyflym Gen have a +8 Racial Bonus on Swim checks, and can always take 10 on a swim check even if distracted or endangered. They may use the Run action while swimming in a straight line. . Non Humanoid Form: The Glyflym 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 wield weapons. If someone is willing to help them in and out of it they can wear armor. . Glyflym 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 Glyflym 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: +6 · Favored Class: Scout
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 Glyflym Gen:
Common: Scout Uncommon: Ranger, Primordial Rare: Fighter, Rogue, Druid, Shaman Very Rare: All other classes
AGING EFFECTS Middle Age: 30 Old: 45 Venerable: 60 Maximum Age: +2d10 years
HEIGHT AND WEIGHT Base Length: 6' Length Modifier: +1d6' Base Weight: 500 lbs. Weight Modifier: x100 lbs.
GYFLYM GEN CHARACTERS The Glyflym Gen are fairly versatile. More powerful than they look, and very quick. They're perfect for skirmishing. Adventuring Race: The Glyflym Gen usually go on adventures because the Druids have ordered them too, or perhaps for personal curiosity. Most prefer not to, spending their time living a simple life of hunting instead. Character Development: Your a fast swimmer. Build yourself around exploiting that speed, especially since you'll only get 1 attack per round. You won't really be wearing armor, so find ways of increasing your AC without it. Character Names: Most Glyflym Gen names are in Common (Welsh) the same as humans. Will post examples as soon as I find some.
ROLEPLAYING A GYFLYM GEN You're quirky. Most of you and your brethren are highly individualistic. Each of you has a personal hobby or area of study that you use to occupy your curiosity with. Personality: Glyflym Gen are known for being talkers. Maybe it's the incredible lung capacity. Whatever it is they are known for hours long conversations on just about anything. This doesn't mean that they tend towards openness. As former predators they still have some paranoia, and they rarely chat about personal things. Behaviors: The Glyflym Gen are among the least antisocial of the awakened creatures. They are far more communal now than they were as animals. While awakening has made many of the dinosaurs paranoid and antisocial, it's made the Ichthyosaurs paranoid and chatty. They band together for protection, and are very loyal. Language: The Glyflym Gen speak Common and Sylvan like all awakened animals.
GYFLYM GEN SOCIETY The Glyflym Gen are curious in nature, seeking to learn what they can when they can. This has led to some paranoia as people have observed that regardless of what you are doing one of the Glyflym will always be in the background watching. They are somewhat good natured and fun loving, and better adapted to polite society than most awakened animals. Alignment : What alignment is common to members of this race and why. Lands : The Glyflym Gen are ocean dwellers primarily. They don't hug the coasts, but neither are they purely a deep ocean species. Settlements : Glyflym Gen rarely settle. They stick to their home territories when not on missions. Beliefs : The Glyflym Gen are fairly curious about Gods. Some may take up worship, but most approach religion in a more scholarly than devoted sense. Relations: The Glyflym Gen try their best to get along with everyone. They dont wish to offend the powerful who may destroy them, nor do they wish to offend the weak lest the weak seek to undermine them. Some awakened species are fairly annoyed by the Glyflym Gen's chatty nature though.
GYFLYM GEN ADVENTURES · Contact has been lost with an island stronghold at sea where many of the Druids secrets are kept. You and your pod must Scout the area before heavier troops are sent it to find out whats going on. . A huge sea creature of unkown origin has been devastating the local underwater populations. A small band is left, and you are the highest ranking soldier. You must somehow deal with this thing. . A recently found object of great power has been corrupting all sea life near it. You have to figure out howw to cure them and get rid of the artifact.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Well, that site mocked a lot of D&D monsters while making lewd comments, spurred my paleontological brain with rage, and killed my soul...it's the perfect monster!
Well, that site mocked a lot of D&D monsters while making lewd comments, spurred my paleontological brain with rage, and killed my soul...it's the perfect monster!
After getting A Gap in Nature from the library this week, I wanted to do some more recent extinctions and their declarations of extinction by sightings or papers, showing that we are still causing species to leave this grand planet. Steller's Sea Cow (Extinct 1768) Huge Animal Hit Dice: 10d8+63 (108 hp) Initiative: +1 (+1 Dex) Speed: swim 20 ft. (4 squares) Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14 Base Attack/Grapple: +7/+23 Attack: Slam +13 melee (2d6+8) Full Attack: Slam +13 melee (2d6+8) Space/Reach: 15 ft./10 ft. Special Attacks: - Special Qualities: Hold breath (5 x con score), low-light vision Saves: Fort +15, Ref +8, Will +4 Abilities: Str 27, Dex 12, Con 23, Int 2, Wis 12, Cha 5 Skills: Concentration +9, Hide -7, Listen +3, Spot +3, Survival +5, Swim +18 Feats: Die Hard,Endurance,Great Fortitude,Toughness Environment: Cold aquatic Organization: Solitary or cluster (2-5) Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan) Level Adjustment: -
Pyrenean Ibex (Extinct 2000, Failed Cloning Attempt 2003) Medium Animal Hit Dice: 1d8+1 (5 hp) Initiative: +2 (+2 Dex) Speed: 30 ft. (6 squares) Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 Base Attack/Grapple: 0/-1 Attack: Butt -1 melee (1d4-1) Full Attack: Butt -1 melee (1d4-1) Space/Reach: 5 ft./5 ft. Special Attacks: - Special Qualities: Low-light vision, scent Saves: Fort +3, Ref +4, Will +0 Abilities: Str 9, Dex 15, Con 13, Int 2, Wis 10, Cha 3 Skills: Balance +3, Jump +1, Spot +1 Feats: Run Environment: Temperate mountains Organization: Herd (7-12) Challenge Rating: 1/4 Treasure: None Alignment: Always neutral Advancement: 2 HD (Medium); 3 HD (Large) Level Adjustment: - Skill Bonuses: Ibex gain a +2 bonus to Balance checks and a +4 to Jump checks.
Baiji (Extinct 2006-2007 Area) Large Animal Hit Dice: 5d8+10 (32 hp) Initiative: +2 (+2 Dex) Speed: swim 80 ft. (16 squares) Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +3/+9 Attack: Slam +4 melee (2d6+3) Full Attack: Slam +4 melee (2d6+3) Space/Reach: 10 ft./5 ft. Special Attacks: - Special Qualities: Blindsight 120 ft., hold breath (6 x con score), low-light vision Saves: Fort +6, Ref +6, Will +2 Abilities: Str 14, Dex 15, Con 14, Int 2, Wis 13, Cha 6 Skills: Jump +3, Listen +9, Spot +8, Swim +10 Feats: Endurance,Weapon Finesse Environment: Temperate aquatic Organization: Solitary, Pair, or school (2-5) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 6-10 HD (Large); 11-15 HD (Huge) Level Adjustment: - Skill Bonuses: Baiji have a +4 bonus to Spot and Listen checks that are negated if it loses its Blindsight.
Dinosaur Satan Gargantuan Outsider (Chaotic, Evil, Fire, Extraplanar) Hit Dice: 30d8+510 (645 hp) Initiative: +5 Speed: 50 ft. (10 squares), Fly 150 ft. (Good) Armor Class: 37 (-4 Size,+1 Dex, +30 Natural ), touch 7, flat-footed 36 Base Attack/Grapple: +30/+62 Attack: Claw +46 melee (2d8+20 plus 2d6 fire) Full Attack: 2 Claws +46 melee (2d8+20 plus 2d6 fire), and 1 Bite +41 melee (4d6+10 plus 2d6 fire and 1d6 acid), and 1 Tail Lash +41 melee (2d8+10 plus 2d6 fire) Space/Reach: 20 ft./20 ft. Special Attacks: Spells, Flame Sheath, Call Horde, Reptile Mind Special Qualities: Damage Reduction 15/ Good and Epic, Immunities, Telepathy 100 ft., True Seeing, Energy Resistance 50 (Electricity) Saves: Fort +34, Ref +18, Will +27 Abilities: Str 50, Dex 12, Con 45, Int 24, Wis 30, Cha 30 Skills: Bluff +43, Concentration +50, Diplomacy +43, Intimidate +43, Knowledge (Arcana, History, Nature, Religion, The Planes) +40, Listen +43, Search +40, Sense Motive +43, Spellcraft +40, Spot +43, Use Magic Device +43 Feats: Awesome Blow, Corrupt Spell, Improved Bull Rush, Improved Initiative, Improved Snatch, Multisnatch, Power Attack, Rend, Snatch, Spell Focus (Evil), Transdimensional Spell Environment: Any Organization: Unique Challenge Rating: 30? Treasure: Triple Standard Alignment: Chaotic Evil Advancement: 31+HD (Gargantuan) Level Adjustment: ----
"Something is behind these dinosaur attacks. Something...Evil..."
Those of you who collected the old Dinosaurs Attack cards will recognize this one.
Spells: Dinosaur may cast spells as a Wizard equal to his Hit Dice Level (however he requires no spell book).
Flame Sheath (Su): Dinosaur Satan is surrounded by flames. They add 2d6 fire damage to his grapple attacks and unarmed strikes. In addition anyone attacking him with a grapple, unarmed strike, or natural weapon takes 2d6 fire damage.
Immunities: Dinosaur Satan is Immune to Cold, Fire, and Acid Damage. he is also immune to poison, polymorph, sleep effects, paralysis, and stunning.
True Seeing (Su): Dinosaur Satan has a continually operating True Seeing spell (20th level caster).
Call Horde (Su): Once per day Dinosaur Satan may call up to 100 Hit Dice worth of Dinosaurs. They remain with him permanently until destroyed. This otherwise works like Summon Monster IX. He cannot have more than 100 Hit Dice present at any one time.
Reptile Mind (Su): Any dinosaur or prehistoric reptile coming within sight of Dinosaur Satan must make a DC 35 Willpower save or permanently become his servant (Save DC is Charisma Based). Servants will do anything he commands, up to and including taking their own lives.
Combat: Dinosaur Satan prefers to use summoned Dinosaurs and remain behind the scenes. If confronted he actually likes physical combat as opposed to spells, and unless he believes the opponent is a threat he will attempt a Grapple.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available