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Dinosaur Menagerie
2 years ago  ::  Sep 09, 2007 - 6:36PM #1
bhu
Posts: 4,745
Date Joined: 11/27/05
Ass soon as I got the races up I was gonna work on feats,PrC's, spells, other neatnesses :D

I try to be thorough when i can
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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2 years ago  ::  Sep 10, 2007 - 12:23AM #2
bhu
Posts: 4,745
Date Joined: 11/27/05
While I'm at it anything anyone wants added to Dinosaur Satan?
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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2 years ago  ::  Sep 10, 2007 - 5:13PM #3
Raptorial
Posts: 885
Date Joined: 05/26/05

Coelodonta
Large Animal
Hit Dice: 9d8+57 (97 hp)
Initiative: -1 (-1 Dex)
Speed: 30 ft. (6 squares)
Armor Class: 15 (-1 size, -1 Dex, +7 natural), touch 8, flat-footed 15
Base Attack/Grapple: +6/+18
Attack: Gore +13 melee (4d6+8)
Full Attack: Gore +13 melee (4d6+8)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge (8d6+16)
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +5, Will +4
Abilities: Str 27, Dex 8, Con 23, Int 2, Wis 12, Cha 5
Skills: Listen +9, Spot +2, Survival +4
Feats: Endurance, Improved Overrun, Power Attack, Toughness
Environment: Cold plains and forests
Organization: Solitary or herd (2-7)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Level Adjustment: -

And converted from d20 Modern...

Mammoth/Mastadon
Huge Animal
Hit Dice: 18d8+93 (174 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 17 (-2 size, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: +13/+33
Attack: Slam +23 melee (1d6+12) or gore +23 melee (2d6+12)
Full Attack: Slam +23 melee (1d6+12) and 2 stamps +18 melee (2d4+6) or gore +23 melee (2d6+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Trample
Special Qualities: Low-light vision, scent
Saves: Fort +18, Ref +11, Will +7
Abilities: Str 34, Dex 10, Con 21, Int 2, Wis 13, Cha 7
Skills: Intimidate +2, Listen +6, Spot +6, Survival +8
Feats: Cleave, Die Hard, Endurance, Great Cleave, Great Fortitude, Power Attack, Toughness
Environment: Temperate plains and marshes for American mastadon, cold plains for woolly mammoth, or temperate plains for Columbian mammoth
Organization: Herd
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 19-36 HD (Huge); 37-54 HD (Gargantuan)
Level Adjustment: -
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2 years ago  ::  Sep 10, 2007 - 5:36PM #4
Hellsbells
Posts: 3,597
Date Joined: 06/11/07
(( o the Auroch reminded me of the chronicles of ancient darkness. Anyone read them? (sorry I read to much) ))

What about the giant elk? cant remember there names.
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2 years ago  ::  Sep 10, 2007 - 6:51PM #5
Raptorial
Posts: 885
Date Joined: 05/26/05
Megaloceros? Sure, I'll do that too.
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2 years ago  ::  Sep 11, 2007 - 3:53AM #6
Hellsbells
Posts: 3,597
Date Joined: 06/11/07
yah those guys.
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2 years ago  ::  Sep 11, 2007 - 9:31AM #7
Raptorial
Posts: 885
Date Joined: 05/26/05
I changed around what I decided to do in the end, but don't worry, the smilodon won't be forgotten, nor will the aurochs. I'm just a bit stat-drained this morning.


Megaloceros
Large Animal
Hit Dice: 5d8+20 (42 hp)
Initiative: +4 (0 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armor Class: 12 (-1 size, +3 natural), touch 9, flat-footed 12
Base Attack/Grapple: +3/+12
Attack: Gore +7 melee (1d10+5) or hoof +7 melee (1d6+5)
Full Attack: Gore +7 melee (1d10+5) or 2 hooves +7 melee (1d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge (2d10+10)
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +4, Will +2
Abilities: Str 21, Dex 10, Con 18, Int 2, Wis 13, Cha 5
Skills: Jump +6, Listen +5, Spot +5, Survival +4
Feats: Endurance, Improved Initiative
Environment: Cold plains and open forests (temperate and cold marshes for the similar Ice Age stag-moose)
Organization: Solitary or herd (3-14)
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (Large); 11-15 HD (Huge)
Level Adjustment: -

  • Skill Bonuses: Megaloceros gain a +2 bonus to Spot and Listen checks.
  • D&D Suggestions on Use: In the lands of the Far North, many tribes of orc barbarians use megaloceros as cavalry, since they are easier to train than the brutally powerful but extremely stubborn coelodonta. Communities in the more forested temperate zones might see a megaloceros skull brought down from the Far North as some sort of forest spirit due to the immense antler size.
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2 years ago  ::  Sep 12, 2007 - 6:56PM #8
moosekickedmysisterstoof
Posts: 126
Date Joined: 11/22/01
I edited some stuff.






Cave Spinosaurus

Large Animal
HD: 10d8+23 (68 hp)
Init: +2
Speed: 40 ft. (8 squares)
AC: 19 (-1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: +7/+19
Attack: Bite +14 melee (2d6+8)
Full Attack: Bite +14 melee (2d6+8) and 2 claws +12 melee (1d8+4)
Space/Reach: 10ft/10ft
Special Attacks: Frightful presence, improved grab, swallow whole, trample 2d6+10
Special Quality: Darkvision 60 ft., scent
Saves: Fort +11, Ref +9, Will +7
Abilities: Str 26, Dex 15, Con 15,
Int 2, Wis 15, Cha 10
Skills: Listen +8, Spot +8, Survival +5
Feats: Alertness, Iron Will, Multiattack, Toughness
Environment: Underground
Organization: Solitary, pair, or pack (3-8 plus 50% chance for 1 pack leader with 16 HD)
CR: 7
Treasure: None
Alignment: Always neutral
Advancement: 11-16 HD (Large); 17-29 HD (Huge)
LA: --


Long, webbed spines adorn the back of this primeval horror. It has a long, narrow skull with a mouth full of conical fangs and its front limbs are well equipped with sickle shaped claws that could flay through flesh and armor.

The cave spinosaurus is a fearsome subterranean carnivore with a savage disposition. Bred by the serpentine Yuan-Ti, the beasts proved to be much more fierce and wily than the other cave dinosaurs. Because domestication of the animals proved too difficult, the Yuan-Ti strategically released packs of cave spinosaurs in remote locations (often near their hidden temples) to act as free-roaming "guard dogs".
A cave spinosaurus is roughly 14 feet long from snout to tail, and weighs around 600 pounds.

Combat:

A cave spinosaurus charges into combat with a blood-curdling roar. With its prey panicked and disoriented, it tramples smaller creatures under its clawed feet then attempts to seize and swallow them whole. When faced with larger foes, it slashes wildly with its talons and bites with its powerful jaws.

Frightful Presence (Ex): As a standard action, a cave spinosaurus can let loose a terrifying roar that can shakes its foes to the core. Creatures within 30 feet of the dinosaur with 10 or less HD must make a Will save (DC 15) or become panicked for 4d6 rounds. Creatures who succeed on the Will save remain immune to the dinosaur's frightful presence for 24 hours.

Improved Grab (Ex):To use this ability, a cave spinosaurus must hit an opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round.

Swallow Whole (Ex): A cave spinosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check.
The swallowed creature takes 2d6+8 points of bludgeoning damage and 6 points of acid damage from the cave spinosaur's gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 20 points of damage to the gizzard (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cuts its own way out.
A Large cave spinosaurus's gizzard can hold 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

Trample (Ex): Reflex half DC 23. The save DC is Strength-based.


Cave Spinosaurs as Animal Companions

A druid of at least 13th level can select a cave spinosaurus as an alternate animal companion.
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2 years ago  ::  Sep 13, 2007 - 1:15AM #9
bhu
Posts: 4,745
Date Joined: 11/27/05
Added a bit to Dinosaur Satan back on page 36. If you guys like I'll be doing CR and finishing him up.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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2 years ago  ::  Sep 14, 2007 - 12:49AM #10
bhu
Posts: 4,745
Date Joined: 11/27/05
BRENIN GEN
"King Jaw"


"In the end you all taste pretty much the same."

Since the Archelons and Ichthyosaurs didn't meet the druids requirements for seabound warriors they next tried awakening the Mosasaurs.

BRENIN GEN RACIAL TRAITS
· +18 Str, +2 Dex, +12 Con, +2 Wis, +2 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'
· Type: Magical Beast, giving you Dark Vision 60 ft., and Low-Light Vision
· Base speed 10 ft.
. Swim Speed 70 ft.
. +10 Natural Armor Class Bonus
· Improved Grab (Ex): If you hit an opponent up to 2 Size Classes smaller than you with your bite attack you can attempt to start a grapple as a free action without provoking an attack of opportunity. If your grapple attempt is successful, you may attempt to use your Swallow Whole ability the next round, or do bite damage.
· Swallow Whole (Ex): On a succesful Grapple check you can attempt to Swallow Whole any creature up to 2 Size Clases smaller than you. The swallowed creature takes 1d6 plus your strength bonus in bludgeoning damage each round and 1d8 acid damage. A swallowed creature may attack the gizzard (AC is equal to 10 plus half your Natural Armor Bonus), and doing 20 points of damage with a light slashing or piercing weapon. Muscular action immediately closes the hole, and other swallowed creatures must cut their own way out. Your gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or Smaller Opponents.
. Hold Breath (Ex): The Brenin Gen can hold it's breath a number of rounds equal to 6 times it's Constitution modifier before it risks drowning.
. The Brenin Gen have a Primary Bite attack doing 1d8 plus their Strength modifier, and a Secondary Tail Slap doing 1d8 plus half Strength modifier. When performing a Full Attack they get i Bite and 1 Tail Slap.
· A brenin Gen has 15 Racial Hit Dice, giving it the following: 15d10 Hit Points, +15 base Attack Bonus, +9 Fort Save, +9 Ref Save, +5 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Listen, Spot, Swim. It also gets 6 Feats.
· The Brenin Gen has a +8 Racial Bonus on Swim checks and can always take 10 on a Swim check even if endangered or threatened. It may use the Run action while swimming in a straight line.
. Non Humanoid Form: The Brenin 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 five times the weight and up to 8 times the cost for them. They cannot weild weapons. If someone is willing to help them in and out of it they can wear armor.
. Brenin 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 Brenin 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: +8
· Favored Class: Primordial


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 Brenin Gen:

Common: Primordial, Barbarian
Uncommon: Ranger, Scout
Rare: Fighter, Psychic Warrior
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: 25 ft.
Length Modifier: +1d8 ft.
Base Weight: 4000 pounds
Weight Modifier: x100 pounds

BRENIN GEN CHARACTERS
The Brenin Gen are pretty much as close as you'll get to a Nerthol in the ocean. If you want a big bruiser, they're your best option.
Adventuring Race: The Brenin Gen go on adventures because they are ordered to, or they wish to prove their own physical power. Most would rather just patrol their own territory.
Character Development: Pretty similar to other melee types. The Brenin Gen will only get one or two attacks a round, and probably won't be wearing armor so design him to account for that.
Character Names: Most Brenin Gen names are in Common (Welsh) the same as humans. Will post examples as soon as I find some.

ROLEPLAYING A BRENIN GEN
Brenin Gen are little more than Sea Wolves. Many believe them barely awakened (and the Brenin Gen often play on that stereotype). They spend all their time either hunting food, or killing in the war. Whether or not this is out of a sense of duty to the Druids that awakened them or just because they tend to be little more than vicious predators even now is unknown.
Personality: You are easily startled, and constantly on alert. If any modern term can be appropriately used for you it is 'wired'. You never relax, and are always ready fr the slightest danger. You are also a little to quick to react, leaving most wit hthe impression that you are a hothead at best, and a feral psychotic at worst.
Behaviors: You like hunting to prove yourself. You like fighting and killing to prove yourself. Some see this as meaning the Brenin Gen are a little to easy to manipulate due to their pride. Others see it as you being dangerously unstable, and it's best if they stay on your good side (preferably from a distance).
Language:The Brenin Gen speak Common and Sylvan like all awakened animals.

BRENIN GEN SOCIETY
Much like the Cravank the Brenin Gen have little in the way of culture or society. The wide open spaces of the sea mean they rarely have to spend time with each other except for mating or for missions. They are highly individualistic, and very combative. they will cooperate with others of their kind when problems arise, but they tend to fight among thmselves viciously if given no enmy to focus on.
Alignment : Most Brenin Gen are Neutral, with a few trending towards Evil.
Lands : The Brenin Gen live in the open sea, and hate leaving it for any reason.
Settlements : The Brenin Gen rarely settle, and only when their force of numbers means they are absolutely safe. They dont settle new territory so much as take it.
Beliefs : The Brenin Gen have heard of Gods, but put little stock in them and haven't pursued any knowledge of them. Most doubt their existence as they have never seen one.
Relations: There is little relation with other races at all. The Brenin Gen respect the Druids, but little else. Everyone else is food, a competitor for food, or an enemy. They pretty much deal with everyone on that basis. needless to say they really don't have many friends...

BRENIN GEN ADVENTURES
· Rumor has it that a Glyflym Gen of odd color and markings has been murdering the Brenin one by one in single combat. Time to find out whats going on...
. A Kraken has recently claimed your territory as his own. Time to teach him a lesson...
. Everything you have recently killed seems to be coming back from the dead. You need to find the Druids quickly.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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