Community

 
Jump Menu:
Post Reply
Page 115 of 204  •  Prev 1 ... 113 114 115 116 117 ... 204 Next
Dinosaur Menagerie
2 years ago  ::  Oct 03, 2007 - 7:36PM #1
bhu
Posts: 4,745
Date Joined: 11/27/05
CORN HELWYR
"Horned Hunter"


"You should not have come here."

Much like the Liopleurodon, small numbers of the Giganotosaurus were awakened as doomsday weapons.

CORN HELWYR RACIAL TRAITS
· +28 Str, +2 Dex, +16 Con, +4 Wis, +2 Cha
· Size Class: Gargantuan (Long). -4 Size Penalty to Armor Class and Attack Rolls. -12 Size Penalty to Hide Checks. +12 Size Bonus to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are 8 times those of a Medium character. Space is 20', Reach is 15'.
· Magical Beast, giving you Dark Vision 60 ft., and Low-Light Vision
· Base speed of 40 feet
· +8 Natural Armor Class Bonus
· Keen Scent: Similar to normal Scent but can detect creatures by Scent within a 180' radius.
· Improved Grab (Ex): If you hit an opponent up to 1 Size Class 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 2d8 plus your strength bonus in bludgeoning damage each round and acid damage equal to your strength bonus as well. A swallowed creature may attack the gizzard (AC is equal to 10 plus half your Natural Armor Bonus), and doing 35 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 Large, 8 Medium, 32 Small, or 128 Tiny or Smaller Opponents.
.Pinning (Ex):A Corn Helwyr can pin a creature up to 2 Size Clases smaller than itself with a successful Grapple check. The victim takes 2d6 bludgeoning damage (plus one and a half times Strength modifier) and can't move as long as the Pin persists. The Corn Helwyr has a +4 Circumstance Bonus on attack rolls to hit pinned targets with its bite. A Corn Helwyr can only pin one creature at a time.
.Wounding Bite (Ex): The Corn Helwyrs bite threatens a critical on a natural 19-20, and does triple damage on a successful confirmation. An opponent also takes 2 points of Constitution damage with a successful critical.
. Corn Helwyr have a primary Bite attack doing 2d8 plus one and a half times their Strength Bonus, and secondary Claw attacks doing 1d8 plus half strength Bonus. When performing a Full Attack they have 1 Bite and 2 Claw attacks.
· A Corn Helwyr has 24 Racial Hit Dice, giving it the following: 24d10 Hit Points, +24 base Attack Bonus, +14 Fort Save, +14 Ref Save, +8 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 9 Feats, two of which may be Epic Feats.
. Non Humanoid Form: The Corn Helwyr 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 eight times the weight and up to 16 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.
. Corn Helwyr 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 Corn Helwyr 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: 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 Corn Helwyr:

Common: Primordial
Uncommon: Barbarian, Fighter
Rare: Ranger
Very Rare: All other classes

STARTING AGE
Adulthood: 15
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6

AGING EFFECTS
Middle Age: 35
Old: 53
Venerable: 70
Maximum Age: +2d20 years

HEIGHT AND WEIGHT
Base Length: 50'
Length Modifier: +1d10'
Base Weight: 8000 lbs
Weight Modifier: x200 lbs.

CORN HELWYR CHARACTERS
All of the Corn Helwyr are melee tanks. They have been trained as eating machines, designed to assault and break cities.
Adventuring Race: The Corn Helwyr have not been publicly revealed. They adventure only to wipe out witnesses.
Character Development: The Corn Helwyr are pretty much similar to the Nerthol or Gormesur. They are however far more cooperative with each other and fight in teams.
Character Names: Most Corn Helwyr names are in Common (Welsh) the same as humans. Will post examples as soon as I find some.

ROLEPLAYING A CORN HELWYR
You are present for one purpose only: To kill the world so it can begin anew. At least you think thats the reason. Perhaps you're actually hear to save it from something worse than yourself. That would at least be interesting...
Personality: Corn Helwyr have little in the way of personality. They kill to eat, and train for the future. Nothing else interests them. The Druids worry they may be becoming too fanatic...
Behaviors: The Corn Helwyr are obsessed with their role in the worlds future. They train endlessly. Nothing else concerns them.
Language: The Corn Helwyr speak Common and Sylvan like all awakened animals.

CORN HELWYR SOCIETY
There are too few of the Corn Helwyr to call a civilization. They're more like a small mercenary army.
Alignment : All Corn Helwyr are currently Neutral.
Lands : Currently they're being kept hidden in the southern rain forests.
Settlements : The Corn Helwyr do not leave their protected area.
Beliefs : Gods do not concern the Corn Helwyr. Only their own destiny concerns them.
Relations: Being unkown the Corn Helwyr relate to other races by murdering them if they are found out.

CORN HELWYR ADVENTURES
· An ally has discovered you. The Druid council would prefer they be captured and brought back alive. If not...
. One of your own has fled. He must be hunted down.
. The time has come to reveal yourselves. You must destroy a nearby city, and leave nothing alive. A demonstration of your power.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
Quick Reply
Cancel
2 years ago  ::  Oct 04, 2007 - 12:32AM #2
Raptorial
Posts: 885
Date Joined: 05/26/05
For those that have been waiting for the aurochs, your time has come.


Aurochs
Large Animal
Hit Dice: 6d8+27 (54 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 14 (-1 size, +5 natural), touch 9, flat-footed 14
Base Attack/Grapple: +4/+15
Attack: Gore +10 melee (2d6+7)
Full Attack: Gore +10 melee (2d6+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Powerful charge
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +5, Will +3
Abilities: Str 24, Dex 10, Con 18, Int 2, Wis 12, Cha 6
Skills: Listen +5, Spot +4, Survival +3
Feats: Endurance, Improved Bull Rush, Toughness
Environment: Temperate forests and grasslands
Organization: Solitary or herd (5-15)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7-12 HD (Large); 13-18 HD (Huge)
Level Adjustment: -

  • D&D Fluff: The aurochs is a great cattle, much larger than the breeds farmed by most human villagers. They are most closely related to certain West breeds of cattle such as the black angus and the wild zebu. Aurochs have been somewhat domesticated by the giant races, but humans mostly hunt them for food rather than taking the time to break them for milk and meat they can already get with the long-domesticated breed.
Quick Reply
Cancel
2 years ago  ::  Oct 04, 2007 - 1:28AM #3
DonThelonious
Posts: 606
Date Joined: 04/16/07
Raptorial: Mind if I use the Auroch in the world I am building elsewhere on the boards? I need a big grazing herd beast.
Quick Reply
Cancel
2 years ago  ::  Oct 04, 2007 - 1:39AM #4
DonThelonious
Posts: 606
Date Joined: 04/16/07
This just in off the yahoo wires:
New Duck Billed Dinosaur

Apparantly this thing had a bite that would be devastating.
Quick Reply
Cancel
2 years ago  ::  Oct 04, 2007 - 4:01AM #5
Raptorial
Posts: 885
Date Joined: 05/26/05

DonThelonious wrote:

Raptorial: Mind if I use the Auroch in the world I am building elsewhere on the boards? I need a big grazing herd beast.


Sure, especially since I'll probably be cross-posting it elsewhere myself. Also, on that new hadrosaur...interesting. Gryposaurus is an old genus, but the new species g. monumentensis does look interesting.

Quick Reply
Cancel
2 years ago  ::  Oct 04, 2007 - 4:37AM #6
DonThelonious
Posts: 606
Date Joined: 04/16/07

Raptorial wrote:

Sure, especially since I'll probably be cross-posting it elsewhere myself.


Thanks

Quick Reply
Cancel
2 years ago  ::  Oct 04, 2007 - 3:02PM #7
Hellsbells
Posts: 3,597
Date Joined: 06/11/07
all looks good

gratz on awesomeness
Quick Reply
Cancel
2 years ago  ::  Oct 04, 2007 - 4:47PM #8
Raptorial
Posts: 885
Date Joined: 05/26/05
Not exactly a "creature", but pretty fitting nonetheless.

NEANDERTHAL

"The shaman has foreseen a great war in our futures. We must prepare ourselves for battle, for we cannot let the orcs take our land!"

Neanderthals are masters of the cold, people marvelously adapted for the cold lands of the Great North. They are the premier hunter-gatherer race, and have a long history of war, since they are always under the threat of the orcs of the Great North for control of their homeland. Most neanderthals do not live as long as other humanoid races due to their rought lives, but they live them to the fullest anyway.

NEANDERTHAL RACIAL TRAITS

  • +2 Strength, -2 Dexterity, +2 Constitution.
  • Medium-size.
  • Humanoid.
  • 30 foot base speed.
  • Made for the Cold (Ex): Neanderthals gain a +4 bonus to Fortitude saves to resist the effects of cold.
  • Humanblood (Ex): Due to their close relations to humans, neanderthals are considered humans for all purposes, and gain the extra feat and skill points as per a human.
  • Bonus Feat: Neanderthals gain the bonus feat Archaic Weapons Proficiency.
  • Automatic language: Neanderthalese; bonus languages: Common, Draconic, Dwarven, Giant, Terran, Undercommon.
  • Level Adjustment: +1.
  • Favored Class: Ranger.


STARTING AGE

  • Adulthood: 18.
  • Barbarian, Rogue, Sorcerer: 1d4
  • Bard, Fighter, Paladin, Ranger: 1d6.
  • Cleric, Druid, Monk, Wizard: 2d6.


AGING EFFECTS

  • Middle Age: 30
  • Old: 45
  • Venerable: 55
  • Maximum Age: +1d10.


HEIGHT AND WEIGHT

  • Base Height: 5'8
  • Height Modifier: +2d6 inches
  • Base Weight: 120 lb.
  • Weight Modifier: +1d10 lb.


NEANDERTHAL CHARACTERS
Neanderthals make fine warriors and scout characters, and neanderthal shamans practicing druidic magic is not uncommon.

  • Adventuring Race: The most common reason for a neanderthal to become an adventurer is to hunt for far-flung prey or to fight for his village with other individuals willing to help his cause.
  • Character Development: The best methods of using a neanderthal to his fullest is in the Barbarian or Ranger classes. Applying a good score roll to Dexterity is a must for any spear-throwers and fast Rangers, because the neanderthal's penalty to that score makes him a bit behind the standard.
  • Character Names: Neanderthal names tend to have their own symbolic meaning in Neanderthalese, but those travelling with humans tend to drop their neanderthal name and gain a more human one. Examples of traditional neanderthal names "humanized" including Blinding Snows, Mammoth Slayer, and Cloud Walker.


ROLEPLAYING A NEANDERTHAL
You often have to fight adversity when adventuring, since many peoples of the lands to the South believe your kind to be "subhuman primitives, no smarter than trolls".

  • Personality: You are determined and sometimes distant to those who do not know you, but you are jovial and kind-hearted to your comrades and village family.
  • Behaviors: Neanderthals are best described as "brave in the face of great adversity". A neanderthal will behave with the same courage when facing a mammoth as he would a goblin.
  • Language: Neanderthalese is a complex tribal language, somewhat sounding like a mix of West Valleys Common (German), dwarven, and deeper-toned "musical" words.


NEANDERTHAL SOCIETY
Neanderthals are close-knit people, trading in between tribes and treating their home village's residents as an extended family.

  • Alignment : As true team players for the benefit of their tribe, neanderthals tend to be Lawful Neutral or Lawful Good.
  • Lands : Neanderthals live in the lands of the Great North, living in the Far North steppes in the summer, then retreating farther to the Low North cavernlands when winter grasps the steppes in ice and snow even more than they can handle.
  • Settlements: Neanderthals build temporary "villages" out of caves in their winter home, as well as true villages built from mammoth bones and hides in the Far North.
  • Beliefs: Neanderthals mostly worship nature deities, their shaman (usually a Druid or Cleric) acting as a "speaker of the spirits" for their chosen god/dess.
  • Relations: Neanderthals make wary friends of humans, and make fast friends with arctic elves and dwarves, having the mutual enemies of the goblinoid races and orcs of the Far North.


NEANDERTHAL ADVENTURES

  • The village's shaman has gone missing in the middle of the most important religious festival of the year, causing disarray and fears of an ill omen. The orcs of the nearby forest are the prime suspects.
  • A neanderthal adolescent was killed by a short-faced bear in his right of passage. The grief-stricken parents want a brave adventurer group to retrieve his bones for proper burial.
  • In a dangerous twist of fate, a white dragon has wiped out the orc tribe nearby, but is not satisfied, and wishes to do in the neanderthal village as well. A group of surviving orcs wish to make a truce to vanquish the beast, but can they be trusted?
Quick Reply
Cancel
2 years ago  ::  Oct 05, 2007 - 3:56AM #9
Hellsbells
Posts: 3,597
Date Joined: 06/11/07
wait, theres already a neanderthal in frostburn...
Quick Reply
Cancel
2 years ago  ::  Oct 05, 2007 - 4:05AM #10
Raptorial
Posts: 885
Date Joined: 05/26/05
Yeah, but they painted them with the "primitive subhuman" brush, with an Int penalty etc. Considering that the same book has mammoths as dire elephants, etc, I'd say it's a wonder if they actually do any paleowork.
Quick Reply
Cancel
Page 115 of 204  •  Prev 1 ... 113 114 115 116 117 ... 204 Next
Post Reply
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing