I would tend to agree that an Int penalty is not appropriate for Neanderthals - considering that (if I recall correctly) their brain capacity was slightly larger than that of modern humans and the fact that they exibited complex social behaviors such as caring for their elderly and burying their dead.
The Dimetrodons were awakened as marsh fighters. Ensuring the Law and CHaos fanatics didn't venture into the marshes under their control. And anyone else really...
RHEDEG GEN RACIAL TRAITS · +8 Str, -4 Dex, +6 Con, +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 10 feet . Swim Speed 10 feet · +5 Natural Armor Class Bonus . Scent . Burst of Speed (Ex): Up to 3 times per hour a Dimetrodon can increase its base land speed to 60 for 1 round as a Free Action. It has a +2 Dodge Bonus to Armor Class during this round. . Rhedeg Gen have a Primary Bite Attack doing 1d8 plus one and a half times their Strength modifier. · A Rhedeg Gen has 4 Racial Hit Dice, giving it the following: 4d10 Hit Points, +4 base Attack Bonus, +4 Fort Save, +4 Ref Save, +1 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 2 Feats. . Non Humanoid Form: The Rhedeg 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. . Rhedeg 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 Rhedeg 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: +3 · Favored Class: Barbarian
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 Rhedeg Gen:
Common: Barbarian, Primordial Uncommon: Scout Rare: Fighter Very Rare: All other classes
STARTING AGE Adulthood: 14 Years 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: 8' Length Modifier: +1d3' Base Weight: 500 lbs. Weight Modifier: x100 lbs.
RHEDEG GEN CHARACTERS Most of the Rhedeg Gen are slow melee brutes. They aren't fast or difficult to hit, but they are pretty mean. Adventuring Race: Rhedeg Gen rarely adventure. Most of them are content to simply live a life in the swamps killing prey. Some occasionally adventure at the orders of Duids or to confront a threat to their communities. Character Development: You have a bad Dex, and a slow movement rate. If you go melee, make sure you can seriously soak damage. Character Names: Most Rhedeg Gen names are in Common (Welsh) the same as humans. Will post examples as soon as I find some.
ROLEPLAYING A RHEDEG GEN Rumours of cannibalism plague your race (and they aren't entirely unfounded). Even the other predator races rarely devour their own kind on a regular basis. Privately many of the Druids believe your species to be heavily flawed and possibly in need of putting down... Personality: You are just flat out mean. Anything smaller than you is food. Anything you can catch is food. Anything weaker period is food. And eating or catching dinner seems to occupy most of your time... Behaviors: Rhedeg always like to test leaders. Anyone stuck with them will have to be obviously more powerful, or able to endure constant fights for dominance. Rhedeg spend much of their time fighting or eating. Most have little thought for anything else. Language: The Rhedeg Gen speak Common and Sylvan like all awakened animals.
RHEDEG GEN SOCIETY The Rhedeg have little in the way of culture. Anyone less powerful than you is food, that includes your family in tough times. Life is usually bleak for the Rhedeg Gen and they have little time for anything beyond immediate survival. Alignment : Most Rhedeg Gen are Neutral with strong Evil tendencies. Cannibals just arent nice people... Lands : The Rhedeg Gen normally occupy marshes. Settlements : The Rhedeg rarely leave their marshes, but they will occupy any territory with sufficient prey. Beliefs : The Rhedeg have no time for religion. Relations: The Rhedeg Gen dont like other predatorial species because they're competitors for resources. They don't like prey species because ...they're prey. Sometimes even the Druids have to remind the Rhedeg they aren't on the menu.
RHEDEG GEN ADVENTURES · The eldest of your tribe has stopped eating. For months. Yet he is still alive and in apparent good health, and has easily defeated challengers to his authority. Something is wrong... . The newest members of the tribe have just hatched, and unlike others who are wary of adults, these are fearless. There are reports of them swarming and devouring older tribe members. Normally things work the other way around... . Something recently snapped in your brain when you took a head shot in a battle. Simpley devouring everything in your path no longer holds interest for you, and neither does constant combat to hold your place in the tribal heirarchy. There are whispers that you are in need of culling. You may have to flee soon to avoid being eaten...
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available
Back to some more "realistic" beasties (not that I don't like awakend dinosauri)....
Moschops Huge Animal Hit Dice: 6d8+24 (56 hp) Initiative: +0 Speed: 20’ (4 squares) Armor Class: 17 (-2 size, +9 natural), flat-footed 17, touch 8 Base Attack/Grapple: +4/+17 Attack: Bite +11 melee (2d6+9) Full Attack: Bite +11 melee (2d6+9) Space/Reach: 15'/15' Special Attacks: Head Butt, Musk Special Qualities: Low-light vision, scent, stubborn Saves: Fort +10, Ref +4, Will +5 Abilities: Str 24, Dex 10, Con 19, Int 2, Wis 10, Cha 3 Skills: Hide +0, Listen +1, Move Silently +4, Spot +0, Survival +4* Feats: Track, Improved Natural Attack (bite), Special Ability Focus (Musk). Environment: Warm Forests Organization: Solitary or herd (4–16) Challenge Rating: 6 Advancement: 7-12 HD (Huge), 13-18 HD (Colossal) Level Adjustment: -
Moschops (meaning "Calf eye") was a large, plant-eating animal that lived over 250 million years ago, during the late Permian period. This herding animal lived and went extinct before the dinosaurs evolved. It may have been preyed upon by carnivorous therapsids, like Titanosuchus and Lycaenops. The moschops is a mammal-like dinosaur that is known for its brute strength and its incredible stubbornness. Moschops was a bulky quadruped; the front legs were sprawling but the rear legs were more column-like. It was about 16 feet long and had a barrel-like chest. Moschops had a massive, thick skull (about 4 inches thick) and used this thick skull to engage in head-butting over territory and sexual displays (like modern-day rams). When surprised or frightened, the moschops typically charge first, using their ram ability. Then they turn, use their musk, and flee. If neither of these tactics dissuades a predator, they use their powerful jaws to tear at their enemies. Even though a typical moschops is incredibly stubborn, it can be tamed though and make excellent trackers once they have been domesticated. Moschops are a relatively inoffensive beast that would rather run away and hide than fight. The gnolls in the Cauldron area use them as trackers instead of wolves (which are unknown) and hyenas (which are sacred to these gnolls). Combat Stubborn (Ex): When a moschops is being trained the DC to teach the creature any 'trick' is increased by 4. Head Butt (Ex): A moschops typically begins a battle by charging at its enemy, lowering its head to bring its massive, thick skull into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single attack with a +13 attack bonus that deals 4d6+9 points of damage. Musk (Ex): Once per round and no more than three times per day, a moschops can emit a line of yellowish sulfuric liquid to a range of 10 feet. A creature in the area must make a successful Reflex save (DC 18) or be blinded and nauseated for 1d4 rounds. The save DC is Constitution-based and includes a +2 racial bonus and a +2 bonus from its Ability Focus feat. A delay poison or neutralize poison spell removes the effects from a nauseated creature. Creatures with immunity to poison are unaffected by the nauseating effects of moschops musk but are still blinded if they fail their save. Additionally, the target suffers a -10 circumstance penalty to Hide checks while wearing clothes or armor contaminated with moschops musk. The creature also suffers a -4 circumstance penalty to all Charisma-based skill checks while wearing contaminated clothes or carrying contaminated gear. Flesh, leather goods, metal goods (weapons, armor, and the like) must be washed in a concentrated mixture of vinegar over a period of three days in order to fully remove the stench of moschops musk. The prestidigitation spell cannot clean items stained by moschops musk. Skills: A moschops has a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8. Additionally they have a +4 racial bonus to Survival when tracking by scent.
Titanosuchus Medium Animal Hit Dice: 5d8+15 HD (45 hp) Initiative: +2 Speed: 40’ (8 squares) Armor Class: 16 (+2 Dex, +4 natural), flat-footed 14, touch 12 Base Attack/ Grapple: +2/+11 Attack: Bite +7 melee (1d8+6) Full Attack: Bite +7 melee (1d8+6) Space/Reach: 5’/5’ Special Attacks: Improved Grab, Sprint Special Qualities: Low-light Vision Saves: Fort +9, Ref +8, Will +3 Abilities: Str 19, Dex 14, Con 17, Int 2, Wis 12, Cha 4 Skills: Hide +6*, Listen +3, Spot +3 Feats: Improved GrappleB, Improved Overrun, Power Attack, Skill Focus (Hide). Environment: Warm Forests and Plains Organization: Solitary or colony (6–11) Challenge Rating: 5 Advancement: 6-8 HD (medium), 9-12 HD (large), 13-15 (huge) Level Adjustment: -
Titanosuchus ("titanic crocodile") (pronounced ti-TAN-oh-SOOK-us) was a therapsid (it was not a dinosaur). This meat-eater lived during the late Permian period (just before the dinosaurs evolved). Titanosuchus walked on four short, sprawling legs. It has a long tail and a huge skull with many sharp teeth (including fang-like canines, sharp incisors, and shearing-type teeth toward the back of the jaw). An average titanosuchus was about 8 ft long. Despite being similar to its reptilian cousin, the crocodile, titanosuchus was not water dwelling. Instead it liked to hide within vegetation and the dart out to attack (using its sprint attack), grab a hold on the victim with its jaws, and then drag its prey back into the thick vegetation. Combat Improved Grab (Ex): To use this ability, a titanosuchus must hit with its bite attack. It can then attempt to start a grapple (+11) as a free action without provoking an attack of opportunity. If it wins the grapple check, the titanosuchus establishes a hold on the opponent with its mouth and drags it into heavy or constricted vegetation. When its prey is constrained by the vegetation, the titanosuchus settles down to feed. Sprint (Ex): Once per hour, a titanosuchus can move ten times its normal speed (400 feet) when it makes a charge. Skills: The skin of a titanosuchus changes color much like a chameleon, allowing it to blend in with its surroundings and providing a +4 racial bonus on Hide checks. *In heavily forested or overgrown areas, this bonus improves to +8.
Lycaenops Large Animal Hit Dice: 6d8+12 HD (39 hp) Initiative: +3 Speed: 50’ (10 squares) Armor Class: 15 (-1 size, +3 Dex, +3 natural), flat-footed 12, touch 12 Base Attack/Grapple: +4/+13 Attack: Bite +10 melee (1d8+9) Full Attack: Full Atk Bite +10 melee (1d8+6) Space/Reach: 5’/5’ Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +7, Ref +8, Will +7 Abilities: Str 23, Dex 17, Con 15, Int 2, Wis 14, Cha 10 Skills: Hide +3, Listen +7, Move Silently +7, Spot +7, Survival +4* Feats: Alertness, Run, Track, Weapon Focus (bite) Environment: Warm plains and forests Organization: Solitary or pack (5–8) Challenge Rating: 4 Advancement: 7–18 HD (Large) Level Adjustment: -
Lycaenops (meaning "wolf face") was a small therapsid, a reptilian ancestor of the mammals. It was about 3½ feet high, walked on 4 long legs and had a pointed tail. It was about 16 feet long. This meat-eater hunted in packs, preying upon plant-eaters like Moschops. It had long, deep-rooted canine teeth (fangs); its skull was deeper in front to hold these large teeth. It lived during the late Permian period, before the dinosaurs evolved. Lycaenops were the dominant predators of the Late Permian. Some of these predators were fearsome indeed; the largest skulls found are nearly half a meter long! It was a lightly built carnivore, with long running legs, which almost certainly fed on the abundant dicynodont herbivores that shared its environment. Combat Trip (Ex): A Lycaenops that hits with a bite attack can attempt to trip its opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Lycaenops. Skills: A Lycaenops has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent.
I've been reading through this thread and I must say it's been really well done. However I noticed a near fatal error in it as well you've all been posting amazing dinosaurs but you missed the most deadly and advanced dinosaur of all...
Edit---- challenge rating lowered to 1/3 since I intend this dinosaur to be slightly above kobold strength
Coelophysis Small Animal
Hit Dice: 1d8 (4 hp) Initiative: +3 (+3 Dex) Speed: 30 feet (8 squares) Armor Class: 15 (+1 natural, +3 Dex, +1 size) , Touch 13, Flat Footed 11 Base Attack: +1 Attack: Bite +2 melee (1d4) Full Attack: Bite +2 melee (1d4), 2 Claws +0 melee (1d2-1) Space/Reach: 5 ft/ 5 ft Special Attacks: Special Qualities: Low Light Vision, Scent Saves: Fort +0, Ref +5, Will +1 Abilities: Str 10, Dex 16, Con 10, Int 2, Wis 12, Cha 6 Skills: Hide +9, Listen +8, Jump +6 Spot +8 Feats: Multiattack Environment: Warm Forests, Temperate Forests Organization: Solitary, Pair, Clutch (3-12), or Swarm (20-80) Challenge rating: 1/3 Treasure: none Alignment: Always Neutral Advancement: 2-3 HD(small) 3-5 HD (medium-size)
You notice a lizardlike creature the size of a hafling dart by, its coloration designed for camoflauge in the dense forest around it. It catches a squirrel running up nearby tree with needly teeth filling a long pointed snout on a wiry neck roughly half a meter long. You then notice that several more of these lizardlike creatures in the undergrowth. Soon you realize that there's dozens of them and worst of all they're staring at you.
Coelophysis (according to many druids and naturalists) was the first dinosaur to exist and that many carnivorous dinosaurs evolved from these little scavengers. At hip they are roughly a meter tall and 2-3 meters long, they hunt anything smaller than them, dead, dying, or roughly their size if they outnumber it at least 2 to 1.
Combat Reports of coelophysis attacking in large numbers are not unheard of, fortunately for travelers they show no form of tactics above "charge and bite".
Society Coelophysis often are solitary but will form groups with other coelophysis when it benefits them, these clutches (as some call them) can last as long as years or as brief as until they make a kill. Either way coelophysis clutches can prove overwhelming to fledgling adventurers. Worse yet swarms of coelophysis have been confrimred but have only been seen when mating season approaches.
Sorry the Rhedeg are taking so long. Got locked out for a day cause of the forum move, and things in rl are going bad as usual. I'll have it done soon.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html cat burglar pdf 2.0 available