Community

 
Jump Menu:
Post Reply
Page 121 of 204  •  Prev 1 ... 119 120 121 122 123 ... 204 Next
Dinosaur Menagerie
2 years ago  ::  Nov 02, 2007 - 5:11AM #1
Hellsbells
Posts: 3,597
Date Joined: 06/11/07
awakened dinos Show

this one is Rap's Show

I think thats all of BHU's awakened dinos.
Quick Reply
Cancel
2 years ago  ::  Nov 03, 2007 - 1:41AM #2
bhu
Posts: 4,745
Date Joined: 11/27/05

Hellsbells wrote:

k, thanks. What ones were you planning on doing that you have left?


whatevers in the various monster manuals and other books from wizards that I havent done yet. And then I do the LA and some possible tweaking.

http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
Quick Reply
Cancel
2 years ago  ::  Nov 03, 2007 - 11:45AM #3
Hellsbells
Posts: 3,597
Date Joined: 06/11/07
k cool
Quick Reply
Cancel
2 years ago  ::  Nov 04, 2007 - 3:06AM #4
DonThelonious
Posts: 606
Date Joined: 04/16/07
Hey, if its not to much bother could I get someone to knock up the stats for the brachiosars please?
Quick Reply
Cancel
2 years ago  ::  Nov 05, 2007 - 12:53PM #5
InsanePsychoRabbit
Posts: 86
Date Joined: 06/12/05
Have a go at this little monster!



Euchambersia
Small Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
AC: 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/-3
Attack: Bite +3 melee (1d4 plus poison)
Full Attack: Bite +3 melee (1d4 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Low-light vision, scent
Saves: Fort +5, Will +4, Ref +1
Abilities: Str 11, Dex 13, Con 15, Int 2, Wis 12, Cha 4
Skills: Hide +5, Listen +5, Spot +4
Feats: Alertness, Weapon Finesse (B)
Environment: Warm forests
Orgranisation: Solitary or pair
CR: 1
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium)
Level Adjustment: -


This creature at the same time resembles both a monitor lizard and a dog-like mammal. Its head looks more dog-like, though, due to the whiskers and large fangs. Bristle-like hair sprouts in various places from its rust-brown hide.

Euchambersia was a late Permian therocephalian, a relative of the larger gorgonopsians. Called the viper-wolf by peoples of the land in which it dwells, it is unique in that it has evolved venom for offensive use - to kill its prey.

Combat
Euchambersia waits for prey to come along, then charges in to bite. It usually attempts to hold on to its prey. If threatened by a larger creature, however, it wil flee.

Poison (Ex): Euchambersia's venom is a neurotoxin that slows the prey's reflexes and prevents it from struggling (Fort DC 13, 1d4 Dex/1d4 Dex).


I have published this creature under the Open Gaming Licence at blacksway.net/cc. I reserve the right to re-distribute it.
Bring Gleemax Back.  Even as a failure, it was better than this.
http://community.wizards.com/durdur
Quick Reply
Cancel
2 years ago  ::  Nov 06, 2007 - 11:54AM #6
Raptorial
Posts: 885
Date Joined: 05/26/05
That is a cute creature, and the poison idea is a creative stroke of genius. I also like the OGL notice, although I am not sure it would have any effect on WotC having control over your stuff..if it does, heck, I'll put them in all of my posts, because I plan on converting most of mine to d20 Modern later. I have a little problem with the brachiosaurs, DonThelonious. For some reason, lately, my calculation tool refuses to do Colossal creatures. If bhu has some time, he or someone else could do the brachs. But in the meantime, here's the "big brother" of of InsanePsychoRabbit's euchambersia.


Inostrancevia
Large Animal
Hit Dice: 5d8+25 (47 hp)
Initiative: +2 (+2 Dex)
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+12
Attack: Bite +7 melee (1d8+5)
Full Attack: Bite +7 melee (1d8+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Disease, low-light vision, scent
Saves: Fort +9, Ref +6, Will +2
Abilities: Str 21, Dex 15, Con 21, Int 2, Wis 12, Cha 6
Skills: Hide +1 (+5 in tall grass), Listen +4, Spot +4, Survival +3, Swim +6
Feats: Alertness, Track
Environment: Warm plains and marshes
Organization: Solitary, family (2-5), or pack (3-7)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-11 HD (Huge)
Level Adjustment: -

  • D&D Fluff: This ferocious rhino-sized gorgonopsian is like a hellish combination of sabre-toothed cat and komodo dragon, a brutal killer and expert ambush hunter, as well as the largest of its breed. Inostrancevia mainly hunts the huge pareiasaurs such as scutosaurus, but humans on horseback are no safer than these lumbering reptilian hulks in the thinner canyons of the harsh, arid plains and the boggy lowland regions of river-encircling oasis jungles. The deadliest feature of this predator isn't its bone-crushing bite, but the numerous bacteria festering in rotting meat lodged in its deadly dentition.


Disease: The mouth of inostrancevia is a festering brood of vile bacteria, and a bite could prove vicious in more than one way. Anyone that has been dealt damage by an inostrancevia has a 46% of contracting Salmonellosis ((Ingested DC 13 disease; incubation period 1 day; inital damage 1 Str and 1 Dex; secondary damage 1 Str and 1d3 Dex)).
Quick Reply
Cancel
2 years ago  ::  Nov 06, 2007 - 11:38PM #7
bhu
Posts: 4,745
Date Joined: 11/27/05
ADEINOG ILEIDR
"Winged Thief"


"Polly wants a cracker? What the hell does that mean?"

Originally conceived as flying spies the Rhamphoryhnchus have been quite the success for the Druids.

ADEINOG ILEIDR RACIAL TRAITS
· -8 Str, +10 Dex, -2 Con, +2 WIs, +2 Cha
· Size Class: Tiny. +2 Size Bonus to Armor Class and Attack Rolls. +4 Size Bonus to Hide Checks. -8 Size Penalty to Bull Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are one quarter those of a Medium character. Space is 2 1/2', Reach is 0'.
· Magical Beast, giving you Dark Vision 60 ft., and Low-Light Vision
· Base speed 10 feet
· Flying Speed 60 ft., Good
· Scent
· Evasion (Ex): Identical to Rogue ability on page 50 of the Players Handbook.
· Adeinog Ileidr have a Primary Bite attack doing 1d3 plus their strength bonus.
· Bach Helwyr have a Primary Bite attack doing 1d3 plus their strength bonus.
. Non Humanoid Form: The Adeinog Ileidr 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.
. Adeinog Ileidr 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 Adeinog Ileidr automatically speak Common (i.e Welsh) and Sylvan. Bonus Languages depend on where they live and are usually that of their neighbor.
· Level Adjustment: +2
· Favored Class: Rogue

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 Adeinog Ileidr:

Common: Rogue
Uncommon: Scout
Rare: Sorcerer, Lurk
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: 7"
Length Modifier:+2d4"
Base Weight: 10 ounces
Weight Modifier: x1 ounces

ADEINOG ILEIDR CHARACTERS
Small and not easily seen, you make a great flying eye in the sky. You are the James Bond of the teensy flying critters of the world.
Adventuring Race: The Adeinog go on adventures for the sake o curiousity, because they are ordered to, or to see soemthing personal through.
Character Development: Stealth is practically your middle name. There are more magic types among the Adeinog than usual, but most still specialize in Rogue. You'll need to be defensive considering you're a little frail.
Character Names: Most Adeinog Ileidr names are in Common (Welsh) the same as humans. Will post examples as soon as I find some.

ROLEPLAYING A ADEINOG ILEIDR
Fighting is for people foolish enough to indulge in getting hurt. You can't afford to get hurt. better for you to be hte power behind the throne, so to speak. After all you have all the information everyone wants...
Personality: The Adeinog Ileidr are loud, raucous gossipers. They can afford to be more vicious than the Bach Helwyr as they can fly away to safety. Even the Nerthol aren't off limits..
Behaviors: Adeinog Ileidr are surprisingly communal for former predators, doing just about everthing together. And we do mean Everything. Something that spooks other races a tad.
Language: The Adeino Ileidr speak Common and Sylvan like all awakened animals.

ADEINOG ILEIDR SOCIETY
The Adeinog Ileidr are alone in the world in seeming to have no shame whatsoever. Even mating is public amongst their species. And they realize how off-putting their openness is to everyone. they realize all too well. The faces humanoids make when in their company is the subject of most Adeinog humor...
Alignment : Like most awakened species the Adeinog are Neutral, and in their case with tendencies towards Chaos as well.
Lands : The Adeinog prefer forests to all other areas. It gives them plenty of places to hide and nest undisturbed.
Settlements : The Adeing Ileidr rarel settle and when they do it's in an area that can afford them the same things their homelands can.
Beliefs : The Adeinog relaize that the Gods are teh source of the troubles of the world but have little idea what to do about it. Some believe they all need opposed, some belive they need to join one side in order to make the war quicker, and some belive they need to just ignore them long enough and they'll go looking for better prospects elsewhere.
Relations: The Adeinog love the other races, who rarely return the same amount of affection. Especially since the great pasttime among the Adeinog is messing with their heads...

ADEINOG ILEIDR ADVENTURES
· A herd of Nerthol is moving across the plains toward your forest home. You can smell them rotting even from here. Obviously they died long ago, but something still keeps them moving. Somehow you must stop them.
. You would almost swear one of the local Druids is wrong in some way. When you look at him out of the corner of your eye you see something else where he is standiling, formless and difficult to describe. Now if you ccan just get someone to believe you...
. One of your fellows has gone on an eating spree, and gotten bigger. And kept getting bigger. Now he's eating anything he can find, including other Adeinog, and he's almost as large as a horse now. Something must be done...
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
Quick Reply
Cancel
2 years ago  ::  Nov 07, 2007 - 4:27PM #8
JollyRotten
Posts: 110
Date Joined: 06/24/06
What about a new race **** floresiensis, the hobbit people!!!

****

lol you can't write h-o-m-o on this forum it just comes up as stars lol

anyway how about h-o-m-o floresiensis
Quick Reply
Cancel
2 years ago  ::  Nov 08, 2007 - 1:57PM #9
Grizzled_Gryphon
Posts: 297
Date Joined: 02/21/05
Hey, how come none of the critters here have any unique abilities? I know that they are all animals, so can't have nay spell like abilities, or the like.

However, look at the Krenshaw. That thing is basically just an animal with a strange flap of skin over its face. How come none of the dino's have anything like that?

This liitle dino from Jurassic Park (the first one) that has the frill that opens. What would be the ramifications if when the creature opened its frill, it could... I don't know... how about it had an effect like fascinate when opened on any creature it targets? Nothing magical about the effect, but the pattern or something on the frill causes mild hypnosis. Just enough for prey to stop and look long enough for the critter to pounce.

I suppose that adding these kinds of abilities to the dinos would make them magical beast's instead of animals, right?
Quick Reply
Cancel
2 years ago  ::  Nov 08, 2007 - 5:09PM #10
Raptorial
Posts: 885
Date Joined: 05/26/05

JollyRotten wrote:

What about a new race **** floresiensis, the hobbit people!!!

****

lol you can't write h-o-m-o on this forum it just comes up as stars lol

anyway how about h-o-m-o floresiensis


I did a short writeup of h. floresiensis for d20 Modern. I'm sure I can convert it and make it more flavor-filled.

Quick Reply
Cancel
Page 121 of 204  •  Prev 1 ... 119 120 121 122 123 ... 204 Next
Post Reply
Jump Menu:
 
    Viewing this thread :: 0 registered and 1 guest
    No registered users viewing