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Dinosaur Menagerie
2 years ago  ::  Jan 23, 2008 - 5:32AM #1
DonThelonious
Posts: 606
Date Joined: 04/16/07

Nilbog wrote:

Does this seem balanced?  I just came up with it off the top of my head, so it's probably not...

Prestige Class: Prehistoric Hunter

The prehistoric hunter is devoted to tracking down and testing his prowess against the mightiest creatures of nature, the huge dinosaurs and the savage dire beasts.  Since he is used to attacking large creatures, even dragons are wary of a prehistoric hunter.

Requirements:
To become a prehistoric hunter, a character must fulfill the following requirements.
Base Attack Bonus: +4
Skills: Survival 4 ranks
Feats: Track
Special: Must have killed a dire animal or dinosaur without aid.

Class Skills: The prehistoric hunter's class skills (and the key ability for each skill) are Climb (Str), Jump (Str), Listen (Wis), Search (Wis), Spot (Wis), Survival (Wis), and Use Rope (Dex).

Skill Points at Each Level: 4 + Int modifier.

Table: The Prehistoric Hunter
Lvl BaB Fort Ref Will Special
1st      +1    +2    +0    +0       Strike down the great +1
2nd      +2    +3    +0    +0    Improved tracker +2
3rd      +3    +3    +1    +1   
4th      +4    +4    +1    +1    Vital arrow +1d10
5th      +5    +4    +1    +1     Strike down the great +2
6th      +6    +5    +2    +2    Improved tracker +4
7th      +7    +5    +2    +2   
8th      +8    +6    +2    +2    Vital arrow +2d10
9th      +9    +6    +3    +3     Strike down the great +3
10th     +10    +7    +3    +3    Improved tracker +6, bleeder


Class Features
Strike Down the Great (Ex): The prehistoric hunter gains a +1 competence bonus on all ranged attack rolls made against Large or larger creatures.  This bonus increases to +2 at 5th level and to +3 at 9th level.

Improved Tracker (Ex): At 2nd level, the prehistoric hunter gains a +2 competence bonus on Survival checks made to follow a trail.  This bonus increases to +4 at 6th level and to +6 at 10th level.

Vital Arrow (Ex): At 4th level, the prehistoric hunter can make a full attack action to make a single ranged weapon attack with a +4 competence bonus to the attack roll.  If it hits, it deals +1d10 damage.

A prehistoric hunter’s vital arrow only works against Large or larger animals, dragons, giants, humanoids, magical beasts, monstrous humanoids, or vermin, but immunity to critical hits is no protection.  At 8th level, the extra damage on a vital arrow increases to +2d10.

Bleeder (Ex): At 10th level, any ranged weapons used by a prehistoric hunter are treated as wounding weapons.


Okay. This is awesome. If its all right may take what you have posted here and run with it?

What I am seeing is heavy focus on using Bows and spearchucking with the atlatl. Bonus' for Strike Down The Great would be based on how much bigger the creature is based on size catagory (which means halflings would get HUGE bonuses).

I am literally brimming with ideas for it.

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2 years ago  ::  Jan 23, 2008 - 4:13PM #2
Nilbog
Posts: 457
Date Joined: 11/01/06

DonThelonious wrote:

Okay. This is awesome. If its all right may take what you have posted here and run with it?

What I am seeing is heavy focus on using Bows and spearchucking with the atlatl. Bonus' for Strike Down The Great would be based on how much bigger the creature is based on size catagory (which means halflings would get HUGE bonuses).

I am literally brimming with ideas for it.


Sure, do whatever you want with it. I'd love to see what you come up with. Atlatls are really cool, by the way.

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2 years ago  ::  Jan 23, 2008 - 4:22PM #3
turalisj
Posts: 5,496
Date Joined: 07/16/04

Rohano wrote:

You shouldn't ever need to apologize; you're the most productive creature builder here. If anything, you deserve a very long vacation.


Him and Vorpal Tribble.

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2 years ago  ::  Jan 24, 2008 - 12:39AM #4
bhu
Posts: 4,745
Date Joined: 11/27/05
Added CR/LA to the 1st 3 templates. Added some flavor text to the Gyflym Cut.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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2 years ago  ::  Jan 26, 2008 - 12:22AM #5
bhu
Posts: 4,745
Date Joined: 11/27/05
CTHREN CUT
"Spike Tail"


"The next one goes in your head."

Stegosaurs were an optional resource for the Druids army. Mostly for areas without Triceratops and Ankylosaurs.

CTHREN CUT RACIAL TRAITS
· +22 Str, -4 Dex, +14 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'.
· Magical Beast, giving you Dark Vision 60 ft., and Low-Light Vision
· Base Land 30 ft.
· +15 Natural Armor Bonus
. Scent
· Toss (Ex): If the Cthren Cut successfully hits a creature at least 2 size classes smaller than itself with it's tail slam the opponent must make a Reflex Save (DC is 10 plus half hit dice plus Strength modifier) or be thrown 30' in a random direction. The opponent takes 1d6 damage from being tossed and another 1d6 damage if it strikes a solid object before traveling the full distance.
· Dorsal Plate (Ex): As a move action the Cthren Cut can lower its body to place it's dorsal plates between itself and an opponent, gaining a +4 Armor Bonus to AC against that creature. The chosen opponent also takes 1d10 slashing damage from the sharp edges of the plates if it attacks with a light or natural weapon. Reflex Save for half damage (Save DC is 10 plus half hit dice plus Dexterity).
. The Cthren Cut have a Primary Tail Slam attack doing 2d6 plus one and a half times their Strength modifier.
· A Cthren Cut has 20 Racial Hit Dice, giving it the following: 20d10 Hit Points, +20 base Attack Bonus, +12 Fort Save, +12 Ref Save, +6 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Listen. It also gets 7 Feats.
. Non Humanoid Form: The Cthren Cut 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.
. Cthren Cut are purely herbivorous, and can only consume vegetation. 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 Cthren Cut automatically speak Common (i.e Welsh) and Sylvan. Bonus Languages depend on where they live and are usually that of their neighbor.
· Level Adjustment: +7
· 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 Tricorn:

Common: Primordial
Uncommon: Fighter, Barbarian
Rare: Druid, Shaman, Scout
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: 20'
length Modifier: +1d10'
Base Weight: 3 tons
Weight Modifier: x100 pounds

CTREN CUT CHARACTERS
The Cthren are armored tanks, pretty much like the Tricorn and Pastoone Cut.
Adventuring Race: The Cthren tend to be pushed through life by sheer anger, and it's usually that or a plea from the Druids that gets them to go adventuring.
Character Development: Your tail is your friend. Take advantage of it and your huge size to push people around.
Character Names: Most Cthren Cut names are in Common (Welsh) the same as humans. Will post examples as soon as I find some

ROLEPLAYING A CTHREN CUT
People prefer to avoid the Cthren unless absolutely necessary. Even their Druid creators get little slack from the impatient Cthren. Many spend their time venting about what angers them to each other (i.e. they're professional gripers).
Personality: Surly, ill tempered grouch. The sun is too hot, the plants are too tough, and if that Nerthol keeps staring at you you may show him why it's a good idea for him to leave..
Behaviors: Picking fights with predators, picking fights with the enemy, pciking fights with allies, etc.
Language: The Cthren Cut speak Common and Sylvan like all awakened animals.

CTHREN CUT SOCIETY
The Cthren are a typical herd society, mostly concerned with food, protection, and reproduction. They have little time for anything outside of that, and are a stubborn, close-minded race.
Alignment : Most Cthren Cut are Neutral.
Lands : Cthren Cut prefer warm grasslands where there is plenty of grazing, and room for the herd.
Settlements : The Cthren are temperamental and prefer to live by themselves. They will only settle in areas where other races won't bother them.
Beliefs : Cthren Cut aren't incredibly spiritual. Most live purely in the now.
Relations: Not well. The Cthren Cut have a temper, and little in the way of patience preferring to use violence to solve their problems.

CTHREN CUT ADVENTURES
· A few young Gen have been playing pranks and scaring some of the older herd members. One of them was found beaten to death recently. More disturbingly, something ate part of him, and one of your herd members is missing. Something is going on..
· A herd of Tricorns has moved nearby, and they seem to be challenging yours for grazing land. They also seem to blatantly worhsip the Chaos Gods, which goes against everything they normally stand for..
· One of your members has recently returned after being thought long dead. he has many scars, and odd new fighting abilities. You worry about his growing influence on the herd.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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2 years ago  ::  Jan 26, 2008 - 12:45AM #6
DonThelonious
Posts: 606
Date Joined: 04/16/07
This is just the rough draft, I haven't done more than move Nilbogs original stuff over. Will add more later:D

* ANYTHING MARKED BY THIS IS OPTIONAL. MOST LIKELY THESE WILL EITHER BE DROPPED OR REPLACED.

PRIMORDIAL HUNTER
Based off the original PrC concept created by Nilbog



I test my skill against the creatures that time forgot. I am the stalker of ancient nightmares, and the tracker of legends. I am a hunter.
Turok, Primordial Hunter

The primordial hunter is devoted to tracking down and testing his prowess against the mightiest creatures of nature, the ferocious dinosaurs and the savage dire beasts. Since he is used to attacking large creatures, even dragons are wary of a prehistoric hunter.

BECOMING A PRIMORDIAL HUNTER
Most primordial hunters begin as barbarians or rangers. Often times the hunters path is chosen for him when a particularly strong beast decimates his village. This usually leads to their first kill and they then find themselves on the hunters path.

ENTRY REQUIREMENTS
To qualify to become a Primordial Hunter, a character must fulfill all the following criteria:
Base Attack Bonus: +6
Skills: Handle Animal 4 Ranks*, Knowledge (Nature) 4 Ranks, Survival 9 Ranks
Feats: Alertness*, Self-Sufficient*, Track
Special: Must have killed either a dire animal or dinosaur without aid.


Class Skills
Primordial Hunter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Search (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skills Points at Each Level : 4 + int

Hit Dice: d12

[code] BAB Fort Ref Will Abilities
1 +1 +2 +0 +0 Strike down the great +1
2 +2 +3 +0 +0 Improved tracker +2, Flesh of The Hunted +1
3 +3 +3 +1 +1 Woodland Stride
4 +4 +4 +1 +1 Vital arrow +1d10
5 +5 +4 +1 +1 Strike down the great +2
6 +6 +5 +2 +2 Improved tracker +4
7 +7 +5 +2 +2 Swift Tracker, Flesh of The Hunted +2
8 +8 +6 +2 +2 Vital arrow +2d10
9 +9 +6 +3 +3 Strike down the great +3
10 +10 +7 +3 +3 Improved tracker +6, Bleeder[/code]
Weapon Proficiencies: Primordial Hunters gains are proficient with all simple weapons and the hand axe. They also gain exotic weapon proficiency with the Atlatl and the spiked hand axe (these are new weapons listed below).

Strike Down the Great (Ex): The prehistoric hunter gains a +1 competence bonus on all ranged attack rolls made against creatures at least 2 size categories larger than the primordial hunter. This bonus increases to +2 at 5th level and to +3 at 9th level.

Improved Tracker (Ex): At 2nd level, the prehistoric hunter gains a +2 competence bonus on Survival checks made to follow his preys trail. This bonus increases to +4 at 6th level and to +6 at 10th level.

If the hunters prey is at least two size categories larger than himself these bonuses become +4 at second level and then +6 and +8 respectively.

Flesh of The Hunted (Ex): Sometimes, a primordial hunter is too slow. He must be able to survive the terrible bites of dinosaurs. At 2nd level, he gains 1 point of natural armor (or a +1 bonus to any natural armor he may already have). At 7th level, this increases to a +2 bonus.

Woodland Stride (Ex): Starting at 3rd level, a hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.

However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.

Vital Arrow (Ex): At 4th level, the primordial hunter can use a full attack action to make a single ranged weapon attack with a +4 competence bonus to the attack roll. If it hits, it deals +1d10 damage in addition to its regular damage.

A primordial hunter’s vital arrow only works against Large or larger animals, dragons, magical beasts, or vermin. Unfortunately for the target, immunity to critical hits is no protection. At 8th level, the extra damage on a vital arrow increases to +2d10.

Swift Tracker (Ex): Beginning at 7th level, a hunter can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.

Bleeder (Ex): At 10th level, attacks made against opponents of large size or greater with any ranged weapons or the spiked hand-axe are treated as if the weapon has the Wounding special ability.

PLAYING A PRIMORDIAL HUNTER
Brief description on how to play the class you are designing.
Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

PRIMORDIAL HUNTERS IN THE WORLD
We were having a hell of a time with the beast! The thing was huge! Then this guy showed up and with just one casting of his strange weapon he brought the thing down. One throw!
A brief description of how your class is persevered in the world and how he interacts with the world.
Daily Life: A primordial hunter is always alert and ready. If he is hunting a creature, he may travel for many hours on its trail until he catches up with it. Between hunts and battles, he lives like any other member of his (usually tribal) society.
Notables: Goud the Slayer was a mighty primordial hunter. After he had become so skilled that every dinosaur and dire beast was a kill too easy to be sporting, he began to hunt the metallic dragons due to their great power and intelligence. He rapidly became a dark figure, hunting any powerful creature regardless of its sentience or alignment. He was finally slain by the gigantic gold dragon Thassavenda, but the dragon died from its wounds.

Harch the Great grew up in a small, embattled village in a lost valley, prone to the depredations of dinosaurs and dire beasts. He grew to fame protecting his people and slaying these deadly attackers. Later in his life, after he had trained a successor to defend his village, he traveled farther afield fighting evil beasts.
Organizations: Any orders of rangers also accept primordial hunters, but primordial hunters are often self-taught, or at best taught by members of their own tribe. They are often averse to a structured organization

NPC Reaction
In areas where dinosaurs, dire animals, or dragons pose a serious threat, primordial hunters are often seen as heroes. Elsewhere, they may be feared and considered dangerous due to their killing ability and tendency toward a fiercely independent nature.

PRIMORDIAL HUNTERS IN THE GAME
This is a good place to provide a quick note on how your class will effect game play statistically.
Adaptation: In a world with more dragons and fewer dinosaurs, this class could be retooled to focus on fighting dragons simply by changing the entry requirement to having killed a creature of the dragon type, and changing the name.
Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
------------------------------------------------
Speed ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions

Primordial Weapons Show

In a standard setting these would be considered exotic weapons. In a primitive setting these are martial weapons.

Atlatl (Exotic): Range 50 ft.; Cannot be used on enemies within 25 feet.
Atlatl are used to fire specially modified javelins. It is a full round action to reload the atlatl, though the Rapid Reload feat could be used to speed this up.Javelins fired from an atlatl use the following stats:
Atlatl Javelin: 1d8/1d10; Crit /x3;

Spiked Hand-Axe (Exotic): Uses same stats as the Dwarven Urgosh


Primordial Feats Show

Feat: Confusing Trail [General]
You know how to move carefully through natural environments and make a trail hard to follow.
Benefit: Survival checks to follow your trail have their DC increased by 4.

Feat: Primal Spell [General]
Prehistoric creatures are more vulnerable to your spells.
Prerequisites: Spellcaster level 1st.
Benefit: Dinosaurs and dire animals suffer a -3 penalty on saves against your spells.

Feat: Primeval Shape [Wild]
Your prehistoric forms are more powerful.
Prerequisites: Wild shape class feature.
Benefit: When you wild shape into a dinosaur or dire animal, you gain a +1 competence bonus on attack and damage rolls.

Feat: Slay the Gigantic [Epic]
The largest of creatures fall before your weapons.
Prerequisites: Power Attack, Str 25+.
Benefit: Any attack you make against a creature at least one size category larger than yourself gains a +3 bonus on the attack and damage rolls. Any critical threat against such a creature is automatically confirmed.

Feat: Primeval Druid [Epic]
You are the master of primeval nature.
Prerequisites: Prehistoric Affinity, Primeval Shape, Wis 23+, wild shape class feature.
Benefit: Your bonus from Primeval Shape increases to +3. Any summon nature's ally spell you cast to summon a dire animal or dinosaur is a standard action and has a doubled duration. Finally, you take on some primeval physical features, gaining one natural attack (either claw or bite), which deals 2d6 base damage (2d4 for a Small character).
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2 years ago  ::  Jan 26, 2008 - 2:01AM #7
Sledgerosaur
Posts: 75
Date Joined: 12/18/06
Nice Prc but... why the BaB? It should be 1-1 definately. Otherwise

I would rather take 10 lvls in ranger and get favored enemy- Dinosaurs or somthing. It would also come with an animal companion and some spells to boot, as well as evasion...
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2 years ago  ::  Jan 26, 2008 - 3:00AM #8
DonThelonious
Posts: 606
Date Joined: 04/16/07
Its still incomplete
As for the BAB and save progression I have edited those in.
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2 years ago  ::  Jan 26, 2008 - 12:06PM #9
turalisj
Posts: 5,496
Date Joined: 07/16/04
Powerfull Capstone ability.... Yeah, that's all I have to say....

*vanishes*
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2 years ago  ::  Jan 26, 2008 - 3:01PM #10
DonThelonious
Posts: 606
Date Joined: 04/16/07
Okay, I have the crunch for the Primordial Hunter pretty much done. Opinions? Suggestions for the empty levels?

All thats left is the fluff. If someone here feels like it they are more than welcome to fill that in for me, otherwise it will have to wait until I get around to it (just worked out my creative muscles redoing and updating my Beast Rider PrC, so its tired:rolleyes.
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