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Dinosaur Menagerie
2 years ago  ::  Feb 23, 2008 - 3:58PM #1
Hellsbells
Posts: 3,597
Date Joined: 06/11/07

bhu wrote:

The Awaken spell doesn't mention CR for Awakened critters. They bcome Magical Beasts, gain 2 HD, +1d3 Cha, and roll 3d6 for Int.


Does plus 1/3 work for a CR? What about an LA?

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2 years ago  ::  Feb 23, 2008 - 11:32PM #2
bhu
Posts: 4,745
Date Joined: 11/27/05

Hellsbells wrote:

Does plus 1/3 work for a CR? What about an LA?


the spell doesnt mention it, so its up to DM

http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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2 years ago  ::  Feb 24, 2008 - 1:05AM #3
Rappy
Posts: 313
Date Joined: 02/09/08
I basically cooked this up out of a feeling it was sort of missing. It isn't a creature stat, but I imagine it could be put to good use in a dino campaign.

New Skill Use: Scent Tracking (Survival)
Like the ability to track signs and tracks in the ground, Survival can be used by creatures to sniff the air for signs. Even some humans have developed this knack over time. This usage of Survival is designed to better help replicate the various aspects of animals that "track", but not with the typical "tracks and scat" sense of the word.

Scent Tracking Use------------Survival DC
Track Fine-Tiny creature-------DC 30
Track Small creature-----------DC 25
Track Medium creature---------DC 20Track Large creature-----------DC 15
Track Huge-Colossal creature---DC 10

Conditions---------------------DC Alteration
Tracker has Scent-------------DC -4
Creature has stench-----------DC -4
Winds coming from the East----DC +2
Creature has sloughed
its scent in water or mud-------DC +3
Creature is of the plant type----DC +4
It has rained in the past 3 hours-DC +2
Creature has an alien or
aberrant smell------------------DC -6
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2 years ago  ::  Feb 27, 2008 - 4:21PM #4
bhu
Posts: 4,745
Date Joined: 11/27/05
Ammonite
Diminutive Animal (Aquatic)
Hit Dice: 1/4d8 (1 hp)
Initiative: +1
Speed: Swim 15 ft. (3 squares)
Armor Class: 12 (+1 Dex, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple: +0/+1
Attack: Tentacles +1 melee (Grapple)
Full Attack: Tentacles +1 melee (Grapple) and 1 Bite -4 melee (1d2-4)
Space/Reach: 1 ft./0 ft.
Special Attacks: Improved Grab
Special Qualities: Low Light Vision, Jet, Ink Cloud, Button Up
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 2, Dex 12, Con 10, Int 1, Wis 12, Cha 2
Skills: Hide +13, Listen +3, Spot +3, Swim +4
Feats: Weapon Finesse
Environment: Warm Aquatic
Organization: Solitary, ?
Challenge Rating: 1/6
Treasure: None
Alignment: Always Neutral
Advancement: 1/2 HD (Tiny), 1 HD (Small), or 2-3 HD (Medium)
Level Adjustment: ----

Button Up (Ex): Once per round as a Free Action the Ammonite may withdraw completely into it's shell gaining a +6 Circumstance Bonus to AC. While buttoned up it's Jet is the only action it may take.

Improved Grab (Ex): Ammonites may use Dexterity or Strength modifier (whichever is better) for Grapple Checks, and do not take Size Penalties to Grapple Checks. If the Ammonite successfully hits a creature of any Size with it's Tentacles Attack it may make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successfull it may do it's Bite damage each round.

Ink Cloud (Ex): An AMmonite can emit a 5x5x5 cloud of Ink once per round once per minute as a Free Action. It provides the Ammonite with total concealment, and blocks all sight within the cloud.

Jet (Ex): Once per round as a Full Round Action the Ammonite may move 60' backwards in a straight line without provoking an attack of opportunity.

Skills: Ammonites get a +8 Racial Bonus on Swim checks, and may always take 10 on a swim check even if distracted or endangered.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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2 years ago  ::  Mar 01, 2008 - 1:04AM #5
bhu
Posts: 4,745
Date Joined: 11/27/05
Fixed mistakes on Ammonite, almost have Taranu COrn done.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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2 years ago  ::  Mar 01, 2008 - 5:45PM #6
Rappy
Posts: 313
Date Joined: 02/09/08
The ammonite looks great, and I like that it can advance up to Medium-size. There are, however, some ammonites that surpass that...did Nilbog do a Large ammonite, or am I dreaming? Anyway, I have my next creature. Sadly, I am still a bit wet under the ears on swarms. I will make an army of the swarm soldiers as soon as I can.


Microceratus Worker
Tiny Animal
Hit Dice: 1/2d8 (1 hp)
Initiative: +3 (+3 Dex)
Speed: 40 ft. (8 squares), dig 15 ft. (3 squares)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple: +0/-13
Attack: Bite -3 melee (1d3-5)
Full Attack: Bite -3 melee (1d3-5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +1, Ref +5, Will -1
Abilities: Str 1, Dex 17, Con 9, Int 1, Wis 9, Cha 2
Skills: Hide +12, Move Silently +6, Spot +0
Feats: Run
Environment: Warm deserts
Organization: Caste (1 queen, 1d8 breeders, 1d3 sentries, 1d4 soldier swarms, 1d20 workers.
Challenge Rating: 1/8
Treasure: None
Alignment: Always neutral
Advancement: 1 HD (Tiny)
Level Adjustment: -

Microceratus Sentry/Breeder
Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +4 (+4 Dex)
Speed: 40 ft. (8 squares), climb 20 ft. (4 squares)
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Bite -1 melee (1d3-3)
Full Attack: Bite -1 melee (1d3-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +6, Will +0
Abilities: Str 5, Dex 18, Con 10, Int 2, Wis 11, Cha 4
Skills: Climb +5, Hide +13, Listen +5, Move Silently +5, Spot +5
Feats: Endurance
Challenge Rating: 1/4
Advancement: 1-2 HD (Tiny)

Microceratus Queen
Tiny Animal
Hit Dice: 1d8+2 (6 hp)
Initiative: +4 (+4 Dex)
Speed: 40 ft. (8 squares), burrow 20 ft. (4 squares)
Armor Class: 17 (+2 size, +4 Dex, +1 natural), touch 16, flat-footed 13
Base Attack/Grapple: +0/-10
Attack: Bite +0 melee (1d4-2)
Full Attack: Bite +0 melee (1d4-2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent, tremorsense 30 ft.
Saves: Fort +4, Ref +6, Will +1
Abilities: Str 6, Dex 18, Con 14, Int 2, Wis 13, Cha 6
Skills: Hide +13, Listen +3, Spot +2, Survival +2
Feats: Endurance
Challenge Rating: 1/2
Advancement: 2-3 HD (Small)

  • D&D Fluff: Microceratus is a tiny species of ceratopsian, only reaching typical lengths of 2 feet. Their miniscule size compared to their brethren means they have a streak of what can only be described as animalian paranoia, constantly moving themselves and hopping onto higher surfaces to get a better view of the land. They, like many species such as oviraptor and velociraptor are endemic to the massive desert region known as the Red Blazed Sands. The typical day of microceratus consists of "wake up, eat, act paranoid, find water, noon nap with sentries out, act paranoid, eat again, act paranoid, find a safe place for the night and sleep". If attacked, microceratus have basically one major defense...numbers. Their tiny beaks don't do much damage to flesh, but their sheer numbers can cause distraction and harassment to creatures attempting to attack them.
    A feature odd for most dinosaurs, or archosaurs in general, that microceratus has is a pseudo-caste system. There is one queen, a slightly larger and more brightly-frilled female, that rules over the "hive" that dwells in and scurries about the rocks, who takes an approach separate from the naked mole rat or other warm-blooded caste creatures by actually letting other females bear young. The queen, however, still has the best chance of having young that grow to adulthood: the queen gives live birth, and the queen only. Next on the ladder of the caste system are the breeders, females that bear clutches of 8 eggs at a time and males that breed with both the queen and the breeder females, both "standard" for microceratus appearance. Next are the sentries, similar to the breeders in appearance but blue-frilled. They keep watch over the nest with a keen eye.
    Below the "upper castes" are the soldiers, truly odd creatures with heavier-set frills that are bright red. Soldiers always stay in swarms that distract en masse, running helter skelter and squawking loudly like insane scaled parrots. Finally, there are the sterile female workers, the most common individuals that can be found in the area. They are somewhat scrawnier than their kin, and are the dullest in coloration. The numerous workers dig new tunnels for the warren, bring the young food, and will often act as bait for a hungry predator when the soldier swarm has failed. Some wizards take microceratus for familiars. The sentry/breeder stats can be used for the non-caste species graciliceratops.
  • Microceratus as Familiars: Worker microceratus give their masters a +2 bonus to Hide and Move Silently checks. Breeders and sentries give a +2 bonus to Hide, Spot, and Listen checks. Queens, due to their commanding nature, and soldiers, due to their swarm life, are not suitable for being familiars.
  • Skills: Sentry and breeder microceratus have a +4 bonus to Spot and Listen checks.
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2 years ago  ::  Mar 01, 2008 - 8:47PM #7
Nilbog
Posts: 457
Date Joined: 11/01/06
Cool microceratus.

I don't think I did a Large ammonite. The biggest ammonite I could find on Wiki is 6.5 feet shell diameter.
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2 years ago  ::  Mar 02, 2008 - 12:55AM #8
bhu
Posts: 4,745
Date Joined: 11/27/05
HAYRN PEN
"Iron Head"


"There is no problem in life a decent headbutt can't fix."

The Pachycephalosaurs have turned out to be decent (if not too swift) soldiers for the Druids.

HAYRN PEN RACIAL TRAITS
· +14 Str, -2 Dex, +16 Con, +6 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 40 feet
· +10 Natural Armor Class Bonus
· Scent
· Powerful Charge (Ex): When a Hayrn Pen charges it does 2d6+20 damage with a headbutt.
· Stun (Ex): If the Hayrn Pen does a critical with it's Headbutt, the opponent must make a Fortitude Save (DC is 10 plus half hit dice plus Strength Modifier) or be stunned for 1d4 rounds.
· Hayrn Pen have a Primary Headbutt attack doing 1d6 plus one and a half their Strength bonus.
· A Hayrn Pen has 7 Racial Hit Dice, giving it the following: 7d10 Hit Points, +7 base Attack Bonus, +5 Fort Save, +5 Ref Save, +2 Will Save, and (2 + Int modifier) skill points per level (with times 4 skill points for the first level). Class skills are Spot. It also gets 3 Feats.
. Non Humanoid Form: The Hayrn Pen 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.
. Hayrn Pen 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 Hayrn Pen automatically speak Common (i.e Welsh) and Sylvan. Bonus Languages depend on where they live and are usually that of their neighbor.
· Level Adjustment: +6
· 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 Hayrn Pen:

Common: Barbarian, Primordial
Uncommon: Fighter, Ranger, Scout
Rare: Psion, Psychic Warrior, Argent
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: 10'
Length Modifier: +1d6'
Base Weight: 3800 lbs.
Weight Modifier: x100 lbs.

HAYRN PEN CHARACTERS
If you need a melee guy, Hayrn Pen's are a decent way to go. They aren't subtle, but they are effective.
Adventuring Race: Hayrn Pen usualy go adventureing because someone thye know and trust asked htem too, or they're mad. Usually because they're mad.
Character Development: Hayrn Pen are best up close and personal. Although some are unexpectedly decent psionics.
Character Names: Most Hayrn Pen names are in Common (Welsh) the same as humans. Will post examples as soon as I find some.

ROLEPLAYING A HAYRN PEN
People think your just a dumb brute. Let them. You can use that. And if they find out you're not as dumb as you appear, a few headbutts will render them a moot point.
Personality: Stubborn and quick to anger, but almost as quick to forgive.
Behaviors: Hayrn Pen like headbutting contests, and other physical sports. Many spend their spare time competing in such.
Language: The Hayrn Pen speak Common and Sylvan like all awakened animals

HAYRN PEN SOCIETY
Unlike many awakened critters Hayrn Pen have the beginning rudiments of a society and culture. Few other awakened dinos have developed sports or physical contests as entertainment as opposed to simply just fighting.
Alignment : Most Hayrn Pen are Neutral, with some slight tendencies towards good..
Lands : Hayrn Pen prefer Temperate hills.
Settlements : Hayrn Pen prefer places that are easily defensible when moving out of their homelands. Most believe that other races are xenophobic enough it's best to be safe.
Beliefs : Hayrn Pen are pretty much uncaring about religion or the afterlife. They concentrate on the here and now.
Relations: Hayrn Pen tend to be willing to give anything or anyone a chance as long as it doesn't seem dangerous (i.e. predators) or troublesome.

HAYRN PEN ADVENTURES
· You have recently seen a member of the herd kill a Nerthol with a headbutt. Subsequent events have convinced you he has sold his soul to Chaos. Bringing it up to the herd elders, he challenged you when he was confronted. You have 2 weeks to figure out how to counter his power, or you may die in the fight.
· Your father has contracted some sort of disease or curse. The bonelike growths on his head that all Hayrn Pen have are thickening and spreading. It is believed it may kill him, and the shamans can't seem to stop it. But one knows where there may be a cure...
· You have been slected to lead a group of recruits on a suicide mission by the Druids. SHould be a barrel of laughs.
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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2 years ago  ::  Mar 02, 2008 - 12:56AM #9
bhu
Posts: 4,745
Date Joined: 11/27/05
Hey Sledge, if your still out there, whats the Welsh word for Head?
http://www.4shared.com/file/184670517/1f9d2f1/Cat_Burglar_Final.html
  cat burglar pdf 2.0 available
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2 years ago  ::  Mar 02, 2008 - 8:57AM #10
DonThelonious
Posts: 606
Date Joined: 04/16/07

Hellsbells wrote:

ok. I'm considering making an awakened primate as a character so I'm gonna roll some up shortly. I'm planning on using the Gigantopithecus from this thread (( if rap doesn't mind )) and a gorilla. Perhaps one other as well, then I'll choose which to use.


Earlier I posted the racial stats and what not for two awakened primate races. Here are the links:

Rapscallions
Roughnecks

I hope these help in your endeavors!

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