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  1. - Top - End - #1
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    Lightbulb More Dinosaurs than Isla Nublar (Now the title's true!, PEACH)

    Hello, everyone. I made these dinosaurs a while ago, and I wanted these to be as close to their real-world counterparts as possible (with the exception of the Spitting Dilophosaurus, of course). Other then that, if you see any glaring problems or other mistakes, please share. Thanks.

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    Bloody Tooth (by Bhu)


    Guanlong
    Large Animal
    Hit Die: 12d8+36 (76 hp)
    Initiative: +2
    Speed: 40 ft.
    Armor Class: 14 (-1 Size, +2 Dex, +3 natural), touch 11, flatfooted 12
    Base Attack/Grapple: +9/+18
    Attack: Claw +13 melee (2d6+5 damage)
    Full Attack: 2 Claws +13 melee (2d6+5 damage)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Rend
    Special Qualities: Scent, lowlight vision
    Saves: Fort +11, Ref +10, Will +8
    Abilities: Str 20, Dex 14, Con 17, Int 1, Wis 18, Cha 14
    Skills: Listen +8, Spot +8
    Feats: Track, Alertness, Endurance, Diehard, Combat Reflexes
    Environment: Warm Forests
    Organization: Pack (3-5 Guanlongs)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Advancement: 13-24 HD (Large); 25-36 HD (Huge)
    Level Adjustment: -----

    A long, furry raptor can be seen gnawing on the bones of some small rodent. It has a large red crest a top its magnificent head. Its body is covered in brown fur, except for its head.

    Guanlong, or "Crested Dragon," can be found in warm forests. They usually hunt things medium or smaller in size. Guanlong is said to be an ancestor or the Tyrannosaurus. They are faster and more agile then other Tyrannosaurs, and have average-length arms. On top of their head is a crest, used predominantly for attracting mates, as it is useless in combat. Guanlong travels in groups.

    Combat
    Guanlong directly kill anything of tiny-size with their claws. For small or medium creatures, especially the more powerful ones, they use hit and run tactics, rending their opponents skin and then running. They do this until their prey collapses.

    Rend (Ex): If a Guanlong attacks a single opponent with both claw attacks in one round, it latches onto it and rips the flesh, dealing an additional 2d6+5 damage.

    Platyhystrix
    Diminutive Animal
    Hit Die:
    1/2d8 (2 hp)
    Initiative: +1
    Speed: 10 ft. (2 squares), swim 15 ft.
    Armor Class: 16 (+1 natural, +4 size +1 Dex), touch 15, flat footed 15
    Base Attack/Grapple: +0/-15
    Attack: Bite +1 melee (1d3-3 damage)
    Full Attack: Bite +1 melee (1d3-3 damage)
    Space/Reach: 1 ft./0 ft.
    Special Attacks: -----
    Special Qualities: Lowlight vision, scent, amphibious
    Saves: Fort +2, Ref +3, Wis +0
    Abilities: Str 5, Dex 12, Con 11, Int 1, Wis 10, Cha 10
    Skills: Listen +2, Spot +2, Swim +4, Hide +13
    Feats: Alertness
    Environment: Warm Marsh
    Organization: Herd (5-30 Platyhystrixes)
    Combat Rating: ¼
    Alignment: Always Neutral
    Advancement: -----
    Level Adjustment: -----

    A small creature the size of a frog slowly waddles out of the water. It has green skin and looks similar to a newt, but has a long green sail going along its spine.

    Platyhystrix (meaning “flat porcupine” in Draconic) are small creatures that look similar to the unrelated Dimetrodon. These creatures are not even remotely related to Dinosaurs, as they are amphibians. They evolved long before the Age of Lizards. Their dorsal fins are used for body heat regulation.

    Combat
    Platyhystrix rarely engages combat except when attacking diminutive insects. Otherwise, it runs towards the nearest body of water.

    Amphibious (Ex): A Platyhystrix can breathe and operate excellently in water and on land.

    Platyhystrixes as Familiars
    Platyhystrixes are often used by Ankylotaur sorcerers as familiars, as they are numerous and love the water as much as their masters do. Wizards/Sorcerers with a Platyhystrix familiar can hold their breath under water for an additional 2 rounds.
    Last edited by LOTRfan; 2011-05-19 at 04:41 PM.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Desmatosuchus
    Large Animal
    Hit Die:
    5d8+15 (37 hp)
    Initiative: -1
    Speed: 15 ft. (3 squares)
    Armor Class: 20 (+12 natural, -1 size, -1 Dex), touch 8, flat footed 20
    Base Attack/Grapple: +3/+8
    Attack: Tail Sweep -1 melee (1d4 damage)
    Full Attack: Tail Sweep -1 melee (1d4 damage)
    Space/Reach: 10 ft./ 5 ft.
    Special Attacks: -----
    Special Qualities: Scent, Spiked Armor
    Saves: Fort +7, Ref +3, Will +2
    Abilities: Str 12, Dex 9, Con 16, Int 1, Wis 13, Cha 6
    Skills: Spot +4, Listen +4
    Feats: Alertness, Toughness
    Environment: Warm Forests
    Organization: Solitary
    Challenge Rating: 4
    Treasure: None
    Alignment: Always Neutral
    Advancement: 6-10 HD (Large), 11-15 HD (Huge)
    Level Adjustment: -----

    A massive, hulking brown lizard walks out of the underbrush. Although only as tall as a halfling, it is extremely long. Out of its sides come small spikes, and towards the front juts out two pairs of foot-long spikes. Despite its fearsome appearance, it ignores you, just eating the plants growing close to the ground.

    Desmatosuchuses ("link-crocodile") are relatively harmless herbivores that live near rivers. They are generally passive, but do tend to be jumpy in the presence of carnivores. Desmatosuchus have developed a rather unique way to survive. It has no weapons it can use to its advantage like Stegosaurus, or near impenetrable armor like Triceratops, but its spikes guarantees that even when a carnivore kills it, the attacker will get some nasty scars in the process. As a result, most meat eaters ignore them, unless desperately hungry.

    Combat
    Desmatosuchuses are noncombatants, and as such their tails are secondary weapons. Desmatosuchuses just have to hope their spikes dissuade attacking predators.

    Spiked Armor (Ex): Whenever a creature attacks a Desmatosuchus with a touch attack or natural weapon, the creature suffers 2d6 points of piercing damage.

    Dilophosaurus
    Large Animal
    Hit Die:
    8d8+32 (68 hp)
    Initiative: +7
    Speed: 40 ft. (8 squares)
    Armor Class: 20 (+8 natural, +3 Dex, -1 size), touch 12, flat footed 17
    Base Attack/Grapple: +6/+15
    Attack: Claw +10 melee (1d8+5 damage)
    Full Attack: 2 Claws +10 melee (1d8+5 damage), and Bite +4 melee (1d10 damage)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend
    Special Qualities: Scent
    Saves: Fort +10, Ref +9, Will +4
    Abilities: Str 21, Dex 17, Con 19, Int 2, Wis 14, Cha 4
    Skills: Track +4, Intimidate +2
    Feats: Improved Initiative, Weapon Focus (Claw)
    Environment: Warm Marshes
    Organization: Solitary
    Challenge Rating: 6
    Treasure: None
    Alignment: Always Neutral
    Advancement: 9-16 HD (Large); 17-24 HD (Huge)
    Level Adjustment: -----

    A large reptile leaps out from behind a boulder. It is large, with greenish skin and covered with brown hairs. It has two crests, one above each eye, bright red in color. Probably the most noticeable features of the beast is its huge claws and teeth.

    Dilophosaurus ("two crested lizard") is considered a very dangerous opponent. Nearly twenty feet long, it is almost comparable to huge creatures in size. Dilophosaurs are huge and aggressive, and even other predators fear them. In addition, they are highly territorial and will attack even larger creatures on sight.

    Combat
    Dilophosauruses like to perform full attacks whenever possible. It tries to flay victims alive, and kill them in a variety of painful ways.

    Rend (Ex): If a Dilophosaurus uses both claw attacks on a single target in one round, they automatically latch onto and tear their enemy's flesh, dealing an additional 2d8 damage.

    Spitting Dilophosaurus
    Small Magical Beast
    Hit Die: 3d10 (16 hp)
    Initiative: +9
    Speed: 20 ft. (4 squares)
    Armor Class: 20 (+4 natural, +5 Dex +1 size), touch 16, flat footed 15
    Base Attack/Grapple: +3/+0
    Attack: Claw +5 melee (1d4+1 damage)
    Full Attack: 2 Claws +5 melee (1d4+1 damage)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Venom
    Special Qualities: Scent
    Saves: Fort +3, Ref +8, Will +4
    Abilities: Str 13, Dex 21, Con 10, Int 2, Wis 17, Cha 14
    Skills: Track +4, Intimidate +12
    Feats: Improved Initiative
    Environment: Warm Forests
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Always Neutral
    Advancement: 4-6 HD (Small)
    Level Adjustment: -----

    This small dinosaur looks similar to the much larger Dilophosaurus. It seems rather passive, until it reveals its frill, and starts to eject a black liquid from its mouth.

    These creatures are believed to be descended from the experiments of Yuan-Ti. Their ancestors were originally bred to be guardian animals for Yuan-Ti outposts, but after they were abandoned, they had to go through major evolutionary changes to survive. Because of their reduced size, they needed to find a way of hunting and killing creatures far larger than them. For this purpose, they developed venom glands to slow down prey. To intimidate other carnivores away from their kills, they slowly developed neck-frills. While maybe not as feared as their larger progenitors, Spitting Dilophosaurs are still something to be feared.

    Combat
    First, Spitting Dilophosaurs try to scare their prey into a dead end using their neck-frills, so the prey cannot escape. After that, they repeatedly spit their paralyzing venom at their targets. Once the hunted is paralyzed, the Dilophosaurus tries to kill it with its claws, repeating the spitting process if necessary.

    Venom (Ex): A Spitting Dilophosaurus can spit its venom at a range of 30 ft. Treat the spitting as a touch attack. If the attack is a success, the victim must make a fortitude save (DC 15), or be paralyzed for 1d4 rounds. It can spit every five rounds.

    Skills: A Spitting Dilophosaurus can use its neck-frill to startle enemies, giving it a +8 bonus to intimidate checks.
    Last edited by LOTRfan; 2011-01-13 at 08:02 PM.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Icarosaurus
    Tiny Animal
    Hit Dice:
    1/2d8 (2 hp)
    Initiative: +5
    Speed: 20 ft. (4 squares), climb 20 ft.
    Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
    Base Attack/Grapple: +0/-12
    Attack: Bite +6 melee (1d4-4)
    Full Attack: Bite +6 melee (1d4-4)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: —----
    Special Qualities: Low-light vision, Glide
    Saves: Fort +2, Ref +6, Will +2
    Abilities: Str 3, Dex 21, Con 10, Int 1, Wis 14, Cha 2
    Skills: Balance +11, Hide +14, Listen +4, Move Silently +6, Spot +4, Jump +10*
    Feats: Stealthy, Weapon Finesse (Bite)
    Environment: Warm forests
    Organization: Solitary
    Challenge Rating: 1/6
    Advancement: —----
    Level Adjustment: ----—

    A small, green lizard can be seen in the branches above. Startled, it spreads small wings and glides to a higher spot, a few trees over.

    Icarosaurs (Icarus Lizard) are tiny lizards with elongated ribs that act as wings. These creatures are generally no different from ordinary lizards, except for the fact that they can glide away from enemies. They are a favored prey of Coelophysis.

    Combat
    Icarosauruses never attack other creatures. When attacked, they glide to higher areas.

    Glide (Ex): An Icarosaurus use its wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent, with average maneuverability.

    Feats: Like all tiny lizards, an Icarosaurus gains Weapon Finesse as a bonus feat.

    Skills: Icarosauruses have a +8 racial bonus on Balance checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Icarosauruses gain a +10 bonus to jump checks, thanks to its wings. They use their dexterity modifier for both jump and climb checks.

    Icarosaurs as Familiars
    Icarosaurs can be used as familiars by Wizards without the Improved Familiar feat. They grant their masters a +3 bonus to jump.

    Diplodocus Calf
    Tiny Animal
    Hit Die:
    1d8-1 (3)
    Initiative: +3
    Speed: 10 ft.
    Armor Class: 15 (+2 size, +3 Dex), touch 15, flat footed 12
    Base Attack/Grapple: +0/-10
    Attack: Tail slap -2 melee (1d6-2)
    Full Attack: Tail slap -2 melee (1d6-2)
    Space/Reach: 2 ½ ft./0 ft.
    Special Attacks: -----
    Special Qualities: lowlight vision, scent
    Saves: Fort +2, Dex +5, Wis -2
    Abilities: Str 6, Dex 16, Con 8, Int 1, Wis 6, Cha 4
    Skills: Listen +3, Spot +2
    Feats: Alertness
    Environment: Temperate Plains
    Organization: Hatchling Run (800-5,000 Diplodocus Calves), Hiding Herd (3-6 Diplodocus Calves), or Solitary
    Challenge Rating: 1/3
    Advancement: By age (see Young Diplodocus from Dungeon Magazine #142, and Diplodocus from Dragon #318)
    Level Adjustment: -----

    A huge group of small infant dinosaurs are running through the forests. Predators are picking them off one-by-one, but they continue to run in unison.

    Diplodocuses try to lay their eggs on the same day, so that their eggs will hatch together. Diplodocuses lay their eggs in semi-protected areas and then leave, never to see them again. This might seem cruel and coldhearted, but the Diplodocus' huge mass and lack of bodily control would probably do more damage than good if they stayed. Diplodocus calves start to run towards the forest as soon as they hatch. Predators love the day this occurs, because huge defenseless swarms wander with no chance of survival against attacks. Their sheer numbers make it impossible for predators to eat them all (the average female Diplodocus lays 3,000 to 5,000 eggs a season), thus ensuring at least a few make it to the forests. They stay there for a few years, in small groups or alone, until they reach their young adult size. They then go into the plains to join herds of other Diplodocuses.

    Combat
    Diplodocus calves do not enter combat. They run away, and hope to survive.

    These statistics can be used for infant Seismosaurs and other long-necked quadrupeds.

    Tyrannosaur Chick
    Small Animal
    Hit Die:
    1d8+1 (5 hp)
    Initiative: +4
    Speed: 15 ft.
    Armor Class: 15 (+1 size +4 Dex), touch 14, flat footed 11
    Base Attack/Grapple: +0/-5
    Attack: Bite -1 melee (1d4-1 damage)
    Full Attack: Bite -1 melee (1d4-1 damage)
    Space/Reach: 2 ½ ft./0 ft.
    Special Attacks: -----
    Special Qualities: lowlight vision, scent
    Saves: Fort +3, Ref +6, Will -1
    Abilities: Str 8, Dex 18, Con 13, Int 1, Wis 9, Cha 4
    Skills: Listen +4, Spot +5
    Feats: Alertness
    Environment: Warm Plains
    Organization: Family (1 Tyrannosaurus-rex plus 1d4 chicks)
    Challenge Rating: ½
    Treasure: None
    Alignment: Always True Neutral
    Advancement: By age (see Tyrannosaurus-rex)
    Level Adjustment: -----


    A small tyrannosaur is playing with its siblings. They seem to be play fighting, obviously preparing for when they grow larger.

    Tyrannosaur eggs hatch around three months after being laid. When they come out, they are about three feet in length, and weigh five to eight pounds. They are defenseless, having not developed their natural armor or the bone crushing potential of their jaws. Predators are at every corner. Herbivores that encounter them try to crush them before they are able to reach adult age, so they have less to worry about in the future. They are like meatballs with legs to hungry predators such as Quetzalcoatlus and other Tyrannosaurs. Luckily, for the first few weeks of their life, their mother protects them (the father isn’t involved with the chicks, as males are either driven off or eaten by the larger and more dominant female after mating). Even this protection does not last, though. After the first few weeks, the Tyrannosaurs lose their motherly instincts and may even eat her young. For every clutch of 3-4 eggs, about one or two survive to adulthood.

    Combat
    Tyrannosaur chicks only fight their siblings, completely relying on their mother to hunt for food. These fights are usually playful, practicing for when they are larger and must fend for themselves. There is one exception to this rule, however: when there is a runt, the other siblings tend to kill it, and feast on its flesh.

    Skills: Tyrannosaurs have a +2 bonus to Listen and Spot checks.

    These statistics can also be used for Allosaurs, Ceratosaurs, and other large carnivorous theropods.
    Last edited by LOTRfan; 2010-12-12 at 02:07 PM.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    As a cursory look, the only glaring mistake is that you swapped skills and feats in the Guanlong.


    Debby
    Last edited by Debihuman; 2010-12-12 at 01:41 PM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Whoops, I'll fix that right now. Thanks.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Icarosaurus should be able to Glide.


    Glide (Ex): An Icarosaurus use its wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent.

    I'll leave the speed and maneuverability up to you.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Alright. 20 ft. sounds about right (that's about as fast as flying squirrels, so that should be good). I'll keep the maneuverability perfect.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Can they hover? If not, downgrade it to Average.

    Debby
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Average it is, then (although the idea of hovering Icarosaurs is cool..).
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    thumbs up from kitteh
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Thanks, Bhu.

    Zuniceratops
    Medium Animal
    Hit Dice: 10d8+53 (98 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
    Base Attack/Grapple: +7/+13
    Attack: Gore +13 melee (1d6+6 damage)
    Full Attack: Gore +13 melee (1d6+6 damage)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Powerful charge, trample 1d12+9
    Special Qualities: Low-light vision, scent
    Saves: Fort +12, Ref +8, Will +4
    Abilities: Str 22, Dex 13, Con 21, Int 1, Wis 12, Cha 7
    Skills: Spot +9, Listen +6
    Feats: Alertness, Great Fortitude, Toughness
    Environment: Temperate forests
    Organization: Solitary, pair, or herd (5-8 plus alpha male of at least 15 HD)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always neutral
    Advancement: 11-20 HD (Large)
    Level Adjustment: —----

    This creature appears to be a Triceratops, though smaller. It has only two horns, above its eyes, and its beak houses a small amount of teeth.

    Zuniceratops (Zuni-horned face) are often seen as smaller versions of Triceratops, though in truth they have been in the world much longer then their more common cousins. Zuniceratops live in forests, hiding from larger predators in the trees. They live in small herds, in order to better protect themselves from dromeosaurs such as Deinonychus. Each herd is lead by an Alpha male. When another Zuniceratops wishes to become the alpha male, they engage in a brutal battle. Usually, such a battle isn't initially fatal to the loser of such a contest, but a combination of infections and broken bones usually open up a higher chance of being killed by predators.

    Combat
    Zuniceratops fights in groups. They tend to surround a powerful enemy, and constantly charge towards it, driving its horns into it. When facing a foe that has numbers equal to or greater than the herd, they flee (possibly trampling any obstacles in the process).

    Powerful Charge (Ex): When a Zuniceratops charges, its gore attack deals 2d6+12 damage.

    Trample (Ex): Reflex Save DC 21. The save is strength-based.
    Last edited by LOTRfan; 2011-01-26 at 11:31 PM.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Two feats designed for dinosaurs (but they can be applied to any animal or magical beast). Since they, unfortunately, can not wield standard equipment, here are two feats that resemble equipment found in the SRD. The first is meant for creatures with natural bony plates (like Ceratopsians and Brontops), and is meant to be a dumbed down version of a towershield. The other is more quick, low HD predators (like Velociraptor and Deinonychus, as well as Hyenas) to make them more of a danger in combat.

    Unfortunately, they are a little powerful, so they need some PEACHing.

    Protective Frill [Monstrous]
    Creatures with protective bone coverings can make themselves harder to hit by positioning their body.
    Prerequisites: Medium Size, Animal or Magical Beast type, has a protective bone structure (like a neck frill, antlers, or other head-based bone protrusions).
    Benefit: By spending a move action to get into an optimum defensive position and taking no other actions afterwards during this turn, the animal is granted cover (+4 bonus to AC) until its next turn.
    Special: Dire Animals (with the exception of the Dire Shark) have all sorts of bony spikes along their bodies, and automatically qualify even if none of the protrusions are head based or if it is smaller than medium.

    Disembowel [Monstrous]
    Creatures with talons can use it to inflict heavy, and usually lethal, damage to enemies.
    Prerequisites: Talon Attack, Animal or Magical Beast type, Strength 13
    Benefit: Upon a successful critical hit with its talon attack, the creature may choose to tear the soft underbelly of its prey apart with a terrible slash if the prey is within one category of the creature and it has one HD less than it. Creatures without discernable anatomies (oozes, constructs –including living ones-, undead, and plants) are unaffected. The victim must make fortitude save (DC 10+ ½ creature’s HD+ creature’s strength modifier), or immediately fall to -1 hit points. A creature struck with such an attack cannot stabilize naturally. Mundane heal checks can stabilize a creature, but cannot save them from their dying state. Only magical healing can bring them back to positive hit points.
    Special: Hyenas, despite not having talons, use this hunting technique. Hyenas, along with all animals and magical beasts related to them, can use their bite attack to fulfill the talon attack prerequisite when attempting to acquire this feat.
    Last edited by LOTRfan; 2011-01-11 at 10:36 PM.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Another feat, this time concerning the scent ability. Tyrannosaurs are supposed to be able to smell things over a mile away. Here's an epic feat for advanced Tyrannosaurs, and other epic monsters.

    Epic Scent [Epic, Monstrous]
    Creatures are able to smell prey from vast distances.
    Prerequisites: Scent special ability, Improved Scent, Uncanny Scent
    Benefits: You can detect creatures within 120 ft., and pinpoint the exact location all creatures within 40 ft.
    Normal: A creature can detect all creatures within 30 ft., and pinpoint the location of creatures within 5 ft.
    Last edited by LOTRfan; 2011-01-12 at 05:09 PM.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    This thread makes kitty happy.

    You considered requests?
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Absolutely. I'm willing to make feats, monsters, equipment (I may need help with pricing), races, and possibly others (grafts are a possibility!). Do you have something in mind?
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Spitting Dilophosaurus graft plz.

    Mostly because I want to put a GP price on the ability to spit globs of poison. (Yes, this has actually come up before).
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Quote Originally Posted by Jarrick View Post
    Spitting Dilophosaurus graft plz.

    Mostly because I want to put a GP price on the ability to spit globs of poison. (Yes, this has actually come up before).
    Oldstyle or newstyle? And darn, you have found my one true weakness: pricing! I'll see what I can do, though.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Oldstyle or newstyle? I'm afraid you'll have to explain.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    There are two types of grafts: Libris Mortis and Fiend Folio-style grafts, that only Fleshwarpers can make and are prohibitively expensive, and Eberron-style grafts, which anyone can make and are less expensive, but cost you hit points.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    hmm... tough choice. I'm fond of the oldstyle grafts myself, but I think the eberron-style grafts would work better in this case.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Alright, not as great as I hoped. PEACHing would be appreciated. Also, should I make a dinosaur-grafting feat, or is there already an existing feat that you guys can think of that might allow the creation of this? Until it is decided, the construction section has the required feat as "-----".

    Venomous Spit
    This graft is made from the removed spit glands of a magical Dilophosaurus, and grown inside a hollowed jaw and the surrounding neck area.
    Location: Neck
    Description: The neck bones are hollowed and configured to a more reptilian pattern. Inside a virulent venom sack generates a paralyzing venom.
    Activation: A host merely needs to make a touch attack at a range of 30 ft. against the target. This requires an attack action, and cannot be done within 5 rounds of the last time he used it.
    Effects: The target must make a fortitude save (DC 10 + 1/2 host's hit dice + host's con mod), or be paralyzed for 1d4 rounds.

    Graft Flesh, Hold Monster; Cost 12,000 gp, 480 XP; Price 24,000 gp; Sacrifice 12 hp, if the host has a bite attack the damage lessens by 1 hit die; 24 days
    Last edited by LOTRfan; 2011-02-13 at 11:42 AM.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Nice. I like it. Sadly I couldnt really say anything about balance on the pricing.

    Incidentally, my group house-ruled that the "graft flesh" feat covers all types of graft, so I cant really say for sure if this needs its own feat or not.

    I guess this post wasn't very helpful, sorry.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Eh, don't worry about it. Just tell me how it goes if a player does use it, and if they feel it was worth the cash. I've decided not to add in a new feat, but if I do end up making more grafts, that could change.

    Glad to here you like it.
    Last edited by LOTRfan; 2011-01-12 at 11:15 PM.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    The following are two carnivorous Saurials to counter the four more well known one, and to balance the scale between carnivores and herbivores between the two. Yes, I stole the name from the Land Before Time, but it fit the naming conventions of the other saurial races.

    Also, please keep in mind that all Saurials published in 3.5e have 2 RHD and a +4 natural armor bonus, so I kept that constant in these as well. PEACH away.

    Sharptooth
    Large Humanoid (Reptilian)
    Hit Die: 2d8+7 (16 hp)
    Initiative: +0
    Speed: 30 ft.
    Armor Class: 13 (-1 size, +4 natural), touch 9, flat footed 13
    Base Attack/Grapple: +1/+7
    Attack: Shortspear +3 melee (1d6+2 damage), or Bite +3 melee (1d6+2 damage), or tail -2 melee (1d4+2 damage)
    Full Attack: Shortspear +3 melee (1d6+2 damage) or Bite +3 melee (1d6+2 damage) and tail -4 melee (1d4+1 damage)
    Space/Reach: 10 ft./5 ft. (10 ft. with tail)
    Special Attacks: -----
    Special Qualities: Darkvision 60 ft., scent, Cold Torpor, Protection to Sonic Attacks, Vulnerability to Gas Attacks, lowlight vision
    Saves: Fort +2, Ref +3, Will -1
    Abilities: Str 15, Dex 11, Con 14, Int 10, Wis 9, Cha 8
    Skills: Intimidate +4, Spot +4
    Feats: Toughness
    Challenge Rating: 1
    Environment: Warm Forests
    Organization: Solitary, Pair, or band (5-18 plus leader of 5th level)
    Treasure: Standard
    Alignment: Usually Chaotic Evil
    Advancement: By character class
    Level Adjustment: +2

    A massive humanoid tyrannosaur lumbers out of the jungle flinging spears. It roars loudly, and runs towards you.

    The Sharpteeth are a race of Saurials descended from Tyrannosaurs. They are extremely violent and antisocial, barely tolerating others of their own kind. As a result, they have no true society, and are just lumbering brutes out to kill and feed.

    Sharpteeth are not animals, however, and can be reasoned with (provided their hunger has been satiated). Unfortunately, Sharpteeth see other races as nothing better than food. To them, everything, intelligent or otherwise, is a prospective meal.

    Sharpteeth worship Pestis, the Saurial God of Destruction. They give in to all base emotions, engorging themselves whenever they can. Sharpteeth occasionally gather in small bands to hunt down much larger prey, like Diplodocus.

    Combat
    Unlike other Saurials, Sharpteeth have weak arms, so they are not viable weapons. Instead, they rely on a vicious bite attack and their tails, and they are also known for their deadly spear attacks.

    Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws. In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.

    Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.

    Scent (Ex): Saurials have the scent special quality, as described in the Monster Manual.

    Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.

    Tail Reach (Ex):
    Sharptooth saurials have 10-foot reach for attacks with their tails.

    Sharptooth Racial Traits
    Spoiler
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    • +2 Str, +2 Con
    Large Humanoid (Reptilian); As Large creatures, Sharpteeth gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size bonus on Hide checks, and they must use larger weapons than humans use.
    • Base Speed 30 ft.
    • Lowlight Vision
    Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws. In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.
    Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.
    Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.
    Racial Levels: A Sharptooth has 2 levels of Humanoid. This grants it a BAB of +1 and Fort +0, Ref +3, WIll +3.
    Racial Skills: Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
    Racial Feats: A Sharptooth's racial levels grant it 1 feat.
    • +4 natural armor
    • Scent
    • Bite Attack (1d6 damage)
    • Tail Attack (1d4 Damage)
    Favored Class: Barbarian
    Level Adjustment: +2



    Saurial Racial Class
    Spoiler
    Show

    {table=head]Hit Dice|Skills|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1d8|
    (2+INT) x4
    |
    +0
    |
    +0
    |
    +2
    |
    +0
    |Starting Racial Traits, Feat

    1d8|
    -----
    |
    +0
    |
    +0
    |
    +2
    |
    +0
    |+2 Natural Armor, +2 Str

    2d8|
    (2+INT)
    |
    +1
    |
    +0
    |
    +3
    |
    +0
    |1 Bite Attack (1d6 damage)

    2d8|
    -----
    |
    +1
    |
    +0
    |
    +3
    |
    +0
    |Scent, +2 natural armor[/table]

    Starting Racial Traits
    Spoiler
    Show
    • +2 Con
    Large Humanoid (Reptilian); As Large creatures, Sharpteeth gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size bonus on Hide checks, and they must use larger weapons than humans use.
    • Base Speed 30 ft.
    • Lowlight Vision
    Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws. In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.
    Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.
    Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.
    • Tail Attack (1d4 Damage)
    Favored Class: Barbarian


    Class Skills
    A Sharptooth’s class skills are Intimidate (Cha), Spot (Wis), Listen (Wis), and Jump (Str).

    Weapon and Armor Proficiency:
    Sharpteeth are proficient with no armor, and all simple weapons.

    Natural Armor: At 2nd level, a Sharpteeth gains +2 to natural armor. This increases by 2 again at 4th level.

    Bite Attack: At 3rd level, Sharpteeth gains a bite attack that does 1d6 damage.

    Scent (Ex): At 4th level, Sharpteeth gain scent. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

    Ability Increase: At 2nd level, Sharpteeth get a +2 ability increase to strength.



    Curvedclaw
    Medium Humanoid (Reptilian)
    Hit Die:
    2d8+2 (11 hp)
    Initiative: +1
    Speed: 40 ft.
    Armor Class: 15 (+4 natural, +1 Dex), touch 11, flat footed 14
    Base Attack/Grapple: +1/+2
    Attack: Claw +2 melee (1d4+1 damage), or tail -3 melee (1d3+1 damage)
    Full Attack: 2 Claws +2 melee (1d4+1 damage), or tail -3 melee (1d3+1 damage)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: -----
    Special Qualities: Darkvision 60 ft., scent, Cold Torpor, Protection to Sonic Attacks, Vulnerability to Gas Attacks
    Saves: Fort +1, Ref +4, Will -1
    Abilities: Str 13, Dex 13, Con 12, Int 10, Wis 11, Cha 8
    Skills: Intimidate +4, Knowledge (Geography) +5, Survival +5
    Feats: Track
    Challenge Rating: 1
    Environment: Warm Deserts
    Organization: Solitary, Pack (3-6), or Tribe (11-22 plus leader of 5th level and 10% noncombatants)
    Treasure: Standard
    Alignment: Usually Lawful Evil
    Advancement: By character class
    Level Adjustment: +2

    A large, reptilian creature stands atop a sand dune. Suddenly, three more appear from behind the dune to the side. All four large, partially feathered humanoids surround you.

    Curvedclaws are a race of humanoid dromaeosaurids, specifically looking like a cross between a humanoid, deinonychus, and velociraptor. The Curvedclaws have lived in the deserts for hundreds of years now, but it is originally thought that they have come from jungles. Why this migration has occurred is unknown, but many believe that the early Curvedclaw civilization could not deal with the constant threats from dinosaurs and the neighboring Saurial race, the Sharpteeth.

    Curvedclaws have adapted to their environment, being fast hunters and ambushers. Their home has little food or water, so groups wandering the desert seem to stay small enough to get rid of any unnecessary worries about a lack of food or water. Unfortunately, this view has also made them very cruel in disposition towards others, including other Curvedclaw tribes.

    Curvedclaws are nomadic, and as a result can rarely be found in the same area for more than two weeks. They engage in bloody tribal wars with neighbors, and some of the more depraved practice cannibalism. In their minds, if you are not strong enough to defend your land, you are nothing better than livestock.

    Combat
    Curvedclaws prefer quick and bloody combat. They set up ambushes, and once the trap is set, they run in and rip enemies apart.

    Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws. In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.

    Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.

    Scent (Ex): Saurials have the scent special quality, as described in the Monster Manual.

    Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.


    Curvedclaw Racial Traits
    Spoiler
    Show
    • +2 Dex, +2 Wis
    Medium Humanoid (Reptilian);
    • Base Speed 40 ft.
    • Lowlight Vision
    Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws. In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.
    Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.
    Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.
    Racial Levels: A Curvedclaw has 2 levels of Humanoid. This grants it a BAB of +1 and Fort +0, Ref +3, Will +0.
    Racial Skills: Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
    Racial Feats: A Curvedclaw's racial levels grant it 1 feat.
    • +4 natural armor
    • Scent
    • Tail Attack (1d3 Damage)
    • Claw Attacks (1d4 damage)
    Favored Class: Ranger
    Level Adjustment: +2



    Saurial Racial Class
    Spoiler
    Show

    {table=head]Hit Dice|Skills|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

    1d8|
    (2+INT) x4
    |
    +0
    |
    +0
    |
    +2
    |
    +0
    |Starting Racial Traits, Feat

    1d8|
    -----
    |
    +0
    |
    +0
    |
    +2
    |
    +0
    |+2 Natural Armor, +2 Dex

    2d8|
    (2+INT)
    |
    +1
    |
    +0
    |
    +3
    |
    +0
    |2 Claw Attacks (1d4 damage)

    2d8|
    -----
    |
    +1
    |
    +0
    |
    +3
    |
    +0
    |Scent, +2 natural armor[/table]

    Starting Racial Traits
    Spoiler
    Show
    • +2 Wis
    Medium Humanoid (Reptilian);
    • Base Speed 30 ft.
    • Lowlight Vision
    Cold Torpor (Ex): Saurials are warm-blooded creatures, but they retain heat poorly in cold environments. A saurial suffers a -5 penalty to Fortitude saving throws made to avoid subdual damage from cold environments and takes double the normal amount of subdual damage for failing those saving throws. In cooler climates, saurials bundle up to keep warm, for they can easily die from exposure in an environment that a human would find merely uncomfortable.
    Protection from Sonic Attacks (Ex): A saurial's earholes are well protected, giving it a +4 circumstance bonus on saving throws against sonic effects and attacks.
    Vulnerability to Gas Attacks (Ex): A saurial's metabolism and reliance on scent makes it vulnerable to attacks conveyed through gas, including stinking cloud, cloudkill, and poisonous gas. Saurials suffer a -4 penalty on saving throws against gas-based effects and attacks.
    • Tail Attack (1d4 Damage)
    • Claw Attacks (1d4 damage)
    Favored Class: Barbarian


    Class Skills
    A Curvedclaw’s class skills are Spot (Wis), Listen (Wis), Knowledge (Geography) (Int), Survival (Wis), and Jump (Str).

    Weapon and Armor Proficiency:
    Curvedclaws are proficient with no armor, and all simple weapons.

    Natural Armor: At 2nd level, a Curvedclaws gains +2 to natural armor. This increases by 2 again at 4th level.

    Bite Attack: At 3rd level, Curvedclaws gains a bite attack that does 1d6 damage.

    Scent (Ex): At 4th level, Curvedclaws gain scent. A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.

    Ability Increase: At 2nd level, Curvedclaws get a +2 ability increase to strength.
    Last edited by LOTRfan; 2011-02-27 at 01:28 PM.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Quote Originally Posted by LOTRfan View Post
    Absolutely. I'm willing to make feats, monsters, equipment (I may need help with pricing), races, and possibly others (grafts are a possibility!). Do you have something in mind?
    http://news.nationalgeographic.com/n...nt-rodent.html

    http://ngm.nationalgeographic.com/20...dike-text.html

    http://www.toptenz.net/top-10-prehistoric-animals.php
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Regarding the Saurials

    Skill points are normally noted this way: Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, or by character class.

    The tail should be a secondary attack at a -5 penalty as other saurials since they don't have the multiattack feat.

    For information regarding Saurials, see the Serpent Kingdoms Web Enhancement available free in the Archives on WotC website. Sadly, that product has no open content.

    Perhaps you should add "Saurial Traits" to the Special Qualities.

    Debby
    Last edited by Debihuman; 2011-01-13 at 07:52 AM.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Awesome. I'll get around to as many as I can. I think I'll go with Masiakasaurus first, if only because I have never heard of them and this gives me an excuse to research as much as I can about them.

    Any preference in order for the others?

    Quote Originally Posted by Debihuman View Post
    Regarding the Saurials

    Skill points are normally noted this way: Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, or by character class.
    I assume you mean in the racial entry? I'll make changes immediately.

    Quote Originally Posted by Debihuman View Post
    The tail should be a secondary attack at a -5 penalty as other saurials since they don't have the multiattack feat.
    Why, yes, they should. I'll add the penalty in now.

    Quote Originally Posted by Debihuman View Post
    For information regarding Saurials, see the Serpent Kingdoms Web Enhancement available free in the Archives on WotC website. Sadly, that product has no open content.
    I've already read it. Pretty interesting, but I got rid of the the FR fluff (one village? pfft). I'm also ignoring the fluff about their pitch being too high to hear. I really like the Saurials, and I intend to keep the scent communication, because it was very interesting.

    Quote Originally Posted by Debihuman View Post
    Perhaps you should add "Saurial Traits" to the Special Qualities.

    Debby
    I would, but the Saurial traits are already given detail in the monster entry (unless you are suggesting that I cannot post the Saurial traits legally, in which case I'll replace it ).

    Thanks for the PEACH

    EDIT: Either today or tomorrow, I'll be posting new stats for a stronger, semi-undead version of Azuvidexus. I might explore the crawling jungle a little more as well, adding a new demon to the fold and expanding on it. If you have no idea what I am talking about, read these articles.

    Oh, and by the way, Bhu, this is where I start using your material from the Critters thread. Thanks again!
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Quote Originally Posted by LOTRfan View Post
    Awesome. I'll get around to as many as I can. I think I'll go with Masiakasaurus first, if only because I have never heard of them and this gives me an excuse to research as much as I can about them.

    Any preference in order for the others?
    Nah, I just hoped you'd do a few of the weirder ones.


    Oh, and by the way, Bhu, this is where I start using your material from the Critters thread. Thanks again!
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    So, I don't have access to my computer right now, so I cannot post anything new.

    Until I can, here's the Atroxasaurus, an Abomination from Ka.

    Atroxasaurus
    Colossal Aberration (Abomination)
    Divine Rank:
    0
    Hit Dice: 75d8+1125+75+140 (1,940 hp)
    Initiative: +4
    Speed: 60 ft. (10 squares)
    Armor Class: 62 (+60 natural, -8 size), touch 2, flat footed 62
    Base Attack/Grapple: +56/+100
    Attack: Claw +76 melee (8d8+28 damage)
    Full Attack: 2 Claws +76 melee (8d8+28 damage) and Bite +71 melee (16d6+14 damage)
    Space/Reach: 30 ft./20 ft.
    Special Attacks: Rend, spell-like abilities, summon energon
    Special Qualities: Hyper-Evolution, Fast Healing 30, Regeneration 15, spell resistance 52, imitate special ability, abomination immunities, fire resistance 20, cold resistance 20, damage reduction 10/epic, nondetection, blindsight 500 ft., immortality
    Saves: Fort +40, Ref +25, Will +43
    Abilities: Str 67, Dex 10, Con 41, Int 2, Wis 18, Cha 24
    Skills: Climb +70, Spot +27, Listen +41,
    Feats: Improved Initiative, Improved Toughness*, Close Quarters Fighting**, Power Attack, Improved Sunder, Combat Brute**, Enduring Life***, Eviscerator***, Lasting Life***, Dark Stalker****, Improved Bullrush, Awesome Blow*****, Powerful Charge****, Blindfight, Alertness, Cleave, Great Cleave, Weapon Focus (Claw), Weapon Focus (Bite)
    Epic Feats: Epic Toughness** (x7)
    Environment: Underground
    Organization: Solitary (Unique)
    Challenge Rating: 40
    Treasure: None
    Alignment: Neutral
    Advancement: By evolution (see text)
    Level Adjustment: -----

    This creature looks like a massive lizard, but this is obviously not the case. Within seconds of being exposed to you, minor changes in the creature can be seen as it adapts to be able to kill you as efficiently as possible.

    Long ago, the world was inhabited by lizards of colossal size. These animals roamed the world for millions of years, but they were only a small part in a greater scheme. They were to be wiped out so that eventually the humanoids would take over as the dominant creatures. Ka the Preserver, a lesser god, had lived with the huge reptiles for millions of years, and grew attached to them. He did not want them to die, but he was powerless to stop the plans of the far more powerful Overdeity.

    Still, he could not bear to watch these creatures die out, so he gathered up groups of these lizards, while also resurrecting earlier forms of prehistoric life, and placed them on a small group of islands. He warded the isles from the effects of the mass genocide, and their descendents have lived there ever since. Soon, he realized that despite his intervention, his beasts were slowly transforming into other animals (like the Bloodstrikers, Fleshrakers, and Swindlespitters). He realized that these new creatures, along with a group of newly evolved humanoid reptiles, would eventually take the isles from the descendents of the original inhabitants, so he took away their power to adapt.

    He was working with a powerful form of positive energy, though, and couldn’t leave the power of evolution he had taken laying around, so he specifically bred a vessel to hold this power. He placed this power into this bred creature, but he didn’t believe the effect of his actions would be so large. The creature, once a small lizard, quickly mutated into a monster of colossal size with the ability to adapt to anything in a matter of seconds.

    The monster started to ravage the main island, and the reptilian humanoids (the early Saurials) named this beast the Atroxasaurus, which meant “Cruel Lizard” in their tongue. Ka, disgusted with the creation, took the ever changing creature, and tried to remove the concentrated energy. He couldn’t. He finally realized that he had done the most terrible thing a deity could: he had created an Abomination. Ashamed at himself, he cast the Atroxasaurus into the labyrinth below the main island, so that it had nothing to imitate or adapt to.

    It remains there to this very day, wondering through the underground caverns deep in the earth, below the rocks, below the fossils, even below the cores of the volcanoes.

    Combat
    Ka placed the Atroxasaurus deep underground so that it would avoid combat –and the hyper evolution that was bound to go along with it-, but if the creature was to ever enter combat, it would be difficult to kill, indeed. It adapts too quickly to be harmed with the same type of damage more than three times, and adventurers must refrain from using their best abilities, lest the “cruel lizard” use it against them.

    Hyper Evolution (Su): If the Atroxasaurus is exposed to a harmful energy three times, or is placed in an environment that either harms or impairs it for three straight rounds, it becomes immune to that effect. For example, if it were to be damage with acid three times, it would be immune to acid forever afterwards. If it were to fall into lava or exposed to the void of space for three rounds straight and survive, it would now be fully capable of functioning in that environment without help. The rules are slightly different for epic weapons. If it is hit with an epic weapon three times, the magical effects of said weapon would be nullified when used against the Atroxasaurus, but it would still count as epic for the purpose for overcoming damage reduction. Keep in mind that this ability even works in non-harmful environments. For example, if the Atroxasaurus stays in an anti-magic field for three straight rounds, it can then use its magical abilities whenever it enters such a field.

    Imitate Special Ability (Su): If the Atroxasaurus either watches something use a special ability (within a distance of 120 ft.) or is the target of a special ability, it can “copy” this ability and use it. The Atroxasaurus can only do it if it attempts to copy the ability within fives rounds after it was used. For example, if the Atroxasaurus was to be sneak attacked by a 20th level Rogue, it could in turn do a sneak attack that deals 10d6 damage. If it watches a 17th level wizard cast Fireball, it cast the spell too (caster level 17). This ability only works against creatures of non-divine nature and whose HD total equals 50 or less.

    Regeneration (Ex): Atroxasaurus takes normal damage from sonic and electricity. The Atroxasaurus cannot become immune to these types of damage.

    Nondetection (Sp): The Atroxasaurus is constantly under the effects of the nondetection spell, caster level 75.

    Rend (Ex): When the Atroxasaurus attacks an opponent with both claw attacks, it automatically latches onto the enemy and tears the flesh, dealing 16d8+14 damage.

    Abomination Immunities (Ex): Abominations are immune to polymorphing, petrification, or any form-altering attack. They are not subject to energy drain, ability drain, or ability damage. They are immune to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and the Atroxasaurus specifically is immune to negative energy.

    Spell-like Abilities (Sp): At will- True seeing, cure serious wounds. Caster Level 75th.

    Summon Energon (Sp): The Atroxasaurus can summon 2d8+4 Xag-yas once per day, with 80% chance of success.

    Immortality: The Atroxasaurus is naturally immortal and cannot die from natural causes. It do not age. The only way for the Atroxasaurus to die is through special circumstances, usually by being slain in magical or physical combat.

    *From Monster Manual III
    **From Complete Warrior
    ***From Libris Mortis
    ****From Lords of Madness
    *****From Monster Manual IV
    ******From Monster Manual VI
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Once again, away from my computer, so here's something I already posted over at competitor games; the Miquot Demon (inspired from the demon of the same name from Buffy the Vampire Slayer).


    Kulak of the Miquot Clan
    Demon, Miquot
    Medium Outsider (Chaotic, Evil, Extraplanar)
    Hit Die: 11d8+44 (88 hp)
    Initiative: +6
    Speed: 30 ft.
    Armor Class: 18 (+2 leather +1 Dex +5 natural), touch 11, flat footed 17
    Base Attack/Grapple: +11/+14
    Attack: Bone-dagger +14 melee (1d4+3 damage)
    Full Attack: 2 Bone-Daggers +13 melee (1d4+3 damage), or longsword +14 melee (1d8+3 damage)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Blood Rage, Death Attack
    Special Qualities: Regeneration 2, Fore-Arm plates, Spell Resistance 16
    Saves: Fort +11, Ref +8, Will +8
    Abilities: Str 17, Dex 13, Con 18, Int 10, Wis 13, Cha 4
    Skills: Survival +18, Intimidate +8, Move Silently +15, Hide +5, Bluff +8, Listen +15, Spot +15
    Feats: Skill Focus: Survival, Improved Initiative, Power Attack, Two Weapon Fighting
    Environment: The Abyss
    Organization: Solitary, Pair, or Clan (4-8 Miquots plus 1-2 Fiendish Megaraptors)
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Always Chaotic Evil
    Advancement: 12-22 HD (Medium)
    Level Adjustment: +6

    A large, orange skinned humanoid charges. It has stegosaur-like plating starting at the top of his bald head, that works his way down to his back. It has no tail.

    Miquots are a race of proud hunter-demons that inhabit the chaotic jungles of the Abyss. They track prey for miles, and have an odd affinity with all sorts of fiendish beasts. This makes them deadly foes. They are known for their regeneration abilities, as well as their ability to grow weapons from their fore-arms. They are reptilian in nature, and thus are hatched from eggs. Their childhood is short, and spend it preparing for battle (though few actually survive to adult hood). Despite their chaotic nature, Miquots have a basic code of honor. They are required to go on huge killing sprees to gain honor for their clan. The bigger and more prestigious the enemy, the more honor earned. In addition, if any non-good creature were to save a Miquot from certain death, they become companions to their savior for a specified amount of time (this depends on both the alignment of their savior, and if the Miquots want to do it), ranging from one month to one decade.

    Combat
    Miquots stalk their prey for days, slowly getting to know their targets on an intimate level as they quietly stalk the unaware creatures. After the Miquot feels that he has a sufficient idea of his enemy’s abilities, he attacks.

    Blood Rage (Ex): When a Miquot causes damage to an enemy, a Miquot can go into a blood rage. This functions as the Barbarian ability of the same name, except his regeneration power increases by 2. This happens once a day, and it stacks with his Barbarian levels, if any.

    Death Attack (Ex): This functions as the Assassin ability of the same name, except he must spend at least six rounds focusing on his target instead of three. Save DC 21.

    Regeneration (Ex):
    Good and acid deal normal damage to a Miquot. If a Miquot loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

    Fore-Arm Plates (Ex): Miquots can rip the serrated bone plates off of their fore-arms and use them as two daggers. The bone plates regrow in 3d6 rounds because of the Miquot’s regeneration power. They are proficient with these daggers.
    Last edited by LOTRfan; 2011-01-15 at 01:28 PM.
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