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  1. - Top - End - #271
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Page 10!!!! Woo!!
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    Iguanodon
    Huge Animal
    Hit Dice:
    17d8+34 (110 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 15 (+7 natural, -2 size), touch 8, flatfooted 15
    Base Attack/Grapple: +12/+26
    Attack: Stamp +18 melee (2d6+6)
    Full Attack: 2 Stamps +18 melee (2d6+6), and Foreclaw +13 melee (1d6+3 damage/19-20)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Trample
    Special Qualities: Lowlight vision, scent, burst of speed
    Saves: Fort +12, Ref +10, Will +5
    Abilities: Str 23, Dex 10, Con 15, Int 2, Wis 10, Cha 11
    Skills: Spot +10, Listen +11
    Feats: Improved Toughness, Improved Critical (Foreclaw)
    Environment: Warm Plains
    Organization: Herd (6-20 plus)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always Neutral
    Advancement: 18-34 HD (Huge)
    Level Adjustment: -----

    A large herd of behemoths walk alongside the edge of the forest, grazing as they go. A pointed, prehensile claw can be seen on the front two feet.

    Iguanodons are large, herbivorous reptiles native to forests. Iguanodons are similar to Muttaburrasaurus in that they can temporarily assume a bipedal form to run faster. Iguanodons usually travel in herds, moving from food source to food source. Iguanodons are often hunted by Utahraptors and other dromeosaurids.

    Iguanodons have a very specific adaptation on the fifth fingers of their forelimbs; two razor sharp prehensile claws. These are used mainly to slice through thick vegetation, but they make decent weapons, as well.

    Combat
    When in combat, Iguanodons attempt to flee. If there is nowhere to run, they fight savagely, and to the death. For the most part, they try to crush smaller enemies with their massive bulk, but they do not hesitate to slice enemies apart, if needed.

    Burst of Speed (Ex): Up to once per hour, an Iguanodon can shift to a bipedal configuration as a free action for one round, increasing the movement of Iguanodon to 80 ft.

    Trample (Ex): 2d6+16 damage, Reflex save for half damage (DC 24). Save DC is strength-based.
    Last edited by LOTRfan; 2011-03-26 at 12:23 PM.
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  2. - Top - End - #272
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Well I certainly can't argue with those stats (), but I have to admit that I'm not a fan of the image you chose. The color is drab (unlikely since dinosaurs almost certainly had good color vision, but more importantly it doesn't make for an interesting monster), the hands are just plain weird, and (the biggest offense of all) it suffers from a severe case a shrink-wrap syndrome (which is a personal pet peeve).

    May I suggest one of these picture instead?
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    I would prefer an illustration, but all that I could find either suffered from shrink-wrap syndrome or were a little too small (most were both).
    Last edited by Lyndworm; 2011-03-21 at 07:07 PM.
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  3. - Top - End - #273
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Sure thing, I'll change the picture.
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  4. - Top - End - #274
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Quote Originally Posted by Lyndworm View Post
    Well I certainly can't argue with those stats (), but I have to admit that I'm not a fan of the image you chose. The color is drab (unlikely since dinosaurs almost certainly had good color vision, but more importantly it doesn't make for an interesting monster), the hands are just plain weird, and (the biggest offense of all) it suffers from a severe case a shrink-wrap syndrome (which is a personal pet peeve).

    May I suggest one of these picture instead?
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    I would prefer an illustration, but all that I could find either suffered from shrink-wrap syndrome or were a little too small (most were both).
    What on earth is shrink-wrap syndrome?
    Ut Abyssus per orbis terrarum.

  5. - Top - End - #275
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    It's the tendency some most artists have to portray extinct animals (especially those with fewer contemporaries, like dinosaurs) as if their bones (especially skulls) have been "shrink-wrapped" by their flesh. Rather than attempting to make a detailed and/or realistic reconstruction of the creatures anatomy, these artists depict animals with the flesh clinging so tightly to to their skull in an unrealistic fashion. Here's a blog touching on the subject. The following is the relevant excerpt:

    Quote Originally Posted by Matt Wedel
    [“Shrink-wrapped dinosaur syndrome”] is what I call the common convention in paleo-art of simply draping the skeleton–and especially the skull–in Spandex and calling that a life restoration. I think it’s a popular technique because you can show off the skeleton inside the animal and thereby demonstrate that you’ve done your homework (especially to an audience that already knows the skeletons*). It gives artists an easy way to add detail to their critters; if you actually slab on realistic soft tissues and lose most of those skeletal and cranial landmarks, you have to come up with something else to make your animals look detailed and visually interesting. And by now it’s been going strong for several decades, so people expect it.

    * Without harshing on anyone, I suspect that a lot of consumers of paleo-art have spent more time looking at dinosaur skeletons than looking at live animals and thinking about how much or little of their skeletal structure is visible in life, which may make them susceptible to mistaking “shows a lot of the bony structure” for “biologically realistic”. I suspect that because it was true of me for a good chunk of my life; as usual, the one ranting is ranting mostly at his former self. What cured me was dissecting animals and reading TetZoo–happily, two avenues of self-improvement that are open to everyone.
    Here's a picture Matt Wedel posted in addition to the above information which helps to visualize SWDS:
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    I would suggest the site to anyone even passingly interested in dinosaurs, and this particular entry to anyone interested in learning about shrink-wrap syndrome.
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  6. - Top - End - #276
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Very enlightening, thank you, Lyndworm.
    You live and learn!
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  7. - Top - End - #277
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Revised avatar by Trixie, New avvie by Crisis21!
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  8. - Top - End - #278
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Quote Originally Posted by Bhu View Post
    Now I feel like my Dire Hare stats are completely improper. Thanks, Bhu.
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  9. - Top - End - #279
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    That's one colossal bunny.

    I you don't stat that up, I will...
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  10. - Top - End - #280
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Quote Originally Posted by Lyndworm View Post
    Now I feel like my Dire Hare stats are completely improper. Thanks, Bhu.
    *Hugs* no diswespect was intended
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  11. - Top - End - #281
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Don't worry about it, I was kidding. Besides, I've never even posted the thing.
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  12. - Top - End - #282
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Iguanodon is almost done. Afterwards, I plan and posting another Chaos effect dinosaur (this time the ankylosaur-pteranodon hybrid) and then going straight for Mr. Dixon's theoretical dinos.
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  13. - Top - End - #283
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Iguanodon is done. Sorry for the delays.

    I found this picture over at the Pathfinder wiki. Tyrannosaur chasing adventurers. I thought it was cool.
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    EDIT: It'd be nice if it actually worked, though.
    Last edited by LOTRfan; 2011-03-26 at 12:26 PM.
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  14. - Top - End - #284
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    This is a repost from the Polytheistic Worship Rules thread. If you haven't visited it yet, I highly suggest it, as there are special rules for Pantheon Domains.

    The Protantora
    The Protantora ("Preservers of Nature") is the pantheon of the Saurials, composed of seven deities. The Protantora are composed of opposites; one side represents the calmness and gentleness of nature, while the other represents its wilderness, passion, and danger.

    Special: Clerics may remain under the effect of a sanctuary spell for a number of minutes equal to their Wisdom score every day. This time need not be continuous. The Cleric may instead use the power to effect an ally instead.

    Special: Clerics have a +2 bonus to all Knowledge (Nature) and Survival checks.

    Domain Spells
    {table=head]Level | Spell Name
    1 | Summon Nature's Ally 1*, Bane
    2 | Aid, Bull's Endurance
    3 | Create Food/Water, Contagion
    4 | Summon Nature's Ally IV*, Freedom of Movement
    5 | Mass Cure Light Wounds, Insect Plague
    6 | Heal, Harm
    7 | Refuge, Regenerate
    8 | Animal Shapes*, Earthquake
    9 | Summon Monster IX*, Storm of Vengeance[/table]
    *Reptiles only
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  15. - Top - End - #285
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    I must do something for you as a present for this thread. Lemme think on it a bit and I'll get you something.
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  16. - Top - End - #286
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Quote Originally Posted by Bhu View Post
    I must do something for you as a present for this thread. Lemme think on it a bit and I'll get you something.
    Oh, you don't have to do anything.


    The Ankyloranodon should be up shortly.
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  17. - Top - End - #287
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Neo-Animal

    This is an Inherited Template that can be applied to any Animal (or possibly any Vermin of you allow Awakened Vermin in your campaign).. Some Awakened Animals breed true somehow, and eventually generate a race of intelligent critters.

    Size and Type: Type changes to Magical Beast

    Hit Dice: Hit Dice become d10's. If the creature has less than 1 Hit Die, it now increases to one full Hit Die.

    Speed: Unchanged.

    Armor Class: Unchanged.

    Attacks: Base Attack Bonus becomes equal to Hit Dice.

    Damage: Unchanged

    Special Attacks: Retains all Special Attacks of the Base Creature.

    Special Qualities: Retains all Special Qualities of the Base Creature, and gains the following:

    Skill Limitations (Ex): Because animals have no hands they cannot make Skill Checks in the following skills:

    Craft, Disable Device, Disguise, Forgery, Open Lock, Sleight of Hand, and Use Rope.

    Primates with clumsy hands take a -4 Racial Penalty on these Skills instead.

    Most will not be able to take ranks in Handle Animal or Ride as well. Most Aquatic animals will not be able to get ranks in Balance or Climb. Most Str or Dex based skills may be limited because of body type.

    Natural Mage (Ex): Since Neo-Animals can speak they can cast spells with Verbal Components, and they can adjust spells to use Somatic Components usable by their non humanoid form. Material Components and Focuses may still give them a bit of a problem sometimes.

    Dark Vision 60'

    Saves: Unchanged (may need to be recalculated due to Stat changes).

    Abilities: Roll 3d6 for stats like any other race. As usual for any race, to figure out Stat Bonus/Penalty for each Attribute, take the Attribute and subtract 10 (if even) or 11 (if odd) to get the Bonus/Penalty. For Charisma subtract 7 if the Attribute is 10, and 8 if the Attribute is 11 to find the Racial Modifier. Int is always a +0.

    Skills: Recalculate Skills due to new Stats.

    Feats: Unchanged.

    Environment: Unchanged.

    Organization: Unchanged.

    Challenge Rating: +0. If original CR is less than 1, it becomes 1.

    Treasure: Unchanged initially, but eventually becomes standard if it decides to accumulate wealth.

    Alignment: Unchanged initially, but will tend to drift towards Chaos for solitary animals, or Lawful for pack or herd animals.

    Advancement: By Character Class, Favored Class can be any of the Primordial Classes at the DM's option.

    Level Adjustment: +0 in theory. However there will be a level adjustment due to the Animal/Vermin's racial stats abilities which will be worked out below.

    Monster Manual
    Deinonychus: +6
    Elasmosaurus: +5
    Megaraptor: +7
    Triceratops: +8
    Tyrranosaurus: +8
    Dire Ape: +8
    Dire Badger: +6
    Dire Bat: +6
    Dire Bear: +7
    Dire Boar: +4
    Dire Lion: +8
    Dire Rat: +5
    Dire Shark: +8
    Dire Tiger: +6
    Dire Weasel: +6
    Dire Wolf: +5
    Dire Wolverine: +6
    Ape: +6
    Baboon: +3
    Badger: +5
    Bat: +2
    Bear (Black): +5
    Bear (Brown): +6
    Bear (Polar): +6
    Bison: +4
    Boar: +4
    Camel: +4
    Cat: +3
    Cheetah: +4
    Crocodile: +4
    Crocodile, Giant: +4
    Dog: +4
    Dog, Riding: +4
    Donkey: +3
    Eagle: +2
    Elephant: +7
    Hawk: +2
    Horse, Heavy: +5
    Horse, Light: +5
    Warhorse, Heavy: +5
    Warhorse, Light: +5
    Hyena: +3
    Leopard: +6
    Lion: +6
    Lizard: +0
    Lizard, Monitor: +2
    Manta Ray: +2
    Monkey: +0
    Mule: +4
    Octopus: +3
    Octopus, Giant: +8
    Owl: +2
    Pony: +4
    Pony, War: +4
    Porpoise: +4
    Rat: +2
    Raven: +0
    Rhinoceros: +3
    Shark, Medium: +5
    Shark, Large: +5
    Shark, Huge: +6
    Constrictor Snake: +8
    Constrictor Snake, Giant: +9
    Viper, Tiny: +4
    Viper, Small: +4
    Viper, Medium: +6
    Viper, Large: +6
    Viper, Huge: +8
    Squid: +3
    Squid, Giant: +11
    Tiger: +6
    Toad: +0
    Weasel: +3
    Whale, Baleen: +7
    Whale, Cachalot: +7
    Whale, Orca: +5
    Wolf: +3
    Wolverine: +7
    Giant Ant, Soldier: +6
    Giant Ant, Worker: +4
    Giant Ant, Queen: +4
    Giant Bee: +5
    Giant Bombardier Beetle: +3
    Giant Fire Beetle: +0
    Giant Stag Beetle: +6
    Giant Praying Mantis: +5
    Giant Wasp: +6
    Centipede: Tiny: +1
    Small: +2
    Medium: +4
    Large: +4
    Huge: +6
    Gargantuan: +7
    Colossal: +8
    Scorpion: Tiny: +6
    Small: +6
    Medium: +8
    Large: +9
    Huge: +10
    Gargantuan: +12
    Colossal: +14
    Spider: Tiny: +5
    Small: +6
    Medium: +8
    Large: +9
    Huge: +11
    Gargantuan: +13
    Colossal: +16

    Monster Manual 2
    Desmodu Guard Bat: +6
    Desmodu Hunting Bat: +6
    Desmodu War Bat: +7
    Crytpoclidus: +8
    Allosaurus: +12
    Ankylosaurus: +10
    Quetzalcoatlus: +8
    Seismosaurus: +13
    Spinosaurus: +14
    Dire Horse: +5
    Dire Elk: +7
    Dire Elephant: +9
    Dire Toad: +8
    Dire Hawk: +5
    Dire Snake: +12
    Forest Sloth: +10
    Grizzly Mastodon: +8
    Leechwalker: +5
    Legendary Eagle: +5
    Legendary Ape: +6
    Legendary Wolf: +6
    Legendary Snake: +12
    Legendary Horse: +4
    Legendary Bear: +7
    Legendary Tiger: +7
    Legendary Shark: +9
    Megalodon: +10
    Megapede: +13


    Monster Manual 3
    Battletitan: +13
    Bloodstriker: +7
    Chelicera: +9
    Fleshraker: +7
    Mastodon: +9
    Sea Tiger: +7
    Swindlespitter: +7




    Monster Manual 5
    Siege Beetle: +23



    Fiend Folio
    Bonespear: +11
    Century Worm: +18
    Dire Rhinoceros: +10
    Fhorge: +7
    Indricothere: +10
    Megatherium: +12
    Terror Bird: +5



    Frostburn
    Dire Polar bear: +9
    Glyptodon: +8
    Megaloceros: +5
    Smilodon: +6
    Wooly Mammoth: +10
    Zeuglodon: +9
    Snow Spider (Small): +4
    (Medium): +5
    (Large): +5
    Caribou: +3
    Arctic Fox: +2
    Sea Otter: +2
    Penguin: +0
    Seal: +2
    Walrus: +3


    Stormwrack
    Crab: Small: +4
    Medium: +6
    Large: +8
    Huge: +10
    Gargantuan: +13
    Colossal: +17
    Archelon: +7
    Ichthyosaur: +5
    Mosasaur: +9
    Plesiosaur: +9
    Dire Barracuda: +5
    Dire Eel: +5
    Giant Leech: +3
    Albatross: +2
    Barracuda: +3
    Eel: +3
    Otter: +0
    Sea Lion: +4
    Seal: +3
    Snapping Turtle: +2
    Stingray: +1


    Sandstorm
    Protoceratops: +3
    Diprotodon: +7
    Dire Hippopotamus: +8
    Dire Jackal: +4
    Dire Puma: +7
    Dire Tortoise: +8
    Dire Vulture: +5
    Giant Banded Lizard: +7
    Camel: Dromedary: +4
    Two Humped: +4
    War: +4
    Hippopotamus: +4
    Horned Lizard: +0
    Serval: +4
    Vulture: +4
    Brine Swimmer: +4
    Giant Ant Lion: +8
    Worker Termite: +2
    Soldier Termite: +6
    Queen Termite: +2


    Oriental Adventures
    Giant Toad: +4
    Poisonous Toad: +6


    Arms and Equipment Guide
    Climbdog: +4
    Thudhunter: +6
    Axebeak: +4
    Giant Dragonfly: +4
    Giant Firefly: +3


    Serpent Kingdoms
    Ceratosaurus: +7
    Pteranodon: +4
    Stegosaurus: +12
    Nifern: +5
    Dung Snake: +6
    Glacier Snake: +5
    Reed Snake: +6
    Sewerm: +8
    Tree Python: +6
    Whip Snake: +7


    Miniatures Handbook
    Cave Ankylosaurs: +8
    Cave Triceratops: +8
    Cave Tyrannosaurus: +8



    Eberron Campaign Setting
    Clawfoot: +5
    Fastieth: +3
    Glidewing: +4
    Valenar Riding Horse: +3

    will return to finish
    Last edited by Bhu; 2011-03-29 at 11:22 PM.
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  18. - Top - End - #288
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Hey, that's an awesome template! Something I was actually going to need for another project in the future (which is why I assume you made it?). It's great, as always!

    I don't think +1 Level Adjustment is bade, but since most animals don't have a level adjustment, how exactly will it be applied? Just +1 LA and whatever racial HD the animal has?
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Peek again. Can anyone think of any animals I missed?
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Wow. That's a pretty extensive list. Honestly, I don't know if you are missing any (its hard to get all creatures of one type, right?). I'd be terrified of an intelligent Terror Bird, though.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    I made that Template to make his first of several classes


    PRIMORDIAL KILLER



    "Everyone talks about killing like it's wrong, or unnecessary."

    A Primordial Killer is a warrior or perhaps just a murderer. But instead of a trained soldier or mercenary, he is a feral beast. To qualify for taking this class you must be sentient but uncivilized. Any Creature Type may take this class, but it must have Racial Hit Dice (or the Neo-Animal Template), an Int higher than 2, a (primarily) carnivorous diet, and cannot have a civilization that has advanced beyond the Stone Age. Animals that have been Awakened also qualify.

    MAKING A PRIMORDIAL KILLER
    You are a melee fighting monster unless you have Racial Abilities that allow you to do other things. You will want to concentrate on this because it will be how your character will be getting food. You will need to bring down a lot of game to feed yourself, and incidentally keep you from considering eating the weaker members of the party.
    Abilities: Primordial Killers will want a High Con and Strength. Most will be serious toe to toe melee fighters as opposed to sneaky hunters, but if their Dex is high enough they can play that role. A high Wis to avoid ambushes helps, as well as a decent Cha to intimidate opponents.
    Races: The Primordial Killer class is most popular among awakened dinosaurs that were carnivorous. It is sometimes seen in Magical Beasts or Dragons, but usually Awakened Animals gravitate towards it.
    Alignment: Primordial Killers tend to be Chaotic Neutral, Neutral, or Neutral Evil. Theoretically they can be any alignment but Good or Lawful Primordial Killers are virtually unknown.
    Starting Gold: As Monk.
    Starting Age: As Barbarian

    Class Skills
    The Primordial Killer's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex).
    Skills Per Day at 1st Level : (4 + int)x4
    Skills Per Day at Each Additional Level : 4 + int

    Hit Dice: d10

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +1    +2     +0     +0    Natural Weapon Mastery, Not Just An Animal, Transitioning
    2. +2    +3     +0     +0    Natural Defense
    3. +3    +3     +1     +1    Natural Born Killer
    4. +4    +4     +1     +1    
    5. +5    +4     +1     +1    Primordial Feat
    6. +6    +5     +2     +2    Improved Natural Defense
    7. +7    +5     +2     +2    Toughened Hide
    8. +8    +6     +2     +2    
    9. +9    +6     +3     +3    Primordial Feat
    10.+10   +7     +3     +3    
    11.+11   +7     +3     +3    Battle Scars
    12.+12   +8     +4     +4    
    13.+13   +8     +4     +4    Primordial Feat
    14.+14   +9     +4     +4    
    15.+15   +9     +5     +5    Finishing Blow
    16.+16   +10    +5     +5   
    17.+17   +10    +5     +5    Primordial Feat
    18.+18   +11    +6     +6    
    19.+19   +11    +6     +6    
    20.+20   +12    +6     +6    Primordial Slayer

    Code:
     Maneuvers Known Maneuvers Readied Stances Known
    1.  3                 3                1
    2.  4                 3                1
    3.  5                 3                1
    4.  5                 4                2
    5.  6                 4                2
    6.  6                 4                2
    7.  7                 4                2
    8.  7                 4                2
    9.  8                 4                2
    10. 8                 5                3
    11. 9                 5                3
    12. 9                 5                3
    13. 10                5                3
    14. 10                5                3
    15. 11                6                3
    16. 11                6                4
    17. 12                6                4
    18. 12                6                4
    19. 13                6                4
    20. 13                7                4
    Weapon Proficiencies: Primordial Killers are proficient with their Natural Weapons. They are not proficient with Armor or Shields.

    Maneuvers: Pretty much identical to the text listed for Warblade on page 21 of the Tome of Battle. Except instead of several Disciplines to choose from, your available Maneuvers will depend on your Natural Weapons and physical form.

    Maneuvers Readied: Identical to text on Warblade on page 21 of the Tome of Battle

    Stances Known: Identical to text for Warblade on page 22 of the Tome of Battle.

    Natural Weapon Mastery (Ex): You may gain Feats that require Fighter Levels such as Weapon Specialization if you are getting them for your Natural Weapons. You are considered to be a Fighter 2 levels lower than your Primordial Killer level for purposes of qualifying for these feats.

    Not Just An Animal (Ex): You gain an Insight Bonus to one of your Saving Throws equal to your Wisdom Modifier. If your Con is Higher than your Dex this goes on your Fortitude Saves. If your Dex is higher than your Con this goes on your Reflex Saves.

    Transitioning (Ex): Upon taking your first level as a Primordial Killer you may "exchange" your Racial Hit Dice for levels of Primordial Killer. You may exchange a number of Racial Hit Dice equal to your Constitution Modifier for levels in Primordial Killer at 1st level. Whenever you gain enough experience to gain a new level in Primordial Killer you may exchange 3 more Racial Hit Dice for levels of Primordial Killer until they have all been converted. If you have no Racial Hit Dice this ability does nothing for you.

    Natural Defense (Ex): You gain a defensive ability depending on your stats. If your Constitution is higher than your Dexterity you gain Uncanny Toughness (Ex: 3 times per day you can reroll a result of '1' on
    a Fortitude Saving Throw). If your Dexterity is higher than your Constitution you gain Uncanny Dodge (see PHB page 50).

    Natural Born Killer (Ex): You gain an Insight Bonus to your Critical confirmation rolls with your natural weapons equal to your Wisdom Bonus.

    Primordial Feat (Ex): At 7th, 11th, 15th, and 19th levels the Primordial Killer gets a Bonus Feat from the following list if it meets the prerequisites: Ability Focus, Acrobatic, Adaptable Flanker, Adroit Flyby Attack, Agile, Alertness, Awesome Blow, Brachiation, Brutal Strike, Cleave, Close-Quarters Fighting, Combat Expertise, Combat Reflexes, Combat Tactician, Cometary Collision, Controlled Respiration, Crush, Cunning Evasion, Deadly Poison, Deep Denizen, Defensive Strike, Defensive Sweep, Deft Opportunist, Deft Strike, Desert Dweller, Diehard, Distracting Attack, Dodge, Dust Cloud, Earth's Embrace, Elusive Target, Endurance, Expert Tactician, Extended Reach, Extra Item Space, Eyes In The Back of Your Head, Faster Healing, Flay, Fling Enemy, Flyby Attack, Frightful Presence, Gape of the Serpent, Giantbane, Grass Trekker, Great Cleave, Great Flyby Attack, Greater Multigrab, Greater Mighty Roar, Greater Powerful Charge, Greater Resiliency, Great Fortitude, Hear the Unseen, Hibernate, Hover, Improved Bull Rush, Improved Critical, Improved Flight, Improved Flyby Attack, Improved Initiative, Improved Manouverability, Improved Multiattack, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Improved Scent, Improved Snatch, Improved Swimming, Improved Toughness, Improved Web, Intimidating Strike, Involuntary Rage, Large and in Charge, Leap Attack, Leap of the Heavens, Lightning Reflexes, Melee Evasion, Mighty Are Fallen, Mighty Leaping, Mighty Roar, Mobility, Multiattack, Multigrab, Multisnatch, Multitasking, Overwhelming Assault, Pack Feint, Pack Tactics, Peak Hopper, Poison Immunity, Poison Resistance, Power Attack, Power Climb, Power Critical, Power Dive, Powerful Charge, Prehensile Tail, Pushback, Rapid Assault, Reckless Charge, Rend, Rending Constriction, Roll With It, Run, Scramble, Second Wind, Sense Weakness, Shocktrooper, Snatch, Stamp, Stealthy, Sudden Recovery, Swamp Stalker, Swarmfighting, Tail Sweep Knockdown, Thick Skinned, Thunderclap, Track, Tree Friend, Uncanny Scent, Vexing Flanker, Vicious Wound, Virulent Poison, Vital Recovery, Weapon Finesse, Whirlwind Tail Sweep, Wingover, Wingstorm, Winter's Child.

    You may choose the following Feats as well despite not being the correct Type, as long as you meet the other prerequisites: Improved Rapidstrike, Improved Speed, Rapidstrike, Shockwave, Snatch and Swallow, Tail Constrict.

    Improved Natural Defense (Ex): If you have Uncanny Toughness you now have Improved Uncanny Toughness (Ex: You may reroll any Fortitude Save 3 times per day). If you have uncanny Dodge you now have Improved Uncanny Dodge (see PHB page 50).

    Toughened Hide (Ex): Your Natural Armor Bonus increases by +4.

    Battle Scars(Ex): You gain Damage Reduction 2/-, or if you already have DR x/- it increases by 2.

    Finishing Blow (Ex): You gain a +4 Circumstance Bonus on Attack and Damage rolls against Dazed, Helpless, Paralyzed, or Stunned opponents.

    Primordial Slayer (Ex): Choose 1 Maneuver of 5th level or lower. It is always considered Readied, regardless of how often it is used.

    PLAYING A PRIMORDIAL KILLER
    Other beings are food or opponents. There are some whom you have learned are useful in other ways, but they are difficult to decipher. You keep them around or travel with them out of curiosity, but if the need for food arises and none is available, curiosity will take a back seat to hunger. Your new feelings often frustrate and enrage you because you don't understand them, leading many to believe that you are a ticking time bomb waiting to explode. This helps keep many of them at bay while you process new ideas slowly enough that you simply don't lash out in some sort of atavistic response.
    Religion: Primordial Killers may or may not worship Gods. Many are quite obsessed with their own abilities and do not like the idea of being reminded daily that here is something more powerful than them. Those that do ally themselves with Gods tend towards Deities of Death, Hunting, Destruction, or War. Many will gravitate towards Nature Deities that emphasize the darker aspects of nature, or that emphasize being at the top of the food chain.
    Other Classes: Primordial Killers prefer other classes that are warriors or hunters. As long as they aren't obsessed with some sort of Code. For example Barbarians, Fighters, Scouts and Rangers are acceptable. Paladins, Samurai, and Knights are not. They also tend to distrust and dislike spellcasters of any sort, along with stealthy classes like Rogues whom they think of as troublemakers.
    Combat: Combat varies a lot for members of this class and depends greatly on their physiology. Carnivores whose attack is primarily a single Bite attack will want to go with finding ways to make that single attack more powerful and/or increasing their abilities to use Attacks of Opportunity. Carnivores with multiple Secondary attacks may want to improve their chances to hit with them, and the ability to use them more often. Creatures like Squids and Octopi that are natural Grapplers will be focusing on that.
    Advancement: Advancement in this class depends a lot on what fighting style you'll be using (i.e. what your body allows for). Primordial Killers tend to single mindedly devote themselves to being better at murdering opponents and fighting potential rivals in brute contests of physical strength and power (or speed if they're built for that). Some do advance beyond that narrow mindset, but they are few and far between.

    PRIMORDIAL KILLERS IN THE WORLD
    "The Raptors are back in town. Best we stay locked up tonight Luke. We don't need their kind of trouble."
    Primordial Killers interact with the world as they always have (i.e. by killing and eating anything smaller than themselves). It takes a while after awakening for most animals to become used to seeing things in terms other than the predator/prey/potential danger relationship. Eventually some may be able to relate to other beings unlike themselves as friends but it takes time and effort. It also helps if they remain well fed, and know that killing you isn't a possibility for them.
    Daily Life: You are little better than a feral animal. While far more intelligent you have little to occupy your time beyond survival, or testing yourself against a worthy opponent. Some of the larger carnivores with this class regularly fight Giants or younger Dragons in order to prove themselves.
    Notables:
    Organizations: Druids bring in Primordial Killers as mercenaries sometimes (even Druids need help when opposed by armies), but most other forms of government don't understand their mindset well enough to work with them properly.

    NPC Reaction
    People are terrified of Primordial Killers. All they see are monsters. Some militaries or governments may want to occasionally hire a brute such as you, but since money has little concept or value to you, it's difficult at best. Your tendency to see other races in terms of prey if they're smaller than you doesn't help either.

    PRIMORDIAL KILLER IN THE GAME
    This class will make Awakened Animals or Magical Beasts with Racial Hit dice quite a bit more dangerous than they already are, but their inherent limitations mean that isn't much of a problem.
    Adaptation: Primordial Killers are best for dark or horrific campaigns. They can be used for other styles, but work best in grim settings.
    Encounters: PC's will tend to encounter Primordial killers in places far from civilization. Awakened animals rarely have anyone or anything to relate to other than a few Druids, and many go mad in their isolation. Some just enjoy killing a little too much. And when they wonder too close to settlements, the end up acting as they always have, inevitable leading to confrontation.



    EPIC PRIMORDIAL KILLER

    Hit Die: d10
    Skills Points at Each Level : 4 + int
    Maneuvers The Primordial Killers Initiator Level is equal to her Class Level. The number of Maneuvers readied does not change after 20th Level, nor do you learn additional Maneuvers (except via Feats).
    Bonus Feats: The Epic Primordial Killer gains a Bonus Feat every 2 levels higher than 20th
    Last edited by Bhu; 2011-05-21 at 02:51 AM.
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  22. - Top - End - #292
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    So whaddya think so far? The class/template is for people who really wanna roleplay that T Rex.
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  23. - Top - End - #293
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    It looks really cool so far. An entire base class!

    That's a really long list of feats. How long did it take to put that together? Looking through it, they all make sense, especially the environmental ones from Savage Species.

    Not just an animal is cool, as is natural weapon mastery.

    As for transitioning, I assume you keep all the powers and LA, right?

    I'm going borrow Tome of Battle from my friend now, as I have no idea how the stances work.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)


    Replaces RHD?!
    This could be used in so many builds not otherwise possible... Just, wow.
    I want to find a way to peg this on a 12-headed hydra somehow. I'll need to find out roughly how much LA a hydra has, though, and find templates to give it enough int, because as a magical beast already, it doesn't qualify for your neo-animal template.

    But regardless, wow, that is awesome. Doubt any sane DM will allow you to use it in gestalt, but I'll bet one would allow it otherwise.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Zaydos recently created the Furbrothers, Finhead Saurials descended from pairings with Gorgonid Dragons.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

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    Ankyloranodon
    Huge Magical Beast
    Hit Dice:
    7d10+36 (74 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), Fly 40 ft. (Clumsy)
    Armor Class: 18 (+9 natural, -2 size, +1 Dex), touch 9, flatfooted 17
    Base Attack/Grapple: +7/+21
    Attack: Tailslap +12 melee (2d6+6)
    Full Attack: Tailslap +12 melee (2d6+6), or Bite +11 melee (2d6+6)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Dive, Crush
    Special Qualities: Scent, Darkvision 60 ft., Lowlight vision
    Saves: Fort +5, Ref +5, Will +2
    Abilities: Str 22, Dex 12, Con 19, Int 1, Wis 14, Cha 10
    Skills:
    Feats: Flyby Attack, Weapon Focus (Tailslap)
    Environment: Warm Hills
    Organization: Solitary, or Wing (2-4)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always Neutral
    Advancement: 8-14 (huge); 15-21 (Gargantuan)
    Level Adjustment: -----

    A hulking creature soars overhead, nearly knocking you over with a flick of its tail. This creature looks like it shouldn't even be able to fly; it has a bulky, heavily armored body, a long wingspan, and the head of a pterodactyl.

    Yet another result of Yuan-Ti experimentation, Ankyloranodons are meant to be both dangerous flying mounts and living siege weaponry. In the early days of their empire, the Yuan-Ti actually used these in battle, flying into enemy fortifications and tearing them apart from the inside out.

    As time went on, however, the Yuan-Ti empire waned, and they lost the majority of their lands. The creatures in their service were released as a final blight against their enemies. Since then, Ankyloranodons have lived in vast mountain ranges and prey upon Flyers and other pterosaurs.

    Ankyloranodons are omnivorous. They eat a combination of ferns, fish, and the flesh of small animals to survive. Their bulk and clumsy flying ability make it so that they can never truly dominate the sky. This is fortunate, as a large population of such creatures will sure end with the extinction of other native creatures.

    Combat
    Ankyloranodons rely on their massive tails to clobber enemies. Yuan-Ti used to be able to drive them to perform all matter of tasks, but on their own, their tactics are quite simple.

    Dive (Ex): If a Ankyloranodon makes a charge attack and lowers its altitude by at least 10 feet as part of the charge, it gains a +4 bonus on its attack roll and deals 4d6+12 points of damage with its tail if it hits.

    Crush (Ex): As a standard action, an Ankyloranodon may land in an open space, crushing all within. This attack affects all creatures within the Ankyloranodon's space, who must make a Reflex save (DC 19), or be automatically pinned and take 2d8+9 damage each round the pin is maintained.
    Last edited by LOTRfan; 2011-04-13 at 03:58 PM.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Bloody Tooth

    Bloody Tooth is a new Sublime way limited to those who have Levels in Primordial Killer

    1st Level
    Chase 'Em Down (Stance) You gain +1d6 Skirmish.
    Claw Rush (Strike) You make a Charge Attack with your Claws, and your opponent gets no Dexterity Bonus to AC for this Attack.
    Focused Attack (Stance) You gain +2 to Attack rolls with one of your Natural Weapons, but are limited in the attacks you can make.
    Lean Into It (Boost) Temporarily boost your Natural AC Bonus by +2.
    Mild Adrenal Burst (Boost) Increase one Movement speed you possess by +10'.
    Readied (Stance) You take no Penalty to AC when Readying a Charge Attack.
    Tail Trip (Stance) You perform a tail strike and get a simultaneous trip attack against your enemy.



    2nd Level
    Ambush Predator (Stance) Automatically threaten Critical against Flat-Footed opponent.
    Flying Tackle (Stance) You perform a charging leap, crashing into your opponent, and knocking both of you to the ground.
    Pack Tactics (Stance) Both you and Allies gain a cumulative Bonus to Attack rolls equal to the number of you attacking the same Enemy.
    Pinning Stance (Stance) Gain a +4 Bonus to Grapple Checks meant to Pin a Foe.



    3rd Level
    Flexible Attack (Boost) You may change your Initiative.
    Holding Bite (Strike) If you are successful with your Bite Attack, you may automatically make a Grapple Check as a Free Action without provoking an Attack of Opportunity.
    Retributive Strike (Boost) Any foe attacking you provokes an Attack of Opportunity.
    Tail Smash (Strike) You crush your opponent with your tail club or spikes doing extra damage and potentially knocking them down (or out of the air).
    Tail Sweep (Strike) You attempt to trip multiple opponents with your tail.
    Toss (Strike) You perform a Gore or Bite attack and toss your opponent to the side or over your back if successful.



    4th Level
    Cripple (Boost) For the next three rounds the opponents you successfully attack have their Actions limited.
    Eye Rake (Strike) You rake your opponents face, possibly blinding him.
    Neck Bite (Boost) You gain +4 on rolls to Maintain Grapples made after a Bite attack.
    Trample (Strike) You do massive damage to prone foes.



    5th Level
    Constricting Stance (Stance) You do +2d6 damage when using your Constriction Attack.
    Death Roll (Strike) If you successfully Grapple an opponent after Biting him in the water, he begins to suffocate.
    Open Up (Stance) Successful slashing or piercing strike continues to do damage due to blood loss.
    Rapid Attack (Stance) You gain extra Attacks when making a Full Attack.
    Shifting Stance (Stance) You can Feint as a Swift Action.




    6th Level
    Leaping Claw (Strike) You run at you opponent, gouging him with your claws for +2d6 damage before tumbling past him.
    Second Wind (Boost) You automatically succeed at your next Saving Throw without having to roll.
    Shrug It Off (Boost) You may remove one status condition




    7th Level
    Death Machine (Boost) On your next Full Attack, you gain a Bonus on Attack and Damage rolls equal to half your Initiator Level.
    Killing Blow (Boost) Your melee attacks do +3d6 damage.




    8th Level
    Blood Fury (Stance) You are temporarily immune to Daze, Stun, and similar status ailments.
    Evasiveness (Stance) Gain a Dodge Bonus to AC equal to your Level.
    Rip (Boost) You gain extra attacks per round against opponents who meet certain conditions such as Status Effects.
    Savage (Stance) You automatically do maximum damage when attacking a Prone opponent.




    9th Level
    Throat Claw (Strike) You potentially kill an opponent with your attack.
    Neck Bite (Strike) You potentially kill an opponent with your attack.





    Okay how many maneuvers/stances should I edit in here?

    Temporary list

    slam
    tentacle/arms
    bite/beak
    claw/tentacle
    sting
    gore
    trip
    improved grab
    charge/ram/pounce
    rake
    ink
    jet
    constrict
    poison
    web
    Last edited by Bhu; 2011-05-08 at 12:41 AM.
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  28. - Top - End - #298
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Why is the Ankyloranodon a Magical Beast instead of an Animal?

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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Same reason he gave for the Stegospinus:
    The owlbear and all other hybrid creatures made with magic are magical beasts.

    Since it's a hybrid, it is therefore a magical beast.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    I'm glad this thread's back!

    I'm back again, with some more... Ahem... 'Interesting' and unusual dinosaurs...

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    A little too silly?
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