A Monster for Every Season: Summer 2
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Quote Originally Posted by Bhu View Post
    Added some more. About how many choices per level do you guys think we should have for this?
    ANybody? anybody at all?
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    well since the working on the primordial way seems to be taking forever, I thought I'd start a new class to keep you entertained whil i batter my way thru it

    PRIMORDIAL SHAMAN



    "Be like the sun for grace and mercy. Be like the night to cover others' faults. Be like running water for generosity. Be like death for rage and anger. Be like the Earth for modesty. Appear as you are. Be as you appear."

    Primordial Shamans have some sort of connection to nature as they have realized they are more than a simple predator/prey animal. Even after awakening many animals still continue to identify with those who are still beasts without considering the wider world around them. While Primordial Shamans haven't rejected the natural world for civilizations set in stone they have definitely realized they are more than just a brute animal, and that the world offers them more than survival.

    MAKING A PRIMORDIAL SHAMAN
    Primordial Shamans are mystics first, adventurers second. This doesn't mean they can't be a great boon to a group of Awakened adventurer's. Their healing and duffing abiilities make finding a decent (and willing) Shaman a focus of some parties.
    Abilities: You'll want a high Wisdom for spellcasting. Dexterity and Constitution will come in handy due to your living in the wild and all, and not likely wearing any defensive armor.
    Races: Omnivores are slightly more common than predators and prey among the Primordial Shamans.
    Alignment: Most Shamans trend towards true Neutrality. Few venure towards Good or Evil or Lawful Alignments, and Chaos isn't really much more common.
    Starting Gold: Same as Druid.
    Starting Age: Same as Druid.

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

    Hit Dice: d8

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Transitioning, Wild Empathy, Power
    2. +1    +0     +0     +3    Natural Stealth
    3. +1    +1     +1     +3    Natural Senses
    4. +2    +1     +1     +4    Untouched by Nature
    5. +2    +1     +1     +4    Wild Empathy
    6. +3    +2     +2     +5    Natural Stealth
    7. +3    +2     +2     +5    Natural Senses
    8. +4    +2     +2     +6    Untouched by Nature
    9. +4    +3     +3     +6    Wild Empathy
    10.+5    +3     +3     +7    Natural Stealth
    11.+5    +3     +3     +7    Natural Senses
    12.+6    +4     +4     +8    Untouched by Nature
    13.+6    +4     +4     +8    Wild Empathy
    14.+7    +4     +4     +9    Natural Stealth
    15.+7    +5     +5     +9    Natural Senses
    16.+8    +5     +5     +10   Untouched by Nature
    17.+8    +5     +5     +10   Wild Empathy
    18.+9    +6     +6     +11   Natural Stealth
    19.+9    +6     +6     +11   Natural Senses
    20.+10   +6     +6     +12   Primordial Heirophant
    Weapon Proficiencies: Primordial Shamans are proficient with their Natural Weapons. They are not proficient with Armor or Shields.

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

    Power: All of the Primordial Shamans abilities are based on his Power score. Every time he uses one of his Supernatural Abilities he uses one daily use of his Power. His daily uses of his Power Score equal his Wisdom Modifier plus his Character Level. Unlike other Supernatural Abilities these use Wisdom as you're casting stat. Caster Level is equal to Character Level.

    Wild Empathy (Su): At 1st level you can use the following as Supernatural Abilities: Beget Bogun, Calm Animals, Charm Animals, Speak with Animals, Summon Nature's Ally I, Wood Wose.

    At 5th level you may get the following: Animal Messenger, Animal Trance, Dominate Animal, Hold Animal, One with the Land, Speak with Plants, Summon Nature's Ally II & 3, Train Animal.

    At Level 9 you get the following: Awaken, Command Plants, Commune with Nature, Summon Nature's Ally IV & V.

    At Level 13 you get the following abilities: Animate Plants, Liveoak, Stone Tell, Summon Nature's Ally VI and VII.

    At Level 17 you get the following abilities: Control Plants, Mass Awaken, Shambler, Summon Nature's Ally VIII and IX.

    Natural Stealth: At 2nd level you can use the following as Supernatural Abilities: Accelerated Movement, Camouflage, Hide from Animals, Obscuring Mist, Pass Without Trace, Remove Scent, Snow Shoes, Sure Footed Stride.

    At 6th level you may get the following: Decoy Image, Displacement, Forestfold, Land Womb, Mass Camouflage, Meld into Stone, Misdirection, Nondetection, Reflective Disguise, Tree Shape.

    At 10th level you may get the following: Cloak of the Sea, Mass Sure Footed Stride, Shadow Form, Swamp Stride, Tree Stride.

    At 14th level you may get the following: Hide the Path, Mass Reflective Disguise, Master Earth, Mislead, Phantasmal Disorientation, Shifting Paths, Transport via Plants

    At 18th level you may get the following: Screen, Superior Invisibility.

    Natural Senses: At 3rd level you can use the following as Supernatural Abilities: Bloodhound, Critical Strike, Detect Animals or Plant, Detect Magic, Detect Poison, Detect Snares and Pits, Embrace the Wild, Hawkeye, Instant Search, Know Direction, Listening Lorecall, Living Prints, One with the Land, Scent, Spontaneous Search, True Strike.

    At 7th level you may get the following: Blindsight, Chain of Eyes, Clairvoyance/Clairaudience, Deeper Darkvision, Detect Scrying, Find the Gap, Greater Blindsight, Implacable Pursuer, Know Vulnerabilities, Lay of the Land, Scrying, Weather Eye.

    At 11th level you may get the following: Find the Path, Legend Lore

    At 15th level you may get the following: Greater Scrying, Moment of Prescience, Vision

    At 19th level you may get the following: Foresight

    Untouched by Nature: At 4th level you can use the following as Supernatural Abilities: Align Fang, Barkskin, Bear's Endurance, Blinding Spittle, Bull's Strength, Cat's Grace, Delay Disease, Delay Poison, Earthen Grace, Endure Elements, Fins to Feet, Horrible Taste, Lesser Restoration, Lesser Vigor, Magic Fang, Resist Energy, Tiger's Tooth.

    At 8th level you may get the following: Antiplant Shell, Attune Form, Blight, Contagious Touch, Contingent Energy Resistance, Dispel Magic, Freedom of Movement, Greater Magic Fang, Greater Resistance, Jagged Tooth, Junglerazer, Last Breath, Lion's Fang, Mass Align Fang, Mass Lesser Vigor, Mass Resist Energy, Neutralize Poison, Poison, Protection from Energy, Reincarnate, Remove Disease, Repel Vermin, Restoration, Sheltered Vitality, Superior Magic Fang, Vigor.

    At 12th level you may get the following: Anticold Sphere, Greater Dispel Magic, Greater Vigor, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Rejuvenation Cocoon, Stoneskin, Superior Resistance, Vigorous Circle.

    At 16th level you may get the following: Antipathy, Aura of Vitality, Finger of Death, Greater Restoration, Heal, Regenerate, Sympathy, Word of Balance

    Primordial Heirophant (Su): At 20th Level you have mastered one of the great secrets of your art and may choose one of the following:

    One With Nature: You effectively permanently have the benefits of a Sanctuary spell, but only against Animals, Elementals, Fey, Oozes, Plants, and Vermin. The Willpower Save DC is 10 plus 1/2 Hit Dice, plus Wisdom Modifier instead of the normal DC.

    Preternatural Gift: Choose one spell you can cast as a Supernatural ability to give to one Ally for 24 hours. Your Ally may cast it 3 times per day as a Supernatural Ability.

    Preternatural Healing: You may now expend 1 daily use of Power to cast a Maximized Cure Critical Wounds.

    Preternatural Mimicry: Choose one Class Ability possessed by an Ally. You gain the use of it for 24 hours. For determining any effects based on Level you are considered to be your current Primordial Shaman Level minus 4.

    Preternatural Reach: All Supernatural Abilities you may use that have a range of touch now have a range of Close (25 ft. plus 5 ft./2 levels).

    PLAYING A PRIMORDIAL SHAMAN
    Understanding the world and your place in it is of utmost importance to you. Politics and religion are of little importance to you, it's knowledge you are looking for (and wisdom too eventually).
    Religion: Primordial Shamans are sometimes prone to allying themselves with Neutral wilderness deities as they are seeking their place in the world. The idea of a religion may appeal to them. Most others tend to be reclusive mystics.
    Other Classes: Primordial Shamans are loners. They don't like rabid bloodthirsty predators, nor do they love small minded fearful herd mentalities. They will help others against common foes, or to prevent disasters, but otherwise are not team players.
    Combat: Shamans are not combat prone, and if it should happen they rely on their powers to defend themselves log enough to flee. If pressed to the point it becomes necessary they will try spellcasting from a distance.
    Advancement: Advancement depends a lot on what the Shaman wishes to do in life, and what sort of path they choose to follow. Most of them will focus in some way on their connection with the natural world, with some previous herbivores or carnivores using their powers to define their traditional roles.

    PRIMORDIAL SHAMANS IN THE WORLD
    "Have you understood anything he's said?"
    Primordial Shamans often fight with civilizations that burn or threaten the natural forests. If left alone they merely pursue their studies to the exclusion of all else, and in the minds of some it is best to leave these sleeping giants alone.
    Daily Life: Most Shamans spend their time discovering and refining their abilities in the hopes they learn to greater discoveries.
    Notables:
    Organizations: Being dedicated recluses, Shamans rarely form more than temporary groups. Some may join together if they were formerly herd animals out of instinct, some may form small schools to teach what they know, and some may join forces against a foe and remain together to keep watch for that foes reappearance.

    NPC Reaction
    NPC's are often terrified initially because they assume you're a dangerous animal or monster, and slightly terrified afterwards because they can't understand you.

    PRIMORDIAL SHAMANS IN THE GAME
    This class allows takers to trade in Racial Hit Dice for levels in a casting class. That alone should scare you.
    Adaptation: Primordial Shamans work best in nature centric campaigns of Awakened animals, Magical Beasts, and wilderness races.
    Encounters: PC's will rarely realize they've encountered a Primordial Shaman as the Shaman can simply pretend to be an animal. Usually they only make their homes in the most remote wild places.



    EPIC PRIMORDIAL SHAMANS

    Hit Die: d8
    Skills Points at Each Level : 4 + int
    Power You continue to gain daily uses of Power with Epic Levels.
    Spellcasting Your Caster Level increases with Epic Levels.
    Bonus Feats: The Epic Primordial Shaman gains a Bonus Feat every 4 levels higher than 20th



    Devoted Shaman
    You have continued your study of Primordial Shamanism.
    Prerequisites: Power class ability
    Benefits: Choose any 1 spell on the Druid/Ranger spell lists you don't currently know. It must be a spell you could cast at your level, and your effective Druid or Ranger Level is equal to your Primordial Shaman Level. You may now use one daily use of Power to cast this spell as if it were one of your other Supernatural Abilities. This Feat may be taken multiple times.

    Bonded Summoning
    You can share power with your Summoned creatures.
    Prerequisites: Power class ability, Augment Summoning
    Benefits: You may share spells with Summoned Creatures at a range of up to 30' in a manner similar to the Druid sharing spells with his Animal Companion. You may cast spells with a range of Touch on them at close range instead.

    Mass Summoning
    You Summon more creatures than usual with your Supernatural Abilities.
    Prerequisites: Power class ability, Augment Summoning
    Benefits: When you use a Supernatural Ability that has the same effect as a Summon spell, you Summon one additional creature.

    Primordial Metamagic
    You have learned Flexibility in your abilities.
    Prerequisites: Power class ability, any Metamagic Feat
    Benefits: By expending one extra Daily use of your Power you may apply the effects of any Metamagic Feat you know to one of your Supernatural Abilities mimicking the effects of a spell.

    Primordial Power
    You can use your magic more often.
    Prerequisites: Power class ability
    Benefits: You gain 1 additional daily uses of Power. This Feat may be taken multiple times.

    Primordial Focus
    Your abilities are more potent
    Prerequisites: Power class ability
    Benefits: Your class abilities based off of your Power Pool gain a +2 Bonus to their Save DC if they have one. This Feat may be taken twice increasing the Bonus to +4.

    Bonded Bogun
    You can share power with your Boguns.
    Prerequisites: Power class ability, Wild Empathy
    Benefits: You may share spells with Boguns at a range of up to 30' in a manner similar to the Druid sharing spells with his Animal Companion. You may cast spells with a range of Touch on them at close range instead. In addition your Boguns are loyal and there is no percentile chance of them disobeying.

    Mass Bogun
    You create more Boguns than usual with your Supernatural Abilities.
    Prerequisites: Power class ability, Wild Empathy
    Benefits: When you cast Beget Bogun you create 1d6 Boguns.


    Grow Bogun
    You can feed your Boguns, increasing their size.
    Prerequisites: Power class ability, Wild Empathy, Bonded Bogun
    Benefits: This Feat may be taken twice. The first time permanently increases your Bogun to Size Class Small. The second to Size Class Medium. Stats are below. You may only choose one Bogun you are Bonded with to apply this Feat to.


    Awaken Bogun
    You can bring your Bogun to actual independent life instead of a semblance of it.
    Prerequisites: Power class ability, Wild Empathy, Bonded Bogun, Level 6
    Benefits: Your Bogun becomes an independent self-aware being, and it can leave sight of it's creator, and you no longer take damage if it is destroyed. Stats are below. Effectively the Bogun is now your Cohort as if you had taken the Leadership Feat. You may only choose one Bogun you are Bonded with to apply this Feat to.



    EPIC PRIMORDIAL SHAMAN FEATS

    Automatic Primordial Metamagic
    des
    Prerequisites: Primordial Metamagic, Spellcraft 30 ranks, ability to cast Summon Nature's Ally IX as a Supernatural Ability
    Benefits: You can apply any Metamagic Feat you know without spending extra daily uses of Power to any of your Supernatural Abilities that mimic a spell of 4th Level or less.

    Epic Primordial Casting
    You can now use the most powerful abilities of your kind.
    Prerequisites: Spellcraft 24 ranks, Knowledge (Nature) 24 ranks, ability to cast Summon Nature's Ally IX as a Supernatural Ability
    Benefits: This is identical to Epic Spellcasting, except the Check DC for your Seeds is +2 being that you're making Supernatural Abilities.

    Epic Primordial Focus
    Your abilities are more potent
    Prerequisites: Primordial Focus x2, ability to cast Summon Nature's Ally IX as a Supernatural Ability
    Benefits: The Save DC of your Supernatural Abilities increases by an additional +2.

    Epic Primordial Power
    You have surpassed the abilities of most of your kind.
    Prerequisites: Primordial Power, ability to cast Summon Nature's Ally IX as a Supernatural Ability
    Benefits: You gain 3 additional daily uses of Power. This may be taken multiple times.
    Last edited by Bhu; 2011-10-09 at 01:21 AM.
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  3. - Top - End - #423
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    test post, will delete or add game stats later
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    I was informed, today, that dinosaurs are no longer considered the cool thing among the kids of today and that, nowadays, children would rather play Call Of Duty and pretend to be soldiers than play dinosaurs.

    I have never felt like my irrational hatred for children was justified, until this moment. Little idiots have got no taste.
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  5. - Top - End - #425
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    we must design a raptor team for CoD, and surprise attack the servers :D
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  6. - Top - End - #426
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Primordial SHaman has fluff done
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Quote Originally Posted by Bhu View Post
    we must design a raptor team for CoD, and surprise attack the servers :D
    Or design a hack to let you play as a gun-toting T-rex, or such, if your Technically inclined. Or chthulusaurus rex.

    Although those games are pretty unhackable?
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  8. - Top - End - #428
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    For Primordial Shaman: WOuld you rather see spellcasting similar to Druid/ranger, or a new mechanic?
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Okay I'm thinking of a mix of class abilities and spells, so spellcasting might be a lil limited. I'm hoping the powers will make up for that despite mostly being defensive or divinatory in nature.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    No one has any preferences??

    Is anyone still reading?
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    I am, but I honestly don't have any ideas for the class, sorry. I'm good for editing any you come up with, though.

  12. - Top - End - #432
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    I'm still reading. I'm wondering where LOTRfan went, but I'm still reading.
    I'd also say not to give it quite as good of spellcasting as most classes, because this replaces HD, which would get in the way of other casters, but not this one. It would terrify me if it was as good as a wizard. Even as good as a bard might scare me.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    has anyone heard from LOTR at all?
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Shaman updated. Decided on something other than spells.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    shaman updated. capstone and new feats coming soon
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Reworded Power a lil, added a Feat. Do you think this guy has enough offense?
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    I took the time to read this project and saw a question by LOTR that apparently was never answered, that of why Wizards never made gargantuan elementals.

    They did, Elemental Monoliths, found in Complete Arcane.
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  18. - Top - End - #438
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Shaman updated. Some of the New Feats hopefully plug some of it's weaknesses compared to similar classes.

    Is there a limit to how many Bogun's a Druid can make? The spell compendium doesn't say, ad I'm thinking of making a few 'empower Bogun' feats...
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    apparently you can have as many Bogun as you want.

    starting the Bogun feats now
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Sorry if this has already been posted, but the BBC has a new series out about dinosaurs called Planet Dinosaur. The CGI's not the best in the world, but it's kinda cool and the information given in the documentary is very up-to-date and cutting edge, as opposed to being the same information we already know being repeated over and over. Plus, it's narrated by John Hurt, so that's a bit of class.

    http://www.bbc.co.uk/programmes/b014m55k

    The last episode was about feathered Chinese dinosaurs. Personally, I'm looking forward to the episode about sarchosuchus imperator, an enormous crocodile that ate sauropods.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    I think most of this threads readers are huge dino fans. I doubt they'd mind news.
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  22. - Top - End - #442
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Quote Originally Posted by Bhu View Post
    I think most of this threads readers are huge dino fans. I doubt they'd mind news.
    QFT

    not to mention the more facts on dinos we find, the more DnD dinos we get.
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  23. - Top - End - #443
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Tera Nova debuted tonight. Had Brachiosaurs, Pteranodon, Carnotaurus, and 'slashers'.

    Slashers (acceraptors) have razor lades on tails and are nocturnal pack hunters. I'd put them at size class large. http://terranova.wikia.com/wiki/Acceraptor

    Apparently they feel the fossil record is scant in their time period, and they admit it's an alternate timeline/universe.

    The pilot also leaves open the possibility of intelligent natives.
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  24. - Top - End - #444
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    got the capstone up
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Bogun
    Small Construct
    Hit Dice: 2d10+10 (21 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Fly 60 ft. (Good)
    Armor Class: 14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +1/-3
    Attack: Nettles +2 melee (1d6 plus Poison)
    Full Attack: Nettles +2 melee (1d6 plus Poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Dark Vision, Low Light Vision, Construct traits, Telepathy with owner
    Saves: Fort +0, Ref +2, Will +1
    Abilities: Str 11, Dex 14, Con -, Int 8, Wis 13, Cha 10
    Skills: Hide +9, Move Silently +8
    Feats: Stealthy
    Environment: Any
    Organization: Solitary
    Challenge Rating:
    Treasure: None
    Alignment: Any Neutral
    Advancement: ---
    Level Adjustment: ---

    Nettles (Ex): Injury, DC 11 Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 1d8 Dexterity.

    Bogun
    Medium Construct
    Hit Dice: 2d10+20
    Initiative: +1
    Speed: 30 ft. (4 squares), Fly 60 ft. (Good)
    Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
    Base Attack/Grapple: +1/+3
    Attack: Nettles +3 melee (1d6+2 plus Poison)
    Full Attack: Nettles +3 melee (1d6+2 plus Poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Dark Vision, Low Light Vision, Construct traits, Telepathy with owner
    Saves: Fort +0, Ref +1, Will +1
    Abilities: Str 15, Dex 12, Con -, Int 8, Wis 13, Cha 10
    Skills: Hide +8, Move Silently +7
    Feats: Stealthy
    Environment: Any
    Organization: Solitary
    Challenge Rating:
    Treasure: None
    Alignment: Any Neutral
    Advancement: ---
    Level Adjustment: ---


    Nettles (Ex): Injury, DC 11 Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 2d4 Dexterity.

    For further notes on Boguns see page 26 of the Spell Compendium. These stats are for Boguns enhanced with the Grow Bogun Feat.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Awakened Bogun
    Tiny Plant
    Hit Dice: 2d8 (9 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares), Fly 50 ft. (Good)
    Armor Class: 15 (+2 Size, +3 Dex), touch 15, flat-footed 12
    Base Attack/Grapple: +1/-9
    Attack: Nettles +4 melee (1d4 plus Poison)
    Full Attack: Nettles +4 melee (1d4 plus Poison)
    Space/Reach: 2 1/2 ft./0 ft.
    Special Attacks: Poison
    Special Qualities: Dark Vision, Low Light Vision, Plant traits, Telepathy with creator
    Saves: Fort +3, Ref +6, Will +1
    Abilities: Str 7, Dex 16, Con 10, Int 10, Wis 13, Cha 10
    Skills: Hide +8, Knowledge (Nature) +2, Move Silently +7, Survival +3
    Feats: Stealthy
    Environment: Any
    Organization: Solitary
    Challenge Rating:
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: +2

    Nettles (Ex): Injury, DC 11 Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 1d8 Dexterity.


    Awakened Bogun
    Small Plant
    Hit Dice: 2d8 (9 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), Fly 60 ft. (Good)
    Armor Class: 14 (+1 Size, +2 Dex, +1 Natural), touch 13, flat-footed 12
    Base Attack/Grapple: +1/+1
    Attack: Nettles +2 melee (1d6 plus Poison)
    Full Attack: Nettles +2 melee (1d6 plus Poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Dark Vision, Low Light Vision, Plant traits, Telepathy with creator
    Saves: Fort +3, Ref +5, Will +1
    Abilities: Str 11, Dex 14, Con 11, Int 10, Wis 13, Cha 10
    Skills: Hide +7, Knowledge (Nature) +2, Move Silently +6, Survival +3
    Feats: Stealthy
    Environment: Any
    Organization: Solitary
    Challenge Rating:
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    [/B]Level Adjustment:[/B] +2

    Nettles (Ex): Injury, DC 11 Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 1d8 Dexterity.


    Awakened Bogun
    Medium Plant
    Hit Dice: 2d8+2 (11 hp)
    Initiative: +1
    Speed: 30 ft. (4 squares), Fly 60 ft. (Good)
    Armor Class: 13 (+1 Dex, +2 Natural), touch 11, flat-footed 12
    Base Attack/Grapple: +1/+3
    Attack: Nettles +3 melee (1d6+2 plus Poison)
    Full Attack: Nettles +3 melee (1d6+2 plus Poison)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Dark Vision, Low Light Vision, Plant traits, Telepathy with creator
    Saves: Fort +4, Ref +1, Will +1
    Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 13, Cha 10
    Skills: Hide +6, Knowledge (Nature) +2, Move Silently +5, Survival +3
    Feats: Stealthy
    Environment: Any
    Organization: Solitary
    Challenge Rating:
    Treasure: Standard
    Alignment: Usually Neutral
    Advancement: By Character Class
    Level Adjustment: +3

    Nettles (Ex): Injury, DC 12 Fortitude Save (Save DC is Constitution Based), Initial and Secondary damage is 1d8 Dexterity.
    Last edited by Bhu; 2011-10-19 at 02:56 PM.
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  27. - Top - End - #447
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Bogun stats are up. If you agree with LA I'll add the CR

    PRIMORDIAL WEAVER



    “Do not meddle in the affairs of Wizards, for they are subtle and quick to anger.”

    Despite being often derisively referred to as 'beast wizards', Primordial Weavers are often Awakened Animals or Magical Beasts who have a strange innate talent for arcane magic, much more like Sorcerers. Most tend to follow a Path of some sort that defines where their talents lie (or at least are most well developed).

    MAKING A PRIMORDIAL WEAVER
    You'll don't really consider yourself an adventurer, more like a potential future power in the world. Your unusual abilities will put you in demand still, because they'll be necessary to pulling off the schemes of those who can't leave well enough alone.
    Abilities: You'll want to make your Primary casting stat a priority as usual, and Dex/Con important secondary concerns. Not that much different from other arcane caster types.
    Races: The majority of weavers by far are carnivorous or omnivore species.
    Alignment: Like most Primordial classes Weavers tend to begin as Neutral and shift through their career. Unlike many they have a pronounced disposition towards Chaos and Evil.
    Starting Gold: Same as Wizard.
    Starting Age: Same as Wizard.

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

    Hit Dice: d4

    Code:
       BAB  Fort    Ref    Will  Abilities
    1. +0    +0     +0     +2    Transitioning, Power, Path Abilities 1
    2. +1    +0     +0     +3    
    3. +1    +1     +1     +3    
    4. +2    +1     +1     +4    Path Abilities 2
    5. +2    +1     +1     +4    
    6. +3    +2     +2     +5    Path Abilities 3
    7. +3    +2     +2     +5    
    8. +4    +2     +2     +6    Path Abilities 4
    9. +4    +3     +3     +6    
    10.+5    +3     +3     +7    Path Abilities 5
    11.+5    +3     +3     +7    
    12.+6    +4     +4     +8    Path Abilities 6
    13.+6    +4     +4     +8    
    14.+7    +4     +4     +9    Path Abilities 7
    15.+7    +5     +5     +9    
    16.+8    +5     +5     +10   Path Abilities 8
    17.+8    +5     +5     +10    
    18.+9    +6     +6     +11    Path Abilities 9
    19.+9    +6     +6     +11    
    20.+10   +6     +6     +12   Path Master
    Weapon Proficiencies: Primordial Weavers have proficiency with their Natural Weapons, but no Shields or Armor.

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

    Power: All of the Primordial Weavers abilities are based on his Power score. Every time he uses one of his Supernatural Abilities he uses one daily use of his Power. His daily uses of his Power Score equal his Wisdom Modifier plus his Character Level. Caster Level is equal to Character Level.

    Path Abilities: The Path you choose determines what Supernatural Abilities you get. The available Paths are Ambush Predator, Grazer, Hunter, Pack Hunter, Parasite/Parasitoid, Scavenger, and Symbiote.

    Path Master:

    PLAYING A PRIMORDIAL WEAVER
    For some reason there are many things in the world you find obvious but that others find simply amazing. You don't understand but somehow they weren't born like you. They don't think like you, and they will never attain the same heights as you. You try not to fault them for their handicaps even if it does make them seem like prey.
    Religion: You understand the concept of Gods, just not religion. You can see what Gods get from it as they're obviously some sort of energy parasite, but you have to wonder if the benefits their priests so unevenly dispense are a worthy exchange.
    Other Classes: You're a loner by nature. Other casters are considered rivals. Most everyone else is far too limited in their abilities and thinking to be considered an equal.
    Combat: You have the capacity for fairly unlimited power and you know it. Combat is trivial and best handled by more expendable resources. After all you're the backbone of any organization. If you fall so will they.
    Advancement: Advancement depends largely on the path you have chosen and the view you inherited from your original species. Ambush predator weavers tend to have much different abilities than apes for example.

    PRIMORDIAL WEAVERS IN THE WORLD
    "Ain't nuthin' you can say will make me go to that jungle. Nuthin'."
    You're a giant monster who can use magic. You can pretty well guess how well that flies. Or maybe you're just an animal. How unsettling is a rabbit who can cast Phantasmal Killer? Not many people get you, and those who do you consider to be a danger to you.
    Daily Life: Much of your time is spent in study, and trying to avoid getting drawn into the schemes of lesser beings.
    Notables:
    Organizations: Being that you tend to be loners, rare is the organization containing a Weaver in anything other than a leadership or temporary role. You hate taking orders too much for it to be otherwise.

    NPC Reaction
    Most people never really get used to you. You understand things they never will. You can do things they never will, and socially, ethically, and morally you have no common ground with them.

    PRIMORDIAL WEAVERS IN THE GAME
    Much like with the Shaman this should be one you consider carefully because of the Racial HD trade-off.
    Adaptation: Primordial Weavers work best in nature centric campaigns of Awakened animals, Magical Beasts, and wilderness races.
    Encounters: PC's will rarely realize they've encountered a Primordial Weaver as the Weaver can simply pretend to be an animal. Usually they only make their homes in the most remote wild places.



    EPIC PRIMORDIAL WEAVER

    Hit Die: d4
    Skills Points at Each Level : 4 + int
    Class Ability
    Class Ability
    Bonus Feats: The Epic Primordial Weaver gains a Bonus Feat every x levels higher than 20th


    Devoted Weaver
    You have continued your study of Primordial Weaving.
    Prerequisites: Power class ability
    Benefits: Choose any 1 spell on the Sorcerer/Wizard spell lists you don't currently know. It must be a spell you could cast at your level, and your effective Sorcerer/Wizard Level is equal to your Primordial Weaver Level. You may now use one daily use of Power to cast this spell as if it were one of your other Supernatural Abilities. This Feat may be taken multiple times.

    Ability Critical
    Your Supernatural Abilities can do extra harm.
    Prerequisites: Power class ability, Primordial Focus
    Benefits: If your opponent rolls a Natural one on a Saving Throw against your Path Abilities, the Ability is considered to have been cast with the Empower Spell-Likel Ability Feat.

    Improved Ability Critical
    Your Supernatural Abilities can do serious extra harm.
    Prerequisites: Power class ability, Primordial Focus x2, Ability Critical
    Benefits: If your opponent rolls a Natural one on a Saving Throw against your Path Abilities, the Ability is considered to have been cast with the Empower or Maximize Spell-Like Ability Feat, your choice.

    Primordial Metamagic
    You have learned Flexibility in your abilities.
    Prerequisites: Power class ability, any Metamagic Feat
    Benefits: By expending one extra Daily use of your Power you may apply the effects of any Metamagic Feat you know to one of your Supernatural Abilities mimicking the effects of a spell.

    Primordial Power
    You can use your magic more often.
    Prerequisites: Power class ability
    Benefits: You gain 1 additional daily uses of Power. This Feat may be taken multiple times.

    Primordial Focus
    Your abilities are more potent
    Prerequisites: Power class ability
    Benefits: Your class abilities based off of your Power Pool gain a +2 Bonus to their Save DC if they have one. This Feat may be taken twice increasing the Bonus to +4.

    Signature Path Spell
    xxx
    Prerequisites: Power class ability, Supernatural Ability duplicating effects of a 1st level spell
    Benefits:

    Signature Path Ability
    xxx
    Prerequisites: Power class ability, Supernatural Ability duplicating effects of a 1st level spell
    Benefits:

    Enhanced Signature Path Spell
    xxx
    Prerequisites: Power class ability, Signature Path Spell
    Benefits:

    Unique Path Spell
    xxx
    Prerequisites: Power class ability, Enhanced Signature Path Spell
    Benefits:




    EPIC PRIMORDIAL Weaver FEATS

    Automatic Primordial Metamagic
    des
    Prerequisites: Primordial Metamagic, Spellcraft 30 ranks, ability to cast any 9th level spell as a Supernatural Ability
    Benefits: You can apply any Metamagic Feat you know without spending extra daily uses of Power to any of your Supernatural Abilities that mimic a spell of 4th Level or less.

    Epic Primordial Casting
    You can now use the most powerful abilities of your kind.
    Prerequisites: Spellcraft 24 ranks, Knowledge (Arcane) 24 ranks, ability to cast any 9th level spell as a Supernatural Ability
    Benefits: This is identical to Epic Spellcasting, except the Check DC for your Seeds is +2 being that you're making Supernatural Abilities.

    Epic Primordial Focus
    Your abilities are more potent
    Prerequisites: Primordial Focus x2, ability to cast any 9th level spell as a Supernatural Ability
    Benefits: The Save DC of your Supernatural Abilities increases by an additional +2.

    Epic Primordial Power
    You have surpassed the abilities of most of your kind.
    Prerequisites: Primordial Power, ability to cast any 9th level spell as a Supernatural Ability
    Benefits: You gain 3 additional daily uses of Power. This may be taken multiple times.
    Last edited by Bhu; 2011-11-17 at 03:49 AM.
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  28. - Top - End - #448
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    weaver has fluff up


    no thoughts on the Boguns?
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  29. - Top - End - #449
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    You have some broken [/b]bold[/b] tags. I don't have any other thoughts right now, though.
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  30. - Top - End - #450
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    http://www.dinohoodie.com/gallery.rawr!

    lil something weird for the dino fans
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