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  1. - Top - End - #121
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Well, if you can't do all those variants, could you at least do an aqua 'tops, tera 'rex, and areo 'dactyl? Just to complete the set started with pyroraptor.
    That would leave each one pretty unique, eh?
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  2. - Top - End - #122
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Quote Originally Posted by flabort View Post
    Well, if you can't do all those variants, could you at least do an aqua 'tops, tera 'rex, and areo 'dactyl? Just to complete the set started with pyroraptor.
    That would leave each one pretty unique, eh?
    Sure (although the Pyroraptor was supposed to be a joke interpretation of the dinosaur of the same name, not just a flaming velociraptor). I'll make an Aquaceratops and a Tyterrasaurus Rex, but as for the air element, hmmm.... Pterodactyl seems rather redundant. Regardless, I'll add them all to the list after the Bezoar.
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  3. - Top - End - #123
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Well, if you can find a better dino' than a 'dacytl, flying or not, whatever.

    Speaking of which, you don't appear to have any flying dinos yet at all.
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  4. - Top - End - #124
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    You're right. It seems that the closest thing I have is the Icarosaurus. I wonder what pterasaurs weren't stated out, yet...
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  5. - Top - End - #125
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Cthulhusaurus Rex is finally finished. It dropped from CR 64 to 57, though. STill the most powerful creature I ever made.
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  6. - Top - End - #126
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Psionic Protoceratops is done now, too. Up next:



    Titanoceratops
    Huge Animal
    Hit Dice:
    26d8+217 (334 hp)
    Initiative: -1
    Speed: 30 ft.
    Armor Class: 20 (+13 natural, -1 Dex, -2 size)
    Base Attack/Grapple: +19/+39
    Attack: Gore +31 melee (3d8+18 damage)
    Full Attack: Gore +31 melee (3d8+18 damage)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Powerful Charge, Trample
    Special Qualities: Lowlight vision, scent
    Saves: Fort +23, Ref +14, Will +9
    Abilities: Str 34, Dex 9, Con 27, Int 1, Wis 12, Cha 17
    Skills: Listen +18, Spot +18
    Feats: Improved Toughness, Alertness, Great Fortitude, Toughness (x3), Power Attack, Cleave, Protective Frill
    Environment: Warm Forests
    Organization: Solitary, pair, or herd (3-4)
    Challenge Rating: 19
    Treasure: None
    Alignment: Always Neutral
    Advancement: 27-52 HD (Huge); 53-74 HD (Gargantuan)
    Level Adjustment: -----

    A large ceratopsid, even large than Triceratops, is sharpening its horns on the trees in front of it. Its horns are curved forwards, and tiny spikes are on its hind legs.

    Titanoceratops, or Titanic Horned Face, is a ceratopsid of colossal proportions. Larger than even the more widely known Triceratops, the Titanoceratops is truly a slight to behold. Its massive skull is capable of crushing a fully grown rhinoceros, and its sharp, forward curving horns could impale the strongest of theropods. Titanoceratops lives in smaller herds than its cousins; it needs far less protection, so living with large amounts of others of their kind is actually a liability (as it reduces the available resources of the area).

    Combat
    Titanoceratops rarely have to fight; their size and power along scares off most predators. That doesn't mean they are incapable fighters, however. Most can impale or crush most targets that try to attack them.

    Powerful Charge (Ex): When a Titanoceratops charges, its gore attack deals 6d8+24 damage.

    Trample (Ex): As a full-round action, a Titanoceratops can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the Titanoceratops' space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a -4 penalty. This attack does 6d8+36 damage. A Reflex save (DC 35) deals half damage instead of full. The save DC is Strength-based.
    Last edited by LOTRfan; 2011-02-12 at 09:35 PM.
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  7. - Top - End - #127
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Titanceratops is done, as well. That is an end to the conventional Dinosaurs (at least for now).

    The current list is:
    • Grafts
    • Bezoar
    • Magma Paraelementite Swarm
    • Three Elemenal Dinosaur variants (Water, Earth, Air)
    Last edited by LOTRfan; 2011-02-13 at 03:01 PM.
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  8. - Top - End - #128
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    And flying dinosaurs, too. Aren't they worthy of being called conventional dinosaurs?
    Of the flying dinos, you just got that glider, and gliding isn't really flight. You said it's all you have on that line yourself.
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  9. - Top - End - #129
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Yes, currently I am researching what type of pterosaurs haven't already been statted out. Rhamphoryncus, Pteranodon, Quetzalcoatlus, and Tapejara are already statted out. I'm not sure if anything else was published.
    Last edited by LOTRfan; 2011-02-13 at 10:47 AM.
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  10. - Top - End - #130
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Rhamphorynchus was in Dragon 318- as was a Medium Pteranodon. Large Pteranodon was in Eberron Campaign Setting, & Serpent Kingdoms. Quetzalcoatlus was in MM2.

    But what source was Tapejara in?
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  11. - Top - End - #131
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    My mistake, I thought the Tapejara was in the Eberron Campaign Setting. That could be an interesting pterosaur to make, though...
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  12. - Top - End - #132
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Here are two more grafts, both based off of different aspects of the Charge of the Triceratops spell.


    Zuniceratops Horns
    The horns of a zuniceratops are potent natural weapons.
    Location: Head
    Description: The two horns of a Zuniceratops are grafted onto your brow, right above the eyes. The muscles and skull are also modified, being alchemically hardened to resist the blunt trauma of the blows. The horns are roughly two feet long, and sharpened.
    Activation: All that needs to be done is to attack a target to activate the graft.
    Effects: The graft gives a natural gore attack that deals 1d8 damage for a medium creature. For a small creature, the horns deal 1d6 damage, and for a large creature, the horns deal 2d6. This weapon, if used as the primary weapon, deals 1½ times the person’s strength modifier for extra damage.

    Graft Flesh, Charge of the Triceratops; Cost 15,000 gp + 1,200 XP; Price 30,000 gp; Sacrifice 15 hp; 30 days.

    Protoceratops Frill
    The frill of a protoceratops is grafted onto the back of your head.
    Location: Head
    Description: A large protoceratops skull is placed on your head, and connected to the spinal cord as it runs down your neck. The muscles around it are strengthened to support the extra wait, and capillaries are redirected to go into the frill before continuing on their old path.
    Activation: This graft is always constant.
    Effects: The frill grants a +4 natural armor bonus.

    Graft Flesh, Charge of the Triceratops; Cost 15,000 gp + 1,200 XP; Price 30,000 gp; Sacrifice 15 hp; 30 days.
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  13. - Top - End - #133
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Quote Originally Posted by LOTRfan View Post
    Cthulhusaurus Rex is finally finished. It dropped from CR 64 to 57, though. STill the most powerful creature I ever made.
    I is most happeh

    Sorry I wasn't here sooner my CPU fan went phbbtttt
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  14. - Top - End - #134
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Quote Originally Posted by Bhu View Post
    I is most happeh

    Sorry I wasn't here sooner my CPU fan went phbbtttt
    Glad to see you back. I'm sorry to here about your technical problems. It's all fixed now?
    Last edited by LOTRfan; 2011-02-13 at 01:04 PM.
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  15. - Top - End - #135
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Here's the beginning of the Raptor Claw graft. It's supposed to be monk-friendly without having to be a monk in order to use it. I can't list the pricing because I don't have the Spell Compendium with me to see what level Claws of the Bear is. The rest will be up later, I guess.

    Raptor Talons
    The curved claws situated on the foot of various dromeosaurid species make excellent weapons.
    Location: Feet
    Description: The small toe is replaced with a long, curved claw found in many species of raptor. This claw is sharpened and the foot structure is modified so that the claw may be pulled into an upright position when not being used for combat.
    Activation: The graft is usable whenever the person makes an unarmed strike with its feet.
    Effect: Instead of the normal 1d3 nonlethal damage done with an unarmed strike, unarmed strikes involving the feet deal 1d6 slashing damage. This damage scales with the monk ability (for example, a 4th level monk deals 1d8 slashing damage when making an unarmed strike with his foot).

    Graft Flesh, Claws of the Bear; Cost 1,000 gp + 80 XP; Price 2000 gp; Sacrifice 1 hp, no longer able to deal nonlethal damage with foot-based unarmed strike; 2 days.
    Last edited by LOTRfan; 2011-02-13 at 01:56 PM.
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  16. - Top - End - #136
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)



    Bezoar
    {table=head] | Infant | Adult
    | Tiny Aberration | Huge Abefration
    Hit Dice: | 2d8 | 18d8
    Initiative: | +10 | +4
    Speed: | 30 ft. | 0 ft. (Immobile)
    Armor Class: | 19 (+2 size, +6 Dex, +1 natural), touch 18, flatfooted 13 | 14 (+6 natural, -2 size), touch 8, flatfooted 14
    Base Attack/Grapple: | +1/-10 | +13/+30
    Attack: | Tentacle -1 melee (1d2-3 damage) | Tentacle +22 melee (1d8+9 damage)
    Full Attack: | Tentacle -1 melee (1d2-3 damage) | 4 Tentacles +22 melee (1d8+9 damage)
    Space/Reach: | 1 1/2 ft./0 ft. | 15 ft./10 ft.
    Special Attacks: | Neural Clamping | Improved grab, Swallow Whole
    Special Qualities: | Darkvision 60 ft. | Darkvision 60 ft., Damage Reduction 15/Byshek, Spell Resistance
    Saves: | Fort +1, Ref +6, Will +2 | Fort +7, Ref +12, Will +10
    Abilities: | Str 4, Dex 22, Con 12, Int 13, Wis 8, Cha 14 | Str 28, Dex ---, Con 22, Int 15, Wis 8, Cha 14
    Skills: | |
    Feats: | Improved Initiative | Improved Initiative, Improved Critical (Tentacle)
    Environment: | Underground | Underground
    Organization: | |
    Challenge Rating: | |
    Treasure:| None | Standard
    Alignment: | Usually Neutral Evil | Usually Neutral Evil
    Advancement: | 3-7 (Small); 8-13 (Medium); 14-17 (Large) | 19-36 (Huge); 37-72 (Gargantuan)
    Level Adjustment: | ----- | -----[/table]
    Last edited by LOTRfan; 2011-02-23 at 04:50 PM.
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  17. - Top - End - #137
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Quote Originally Posted by LOTRfan View Post
    Glad to see you back. I'm sorry to here about your technical problems. It's all fixed now?
    I thought it had but there's still stuff that needs worked out
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Quote Originally Posted by Bhu View Post
    I thought it had but there's still stuff that needs worked out
    Oh. Sorry again, and good luck with the repairs.
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  19. - Top - End - #139
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Writers block on the Bezoars.

    In the mean time, I'm creating the Pterodactyl rider prestige class. Its meant to be an ideal choice for fighters who want to get extra mounted feats and ride pterodactyls. Fluff/description to come later.

    The Dactyl Rider

    In the vast, dangerous areas were pterosaurs call home, sometimes air is the only safe medium of travel. While other animals are killed and slaughtered by larger predators, these winged reptiles fly safely out of reach (and sometimes even swoop down to become predators themselves).

    They have not been completely unnoticed, however. Bands of humanoids, seeing how these graceful beasts are nearly invulnerable in the clear skies, have ventured into the mountains on which they perch. Several have taken eggs and raised the infants in the ways of the mount.

    Currently a sizable number of small Dactyl Rider groups exist. For the most part, they are explorers, but a few others sell out their services as mercenaries or messengers.

    Prerequisites
    To become a Dactyl Rider, a character must fulfill the following prerequisites:
    Skills: Ride +8, Handle Animal +8
    Feats: Mounted Combat
    Special: Must have spent a month studying Pterosaurs and purchased an exotic saddle (of either military or riding type). This month need not be done all at once.

    {table=head]Level|Base Attack Bonus|Fort|Ref|Will|Special
    1 | +1 | +2 | +0 | +0 | Pterosaur Companion, Bonus Feat
    2 | +2 | +3 | +0 | +0 | Bonus Feat
    3 | +3 | +3 | +1 | +1 | Bonus Feat
    4 | +4 | +4 | +1 | +1 | Bonus Feat
    5 | +5 | +4 | +1 | +1 | Bonus Feat[/table]

    Class Skills: Dactyl Riders have the following class skills: Handle Animal (Cha), Heal (Wis), Knowledge [Nature] (Int), Listen (Wis), Ride (Dex), Spot (Wis), and Survival (Wis). They gain a number of skill points per level equal to 6 + INT modifier.

    Class Features
    A Dactyl Rider has the following class features.

    Pterosaur Companion: At 1st level, the Dactyl Rider gains his Pterosaur Companion. This pterosaur is a standard specimen of its kind. The rider gains a Tapejara* if he is small, a Pteranodon* if he is medium, or a Quetzalcoatlus* if he is large. They are trained to fight in combat while carrying riders. The pterosaur companion gains a number of bonuses based on the level of its rider. See chart for more details.
    *Use Medium Pteranodon stats from Dragon 318 for Tapejara. Large Pteranodon stats can be found in the Eberron Campaign setting. Quetzalcoatlus is in Monster Manual II. Change its type to beast, and adjust stats accordingly.

    Bonus Feats: At 2nd level and every level thereafter, a Dactyl Rider gains a bonus feat. The bonus feat includes: Greater Mount Specialization, Mounted Archery, Mount of Choice, Mount Specialization, Ride-by Attack, and Spirited Charge. The Dactyl Rider must still meet the prerequisites before taking a bonus feat.

    Pterosaur Companion Advancement
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    Bonus HD: The Pterosaur companion gains a total of 3 Hit Dice by level 5. The Pterosaur has a medium attack bonus, good fortitude and reflex saves, and gains a number of skill points per level equal to 2 + INT modifier (1 skill point per level). The Pterosaur gains feats normally.

    Natural Armor Adj: The number noted here is an improvement to the pterosaur companion’s existing natural armor bonus.

    Str/Dex Adj: Add this value to the pterosaur companion’s Strength and Dexterity scores.

    Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the pterosaur knows in addition to any that the Dactyl Rider might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The Dactyl selects these bonus tricks, and once selected, they can’t be changed.

    Link (Ex): A Dactyl Rider can handle her pterosaur companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The Dactyl Rider gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an pterosaur companion.

    Evasion (Ex): If The pterosaur companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

    Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, the pterosaur companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

    Devotion (Ex): The pterosaur companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

    Great Flyby Attack: The pterosaur gains Great Flyby Attack as a bonus feat. See Savage Species for more information.

    Hover: The pterosaur gains hover as a bonus feat.
    Last edited by LOTRfan; 2011-02-17 at 08:51 PM.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

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

    Well, as mentioned before, it's not going to be a great prestige class. Just an easy way for Fighters (and possibly Paladins) to gain mounted feats faster, a long with aerial steeds.

    Do you think it's okay that Large creatures would be getting a 10 HD creature at first level?
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  22. - Top - End - #142
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    There's a theory that Quetzalcoatlus was flightless.
    That said, in D&D, this can be ignored (as well as the issue that one normally wouldn't expect a flyer to lift a person's weight)- Rule Of Cool.

    If the MM2 version proves to be unsatisfactory- how would you stat a Quetzalcoatlus out?
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  23. - Top - End - #143
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Just taking a couple names from a wikipedia article on pterosaurs...

    Hatzegopteryx: Very large. I can't pin down an exact size, but I've got a weak internet-fu

    Nemicolopterus: The wiki article has a picture that looks a lot like a couple of hummingbirds. That said, it's only got a 10 inch wingspan, less than a foot.

    Sordes: genus means filth/scum in latin, specific name means hairy. A primitive Bat?

    Ornithocheirus Mesembrinus: Interesting beak shape, toothed.

    Family Tapejaridae: The what are with those crests?!

    If you don't make any of the others, the second one and that last one (the family) should definitely be ones you make a monster entry or two for. Those crests...
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Quote Originally Posted by hamishspence View Post
    There's a theory that Quetzalcoatlus was flightless.
    How'd you know that I was talking about Quetzalcoatlus? Although, then again, there is only one 10 HD pterosaur....

    I wasn't aware of that theory. In fact, I was just watching a Discover Channel miniseries that suggested that Quetzalcoatlus may have been an extremely fast and maneuverable flyer, despite its bulk. I'll have to look that up, because that is a very interesting hypothesis.

    Quote Originally Posted by hamishspence View Post
    That said, in D&D, this can be ignored (as well as the issue that one normally wouldn't expect a flyer to lift a person's weight)- Rule Of Cool.
    Yeah, this class pretty much throws reality out the window. Its actually a reference to the Glidewing riders from Eberron.

    Currently, the math seems to be right.

    Quetzalcoatlus can hold large creatures no problem (the maximum light load for a medium creature with strength 26 can hold 306 or less. Then when you factor in the fact that they are huge, well... I don't think Quetzalcoatlus even weighed as much as what the rules say it can carry as a light load).

    Large Pteranodons can hold roughly 200 lbs or less, which is good for a lightly armored and armored human, along with the lighter weight races like elves. Dwarves and Half-Orcs may have issues, though. Oddly enough, though, the entry said it can hold 300 lbs without a problem. Half-Orcs and Dwarves can ride 'em, too, I guess.

    Medium Pteranodon can hold a lightly armored Gnome or Halfling and achieve flight, but barely.

    It seems that the kind of person who would want to enter this class would be rogue-like, or an archery-based fighter. Not any of the heavy-hitting melee guys.

    @Flabort: Ornithocherius is added to the list. If you want a Tapejara, I suggest using the Medium Pteranodon stats. They fit better for Tapejara than Pteranodons, anyway (in fact, I was thinking of those stats when I mentioned that they had official stats before).
    Last edited by LOTRfan; 2011-02-15 at 05:16 PM.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Whoops. hadn't looked too closely at the ones that have already been statted out in other sources.
    still, though, the only overlap with that list and mine is the tapejara.
    No Nemicoloterus? Sounds pretty cool, and it's small enough to be... a... tiny flying dino, I believe. Too small for the 'dactyl rider class, unless you happen to be diminutive, but a nice addition, I'd think.

    Your choice already is pretty unique, too, though, so I won't complain any further .
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Hmm.... what the heck, I'll add Nemicoloterus too.
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    Yay !
    *Giddy jumping around like a little girl*
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Added the bonus feat list. Are there any mount-based feats appropriate for a flying mount that was published?
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    The Dactyl Rider is done. The Pterosaur companion is a little strong, but it doesn't stack with any levels besides Dactyl Rider levels. Fair trade?
    Last edited by LOTRfan; 2011-02-15 at 09:01 PM.
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    Default Re: More Dinosaurs than Isla Nublar (okay, not really, PEACH)

    Up next will be another prestige class (and most likely the last one). It will contain fluff specific to my campaign, but I'll add an "Adaption" section to the bottom, for those who want it.
    --------------------------------------------------------------------------
    Survivor of the Sauric Isles
    The Sauric Isles is no place for the weak. Throughout all four islands, there are threats so terrible that even the toughest creatures can only survive for a limited amount of time. Demons infest the southern jungles, and fiend-worshiping halflings inhabit the shallow green sea. Other hostile races, like the Pterafolk and the Sharpteeth, are a constant threat, as raiders from nearby villages come to steal supplies. Even the native animals are dangerous, gigantic reptiles known as dinosaurs.

    In a region where even the plants can kill, it is easy to see why some would despair in the face of danger. If the most colossal of creatures cannot survive for long, what are the chances for a mere humanoid? Some just fully give up, having nothing to live for. The more clever ones, however, look around them for examples of survival: the two most successful creature types (the theropods and quadrupeds) of the Isles can walk about without concern. They wonder "what do these bests have that I don't?"

    Many try to emulate the native animals. If it works as a valid survival tactic for the animals, why not the intelligent races? What truly differentiates one Survivor of the Sauric Isles from another is their choice of how to emulate these creatures. Some become bulkier and more resilient, while others become agile and resourceful.

    Prerequisites
    To become a Survivor of the Sauric Isles, one must fill the following criteria.
    Skills: Survival +8
    Feats: Improved Toughness (if becoming a Resilient Survivor)
    Class features: Uncanny Dodge (if becoming an Agile Survivor)
    Special: To gain a level of the Survivor of the Sauric Isles prestige class, one must have spent the majority of their time last level on the Sauric Isles.

    {table=head]Level | Base Attack Bonus | Fort | Ref | Will | Special
    1 | By | Survival | Tactic | +2 | Survival Tactic, Survival Strategy I
    2 | By | Survival | Tactic | +3 | Survival Strategy II
    3 | By | Survival | Tactic | +3 | Survival Strategy III[/table]

    Class Skills: If resilient, Climb (Str), Handle Animal (Cha), Intimidate (Str), Jump (Str), Ride (Dex), Spot (Wis) Survival (Wis), and Swim (Str). If agile, Balance (Dex), Bluff (Cha), Handle Animal (Cha), Hide (Dex), Listen (Wis) Move Silently (Dex), Spot (Wis), and Survival (Wis).

    Class Features
    A Survivor of the Sauric Isles have the following class features.

    Survival Tactic: At first level, the Survivor determines the method with which he plans to survive on the islands. He can choose to either hone his speed and agility, or his strength and resilience.

    If he chooses to become more resilient, he has a good fortitude save and a poor reflex save. He has d10 hit dice, good BAB, and a number of skill points each level equal to 2 + INT modifier.

    If he chooses to become more agile, the Survivor has a poor fortitude save and a good reflex save. He has d6 hit dice, medium BAB, and a number of skill points equal to 8 + INT modifier.

    Survival Strategy I: At first level, survivalists practicing either tactic learn the value of speed. Agile survivalists gain a +20 bonus to their base speed when wearing light or no armor. Resilient survivalists learn to travel at their base speed when wearing heavy armor or carrying heavy loads.

    Survival Strategy II: At 2nd level, the survivalists focus on avoiding lethal blows. Agile survivors gain a improved uncanny dodge and a +4 dodge bonus to their AC. This +4 bonus stacks with other dodge bonuses. Resilient survivors are no longer at risk of massive damage, and gain extra hit points per level equal to their strength modifier.

    Survival Strategy III: At 3rd level, the survivalists are paragons of their respective strategies. Agile survivors gain the slight build special quality. Resilient survivors gain the powerful build special quality.

    Adaption
    Currently, the fluff surrounding this prestige class is aimed specifically at my campaign subsetting, the Sauric Isles. It is quite easy to adapt this class to other campaigns. It fits well in any setting with large reptiles and dinosaurs. For example, in Eberron, this class could be known as Survivor of Q'barra, or Survivor of the Talenta Plains. For a planar prestige class, this could easily be adapted as the Survivor of the Beastlands. Another option is to make it Survivor of the Isles of Dread.
    Last edited by LOTRfan; 2011-02-22 at 10:38 PM.
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