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Seharvepernfan
2015-01-11, 01:17 AM
I saw this (http://www.giantitp.com/forums/showthread.php?319148-Chocobos-Axebeaks-Riding-Birds&highlight=chocobos) thread a while back, and liked the idea. I decided to make my own, using deinonychus and megaraptors as the base, making them quite a bit better than horses. I toned it down a little bit, though, as I don't think chocobos should be equal to raptors. I also statted out the skullcracker (AKA Dire Chicken); might as well have a small version too.

Skullcrackers: Sometimes known as "dire chickens"; these small-sized birds have a prominent and powerful beak and are known for their bad tempers. A threat to gnomes, goblins, kobolds, and children.

Chocobos: A gnome name for these medium-sized birds, based on the real-life Gastornis and Titanis. They are about 6-7ft tall and are often used as mounts by gnomes.

Axebeaks: Basically a larger version of a chocobo, but with a prominent, sharp-edge axe-shaped beak (like a dromornis or kelenken, but with actual "axe"-shaped beaks).


Skullcracker
Small Animal
Hit Dice: 1d8+1 (5hp)
Initiative: +2
Speed: 40ft, fly 40ft (clumsy)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat footed 12
Base Attack/Grapple: +0/-4
Attack: Bite +3 (1d6+1, x3)
Full Attack: Bite +3 (1d6+1, x3), 2 talons -2 (1d4)
Space/Reach: 5ft/5ft
Special Attacks: Pounce
Special Qualities: Glide, Low-light vision
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 12, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Spot +10
Feats: Improved Natural Attack (Bite), Weapon Finesse (B)
Environment: Temperate Forests
Organization: Solitary
Challenge Rating: 1/2

Glide: A skullcracker cannot fly for more than one round at a time. After one round of flight, it must glide to the ground before it can take off again. While gliding, a skullcracker moves 20ft laterally for every 5ft it descends, and moves at it's fly speed. It can attack while gliding as if it were flying.

Skills: +4 racial bonus on Spot checks.


Chocobo
Medium Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/+5
Attack: Bite +5 (1d6+3)
Full Attack: Bite +5 (1d6+3), 2 talons +0 (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Great Leap, Low-light vision, Nimble Movement, Strong Legs
Saves: Fort +5, Ref +5, Will +2
Abilities: Str 17, Dex 15, Con 15, Int 2, Wis 12, Cha 10
Skills: Balance +9, Jump +22, Listen +6, Spot +6
Feats: Run, Fleet of Foot
Environment: Temperate hills and plains
Organization: Solitary, pair, or flock (36)
Challenge Rating: 2

Nimble Movement: Can ignore two squares of difficult terrain or four squares of slope when determining how far they can move and if they can charge.

Great Leap: Can make standing jumps as if running (but does not gain the Run feat bonus).

Strong Legs: A chocobo has the carrying capacity of a quadruped.

Skills: A chocobo has a racial bonus of +6 balance, +6 jump, +2 listen, +4 spot.


Axebeak
Large Animal
Hit Dice: 6d8+12 (39 hp)
Initiative: +2
Speed: 60 ft. (12 squares)
Armor Class: 15 (-1 Size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +4/+12
Attack: Bite +7 (2d6+4)
Full Attack: Bite +7 (2d6+4), 2 talons +2 (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce
Special Qualities: Great Leap, Low-light vision, Nimble Movement
Saves: Fort +7, Ref +7, Will + 4
Abilities: Str 19, Dex 15, Con 15, Int 2, Wis 14, Cha 10
Skills: Balance +10, Jump +23, Listen +8, Spot +8
Feats: Run, Fleet of Foot, Improved Natural Attack (Bite)
Environment: Temperate forests
Organization: Solitary, or pair
Challenge Rating: 3

Nimble Movement: Can ignore two squares of difficult terrain or four squares of slope when determining how far they can move and if they can charge.

Great Leap: Can make standing jumps as if running (but does not gain the Run feat bonus).

Skills: An axebeak has a racial bonus of +6 balance, +6 jump, +2 listen, +4 spot.

Debihuman
2015-01-11, 08:17 AM
Skullcrackers have a +8 to Spot checks not +10 due to their low Intelligence. Since you cannot have a negative skill modifier, a creature always gets a minimum of 1. 1x4 for its 1st HD plus 4 racial bonus kill points is 8 not 10.

It's flying/gliding mechanics seem a bit odd. Gliding is an Extraordinary ability generally for creatures that cannot fly.

Debby

Seharvepernfan
2015-01-11, 08:25 AM
You're forgetting the wisdom bonus.

Debihuman
2015-01-12, 12:38 AM
So I am. Doh. Why do Dire Chickens have 3x multiplier on a natural attack? It's kinda overpowered for a 1/2 CR and a 1 HD monster.

Solaris
2015-01-12, 01:20 AM
So I am. Doh. Why do Dire Chickens have 3x multiplier on a natural attack? It's kinda overpowered for a 1/2 CR and a 1 HD monster.

Agreed. Big criticals at low levels results in new characters. This thing's critical deals an average of 13.5 damage - that can be lethal on a first-level character, if they've already taken damage, and if you roll well on damage then it can one-shot the fighter.

redwizard007
2015-01-12, 06:52 PM
Agreed. Big criticals at low levels results in new characters. This thing's critical deals an average of 13.5 damage - that can be lethal on a first-level character, if they've already taken damage, and if you roll well on damage then it can one-shot the fighter.

Entirely agreed. Dangerous territory here. I'm assuming it was to mimic the majority of piercing weapons.

Seharvepernfan
2015-01-12, 08:52 PM
It's because their beaks are large, pick-like and very dangerous; sharp, jagged, hard, pointy, etc. It's supposed to be a scary opponent, despite being somewhat comical. I'm well aware that it can easily kill a low-level character, but so can a CR 1/2 human warrior with a handaxe (or any decent weapon on a crit, really).

I suppose I could have given a better physical description of them so it would be more apparent, but I guess I subconsciously left it at "skullcracker".