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    Default Dinosaur Project: Dinoman- PEACH PLEASE!!

    First off, This has taken a LOOOOoong Time, And Is not my own. I only helped make it...So, First off I give you...Roak! A Dinosaur Based Vestige.

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    Roak the Dino Father. (Roak, the Scaled Progenitor) (Roak the Predetor King)
    Vestige Level: 8th
    Binding DC:32

    Legend: TBD

    Special Requirement: Roak will not come to a binder if they have participated in the killing of dinosaurs without the reason of self-defense, Or has bound Giea in the past 24 Hours


    Manifestation: As Roak's seal is drawn, it darkens to the shade of earth and then cracks down the middle, the earth shaking as an ear-splitting roar comes from the void beneath. A single clawed hand of massive size bursts forth and grips the seal, and then a giant eye appears in the crack, unblinkingly staring up at the binder. A harsh, guttural voice addresses the binder.

    Sign: TBD

    Influence:TBD

    Granted Abilities:

    Claws of the Raptor:
    Gain a pair of claw Attacks Dealing 2D6 Damage Adding half your Str to the Damage. (Medeuim)

    Bite of the Rex:
    Gain a Bite Attack dealing 3D6 Damage, Adding half your Str to the Damage. (Medeuim) If you hit with this bite attack, initiate a grapple attempt as a free action if your target is no more than one size category bigger than you.

    Wings of the Dactl:
    Gain a flight Speed of Half your Base Speed. (Small Full, Large 4th, And so on. Avarage)

    Cunning of the Pack:
    For Every ally that has attacked your Target, Gain +2 On your Attack, And Damage Rolls. (This affects spells and such Adding +2DC, Or Attack roll)

    Might of the Mind:
    Gain 5 PP, With Effective Manifester level equal to half your binder levels. (You might want to clarify this... do you get powers with taht manifester level? If so, is 5 pp enough?) (yes, Its enough for a full 20th level Binder...We dont want Everyone Wanting this because its so Awesome (Besides the fact that is is...)

    Breath of the Water Gods:
    Gain a Swim speed Equal to your base speed Halved.


    Power of the Ancients:
    Gain a Bonus To your Str, Dex, And Con Equal to a 4th of your Binder level. (5 At 20 Round up). Also, gain Earthquake as an SLA usable once every 5 rounds. The somatic component for this earthquake is stomping the ground or roaring.(Which then Becomes a Verbal component)


    Next: A Basic Template for more awesome!

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    Prehistoric Creature
    Blend with the Ferns (Ex): The creature gains the ability to blend into the natural landscape. As long as unobserved in natural terrain, a creature may make a Hide check, even if there is no cover or concealment.
    Quick Wits (Ex): As an immediate action once per day, a Prehistoric creature may reroll one skill check or save and take the better result.
    Controlled Reactions (Ex): As a swift action three times per day, a prehistoric creature may act in such a way as to either cause themselves to be severely underestimated, or to awe the opponent. The opponent is denied their dexterity to AC for one round (This is superseded by uncanny dodge.).
    +4 Racial bonus to Hide and Move Silently
    +2 Dex, +2 Con: One must be tough and fast to survive in such dangerous areas.
    CR +2
    LA+1


    Then: A Spell for Lycanthropic Dinosaurs!
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    Permancy of Form.

    Transmutation
    Level:9
    Components: V,S,
    Casting time: 5 Rounds
    Range:Self
    Target, Effect, or Area: You
    Duration: Instataneous
    Saving Throw: Harmless
    Spell Resistance: Harmless

    Can only Be cast on a Lycanthrope, In hybrid form, Once cast, The Lycanthrope is permantly In Hybrid form.
    This cannot Be undone by anything less then a Tetriad.



    And Now, The Main course, The DINOMAN!!

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    DinoMan
    HD d10's
    Skills: ride, handle Animal, survival, intimidate, spot, listen, Knowledge (Nature),
    Skill points 4+int/level X4 for 1st level.
    A DinoMan is proficient with all simple weapons, the greatclub, lance, scimitar, whip, net, Trident, and natural attacks, (others?),


    {table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
    1st|
    +1
    |
    +2
    |
    +0
    |
    +2
    | Dino taming, Track |

    2nd|
    +2
    |
    +2
    |
    +0
    |
    +2
    | Bonus feat |

    3rd|
    +3
    |
    +3
    |
    +0
    |
    +3
    |Dino speak, Fast Movement +10 ft.|

    4th|
    +4
    |
    +4
    |
    +1
    |
    +4
    |Dino diplomacy |

    5th|
    +5
    |
    +4
    |
    +1
    |
    +4
    |Bonus feat, Dino Mount |

    6th|
    +6
    |
    +5
    |
    +1
    |
    +5
    |Dino Charge |

    7th|
    +7
    |
    +5
    |
    +2
    |
    +5
    |Jungle Travel |

    8th|
    +8
    |
    +6
    |
    +2
    |
    +6
    |Dino Senses, Fast Movement +20 ft.|

    9th|
    +9
    |
    +6
    |
    +2
    |
    +6
    |Bonus feat, Rageing dino |

    10th|
    +10
    |
    +7
    |
    +3
    |
    +7
    |Jungle Speed |

    11th|
    +11
    |
    +7
    |
    +3
    |
    +7
    |Improved dino charge |

    12th|
    +12
    |
    +8
    |
    +3
    |
    +8
    |Swift Tracking |

    13th|
    +13
    |
    +8
    |
    +4
    |
    +8
    |Fast Movement +30 ft. |

    14th|
    +14
    |
    +9
    |
    +4
    |
    +9
    |Bonus feat, Controled rage |

    15th|
    +15
    |
    +9
    |
    +5
    |
    +9
    |Improved Jungle Speed|

    16th|
    +16
    |
    +10
    |
    +5
    |
    +10
    |Speed of the Wind|

    17th|
    +17
    |
    +10
    |
    +5
    |
    +10
    |Greater raging dino|

    18th|
    +18
    |
    +11
    |
    +6
    |
    +11
    |Fast Movement +40 ft.|

    19th|
    +19
    |
    +11
    |
    +6
    |
    +11
    |Call of the Dino 1/day|

    20th|
    +20
    |
    +12
    |
    +6
    |
    +12
    |Bonus feat, Battlesaurus-rex, Terrifing Presence|
    [/table]


    Dino taming (Ex): You gain a dino companion with HD equal to yours and when you gain enough HD you can switch to a different dino with higher HD. This dino must be in it's natural form the dino can't have templates or anything that gives it a higher CR so it will not be better than any other dino with the same HD.

    Track (Ex): the Dinoman gains the Track feat.

    Dino speak (Ex): You can talk to dinos without the proper Int to know a language

    Fast Movement (Ex): At 3rd level, a Dinoman gains +10 ft. to all the speeds he posesses naturally, the Dinosaur companion gains this bonus to all the speeds it possesses naturally as well. If you gain a new speed naturally, this benifit is retroactive. At 8th level, this improves to +20 ft. 13th level, this improves to +30 ft, at 18th level this improves to +40 ft.

    Dino diplomacy (Ex): All intelegent dinos you meet are one step more friendly. You also may use wild empathey as a druid, but this effects dinos instead of normal animals, and normal animals count as magic beasts so you take the -4 penalty using this skill on them.

    Dino mount (Ex): This ability is like the paladin's mount, but you get a Riding Pteranodon instead. You use your Dino taming ability to dertermain the HD of your mount, but otherwise it improves as a paladin's mount would.

    Dino charge (Ex): When charging on your dino mount you deal double damage or tripple with a lance. This stacks with the spirited charge feat.

    Jungle travel (Ex): When you and your dino mount are traveling they ignore penalties from dence forest or jungle and gain a +2 bonus on survival checks.

    Dino Senses At eighth level, a Dinoman gets a +4 racial bonus on listen and spot checks. His dinosaur companion gains the alertness and track feats as bonus feats if it doesn't have them already.

    Raging dino (Ex): When you are not riding you dino mount you may send them into a berserk rage ans sick them on your enemies. Your dino mount effectivly has the rage class feature using its own stats, but you chose when it rages.

    Jungle Speed (Ex): A DinoMan and his Dino companion gains the Run feat. The dinoman and his dino companion may treat light undergrowth as no undergrowth for the purposes of him being able to charge or run.

    Improved Dino charge (Ex): Now Dinoman can deal triple damage on a charge or quadruple with a lance.

    Swift Tracking (Ex): A DinoMan takes no penalty for moving normal speed when tracking, he only takes a -5 penalty for moving over his speed.

    Controled rage (Ex): You may now ride your dino mount while it is raging.

    Improved Jungle Speed(Ex): A DinoMan and his Dino Companion now may run or charge through any type of undergrowth at no penalty.

    Speed of the Wind (Su): A DinoMan now is unrestrainable by magic or natural means. The Dinoman and Dinosaur Companion both gain a permanet SU freedom of movement ability. In adition, the Dinosaur companion may act as if under the effect of Air Walk for up to 1 minute per level in the DinoMan class, this time need not be consecutive, though time is alway rounded up to the next minute.

    Greater rageing dino: Now your dino mount uses the greater rage class feature using its own stats, but you still chose when it rages.

    Call of the Dino (Sp): As a full round action, the Dinoman can use Summon Nature's Ally IX as a SLA to summon dinosaurs, the Dinosaurs summoned have maximum HP/HD and count have a Superior Magic Fang effect on them for the duration of the time they are summoned. You may halve the duration of there summon to apply an Animal Growth to each summoned Dinosaur. This ability is usable once per day.
    Battlesaurus-rex (Ex): You gain +2 Str, +2 Con, DR 5/- and SR 5+Dinoman level, and your dino mount gains +4 Str, +4 Con, DR 10/- and SR 10+your Dinoman level It should be 11+Level.... and the DR should be 10

    Bonus Feat: A DinoMan may seleclt any fighter Bonus Feat or Monserous feat related to reptiles that they meet the prerequistes for, they may count as animal (reptile) for the purpose of meeting feats prerequistes, at 10th level they may count as monsterious humaniods, at 20th they may count as magical beasts as well. They only count as animals, monsterious humaniods, or magical beasts for the purpose of meeting feats prerequistes. They may count as whichever is most benifitial while doing so, and if one type is more benifitial for one feat, while another type is more benifitial for another, they may count as having different types for each feat.


    Alternate Class Feature:
    Tyrranic Mount:
    This class feature Replaces :
    Dino mount And Greater rageing dino.
    Benifit: This Gives you a Trannosaur Mount, That advances as a Paladin Mount would, This also Prevents you from riding any other mount, With the Added Benifit of a Free "Might Makes Right" feat For Leadership.




    DinoMan Epic Progression
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    Hit Dice: D10
    Skill Points: 4+ int modifier
    Skills: Ride, Handle Animal, Survival, Intimidate, Listen, Spot, and Knowledge (Nature),

    {table=head]Level|Class Features
    21st|Greater Dino Sense
    22nd|Call of the Dino 2/day,
    23rd|Fast Movement +50 ft., Epic Bonus Feat
    24th|Epic Dino Senses
    25th|Call of the Dino 3/day,
    26th|Epic Bonus Feat,
    27th|Bonus Feat
    28th|Fast Movement +60 ft., Call of the Dino 4/day,
    29th|Epic Bonus Feat
    30th|Rolling Thunder.
    31st|Call of the Dino 5/day,
    32nd|Epic Bonus Feat
    33rd|Fast Movement +70 ft.,
    34th|Call of the Dino 6/day,
    35th|Epic Bonus Feat, Bonus Feat,
    36th|Tyrannus Strength
    37th|Call of the Dino 7/day,
    38th|Epic Bonus Feat, Fast Movement +80 ft.,
    39th|Tyrannus Might
    40th|Call of the Dino 8/day, Crown of Nature's Might[/table]

    Bonus Feats: As per non-epic DinoMan, 1 at 27th level, one more every number of levels equal to the number of levels it took to get the previous Bonus Feat +1.

    Dino Comapnion: As per Paladin Special Mount Epic Progression, other than that, it remains the same.

    Epic Bonus Feats: Every 3 levels beyond 20th.
    List: Barbarian, Ranger, and Fighter, epic feat lists. The DinoMan must meet the prerequistes of any feat gained in this manner. The DinoMan also can select any feat from the normal DinoMan Bonus Feat list. They may also take any Epic DinoMan Feat listed below.

    Call of the Dino: at 22nd level and every 3 levels thereafter, you get an additional use of this ability.

    Fast Movement: At 23rd level and every 5 levels thereafter, this increases 10 ft.

    Greater Dino Senses: The bonus granted to listen and spot from Dino Senses improves to +8. In addition, you and your Dino may add there wisdom modifiers to intitiative as well as dexterity.

    Epic Dino Senses:
    The bonus granted by Dino Senses improved to +12, your now Dino gets these bonuses as well. You gain the feat alertness if you don't already have it. If you have it you instead may take any feat you qualify for.

    Tyrannus Strength
    (Ex) You now Gain a permant Bounus to your Strength Equal to your Character Level.

    Tyrannus Might (Ex) The Bounes from Tyrannus Strength is now doubled

    Rolling Thunder (Su): Once Per Week, A Dinoman May Use A Unique ability as a full round action to summon a Herd of Dinosaurs, That Can All Trample, Dealing Damage as a Creature Of the Highest Size in the Herd. This is a Non Magical effect, And the Dino herd dissapears after 3 Rounds of Trampleing. (THis acts as many, MANY Summon Natures ally Spells)

    Crown of Nature's Might (Su): The DinoMan's Dinosaur Companion now has a permanent (Su) Nature's Avatar spell effect on it, which gives maximum temporary HP, it gains new temporary HP after each rest period, these replace any remain temporary HP of the previous day. While mounted on the Dino Companion, the DinoMan gains all the benifit of the Nature's Avatar spell, even if his type wouldn't normally be effected by it, they share temporary HP from the spell while the DinoMan is mounted, meaning if either of them take damage, the damage is subtracted from the same pool of temporary HP, they do not share any other source of temporary HP. In addition, for one round per day per DinoMan class level, when the DinoMan is mounted on his Dino in battle, he may extend this to an aura that effects each DinoMan and Dino companion within 120 ft, giving them all the benifits of Crown of Nature's Might excepts for the ability to project an aura, the temporary HP can be shared between any effected DinoMan or Dino Companion, though if any of them take damage, the temporary HP is reduced from the same pool.



    Dinosaur Domain:
    Spoiler
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    Dinosaur Domain
    Granted Power: You gain a natural armor bonus of +1, knowledge (nature) is a class skill for you.

    1- Beastland Ferocity
    2- Scent
    3- Charge of the Triceratops
    4- Essence of the Raptor
    5- Animal Growth
    6- Dinosaur Stampede
    7- Summon Nature's Ally VII(dinosaurs only)
    8- Animal Shapes(dinosaurs only)
    9- Nature's Avatar


    DINOMAN FEATS:
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    Tyrannic Strength. [Dinoman, Fighter]
    Prerequisites: Tyrannic Might class feature
    Benifit: Add your Tyrannosaur Mount's Str Modifiyer to your Str Score.


    Extra Dino Call [DinoMan, Epic]
    Prerequisites: Call of the Dino 2/day
    Benifit: You Can use your Call of the Dino an additional time each day,
    Special: You can take this feat multiple times, its effects stack. A DinoMan can select this as one of there bonus feats.


    Mounted Might [Epic Dinoman]
    Prerequisites: Mount class feature (Animal copainiom (Sp), Paladin feature, Or any other That gives you a suitable Mount)
    Benifit: Your Mount Gains +2 HD, +4Str/Con, And +10 Base speed.
    Special: This Feat can be taken Multiple Times, It stacks, This can be taken a max of 4 Times.

    Mounted Might Of Right. [Epic, Dinoman]
    Prerequisites: Mount class feature (Animal copainiom (Sp), Paladin feature, Or any other That gives you a suitable Mount), Mounted Might [Epic Dinoman] 4 times.
    Benifit: Add your Main Mount's Str Score to your Leadership score
    Special: A DinoMan can select this as one of his bonus feats.

    Powerful Dino's [DinoMan, Epic]
    Prerequisites: Mounted Might, Call of the Dino 3/day
    Benifit: All Dinos within your Terrifying Presence gain a +4 enhancement bonus to strength, Con, and Dex within range. all Dinos you call from Call of the Dino gain Powerful build, as does your dino companion.
    Special: A DinoMan can select this as one of there bonus feats. You can take this feat multiple times, each time adding an additional +4 enhancement bonus to strenght, dex, and, con.

    Extend Dino Call [DinoMan, Epic]
    Prerequisites: Call of the Dino 3/day,
    Benifit: Your Call of the Dino is Extended as per the Extend Spell metamagic feat.
    Special: You can take this feat multiple times, its effects stack (Doubling equals tripling, etc). A DinoMan can select this as one of there bonus feats.

    Improved Dino Call [DinoMan, Epic]
    Prerequisites: Call of the Dino 4/day, Extend Dino Call, Powerful Dinos,
    Benifit: Your Call of the Dino Power is Intensified as per the epic met, it summons double the maximum number of Dinos normally summoned.
    Special: A DinoMan can select this as one of there bonus feats.

    Dino Stampede [DinoMan, Epic]
    Prerequisites: Call of the Dino 3/day
    Benifit: You at will can cast Dinosaur Stampede as an SLA, the bonus to damage is not capped, controlling the stampede takes no concentration, though you can only have one active at the time without concentrating, with a move action you can mantian with the action, and a full round action can mantain four with the action.
    Special: A DinoMan can select this as one of there bonus feats.

    Extra Dino Stampede [DinoMan, Epic]
    Prerequisites: Dino Stampede
    Benifit: You can control an additional Dino Stampede without concentration, the number you can control with a move action equals that of no action x2, a full round action is that of a move action x4. Your Dinosaur stampedes also deals +50% damage as per the empower spell metamagic feat.
    Special: You can take this feat multiple times, its effects stack (Two doublings equals a tripling, two +50% equals +100%, etc). A DinoMan can select this as one of there bonus feats.

    Widen Dino Stampede [DinoMan, Epic]
    Prerequisites: Dino Stampede
    Benifit: Your Dinosaur stampedes effect double the normal area as per the Widen Spell metamagic feat. Your Dinosaur stampedes also deals +50% damage as per the empower spell metamagic feat.
    Special: You can take this feat multiple times, its effects stack (Two doublings equals a tripling, two +50% equals +100%, etc). A DinoMan can select this as one of there bonus feats.

    Faster Movement [DinoMan, Epic]
    Prerequisites: Fast Movement +50 ft,
    Benifit: Your Fast Movement speed increases 20 ft.
    Special: You can take this feat multiple times, its effects stack. A DinoMan can select this as one of there bonus feats.

    Widened Terrifying Presence [DinoMan, Epic]
    Prerequisites: Terrifying Presence
    Benifit: The area effected by your Terrifying Presence doubles.
    Special: A DinoMan can select this as one of there bonus feats.

    Improved Terrifying Presence [DinoMan, Epic]
    Prerequisites: Terrifying Presence, Widened Terrifying Presence
    Benifit: The DinoMan's Terrifying Presence effects creatures of up to the DinoMan's HD-1. Creatures immune to Mind Effecting Effects still must make a will save though failure only leaves them shaken and success leaves them uneffected.
    Special: A DinoMan can select this as one of there bonus feats.

    Epic Dino Charge [DinoMan, Epic]
    Prerequisites: Fast Movement +50 ft.
    Benifit: You now deal x4 damage with Dino Charge. x5 with a lance.

    Supreme Dino Charge
    Prerequisites: Epic Dino Charge
    Benifit: You now deal x5 damage with Dino Charge, x6 with a lance.

    Dino Might! [DinoMan, Epic]
    Prerequisites: Crown of Nature's Might
    Benifit: You and your mount have a permenant (Su) Divine Power effect active on you and your mount. The temporary HP stack with Crown of Nature's Might, though you gain these every minute, though they do not stack with themselves, your mount and you have seperate totals for this temporary HP pool.



    Scion of the Scaled Ones:
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    Scion of the Scaled Ones

    Requirements:
    Skills: 12 ranks in ride, 12 ranks in handle animal, 12 ranks in spot, 6 ranks in Knowledge (Nature),
    Feats: Mounted Archery, Mounted Combat
    Base Attack Bonus: +21
    Special: Skirmish, Sudden Strike, or Sneak Attack +1d6, Must possess a Dinosaur animal companion, special mount or the like that you can ride. (Wild Cohort counts if your Wild Cohort can be Rode), Must be level 21+ And All Dinoman PrC's taken.
    A Scion of the Scaled ones is proficient with all Simple, And Certain Exotic Weapons, As per Dm Allows.

    Hit Die: d12
    Skill Points: 8+ Int Modifier
    Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

    {table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Class Features
    1st|+1|+2|2|+2|Mount Progression,Endevore
    2nd|+2|+3|+3|+3|Mount of Scales
    3rd|+3|+3|+3|+3|Cold Blooded Cunning, Warbeast, Magebred, Titanic, Ti-Khana
    4th|+4|+4|+4|+4|Resistance of the Great Wyrms
    5th|+5|+4|+4|+4|Mount of Scales
    6th|+6|+5|+5|+5|Cold Blooded Cunning
    7th|+7|+5|+5|+5|Flight of Might
    8th|+8|+6|+6|+6|Mount of Scales
    9th|+9|+6|+6|+6|Might of The Scaled.
    10th|+10|+7|+7|+7|Warbeast, Magebred, Titanic, Ti-Khana[/table]

    Endevore:
    A Sicon may optionaly go on a side quest (up to DM) to find epic magic barding, this may be done as part of a characters backstory. This armor always has a enhancement bonus equal to the mounts HD.

    Cold-Blooded Cunning -- the Scion of the Scaled one gains an additional +2 flanking bonus to hit and to damage per dinosaur flanking the creature. These bonuses stack. At sixth level, this improves, and all allied flanking dinosaurs or saurians within line of sight gain the same ability.

    Resistance of the Great Wyrms: You gain spell resistance equal to 15+ HD.

    Mount of Scales:
    You and your mount now do not incur The Dex, And The Armor penitiles for Light armor (2nd) Meduim (5th) Or Heavy (8th)

    Flight of Might:
    You now Gain the Tyrannic Mount Class Feature, With no loss of your Current Sauric Companion (This allows 2), And your Mount Grows Wings with a fly speed = to half its Base, And Can Fly with a Meduim load, And Meduim armor.

    Faveored of the Sauric Kings:
    You Gain Acsess to the Dinosaur Domain, With a Effective Cleric level of your Total ECL. (Above In the Dino Domanin above)

    Might of The Scaled:
    You Gain the Ka-Tainted Template with a Dinosaur Sacrificed Of your Choice, And your Sauric Companion Gains the Half-Fiend/Dragon template. (Depending on Your Prefrance.
    This does not affect binding of Roak.

    Warbeast, Magebred, Titanic, Ti-Khana:
    Choose Two templates to apply to your Mount




    Alright, A few more things:
    1: Contributers:
    Rweird, Moonlitdreams, Myself, Demidos, And Dr.Orphoes.
    2: Their is more...I just dont feel like Messing with it right now.
    3: PEACH/PEAR!


    Edit: new PrC up!
    Last edited by ShadowFireLance; 2012-11-03 at 08:42 PM.
    Lord Cthulhu avatar by Ceika!

    Quote Originally Posted by ArcturusV View Post
    Dragons are, or should be, one of the most "Paranoid, optimized, overcautious" things in a campaign. Racial memory, long lives, spellcasting, a bunch of powers, always some group of mere mortals looking to kill them... if your Adventurers are of the Paranoid Contingency types, your Dragons should be 10 times as much.

    Extended Sig, Really needs arts.

  2. - Top - End - #2
    Ettin in the Playground
     
    rweird's Avatar

    Join Date
    Oct 2011
    Location
    Where i'm not, not.

    Default Re: Dinoman- PEACH PLEASE!!

    An Archer PrC for the Dinoman (Or any mounted archer):


    The Velocity Raptor

    Requirements:
    Skills: 12 ranks in ride, 12 ranks in handle animal, 12 ranks in spot, 6 ranks in Knowledge (Nature),
    Feats: Mounted Archery
    Base Attack Bonus: +8
    Special: Skirmish, Sudden Strike, or Sneak Attack +1d6, Must possess a Dinosaur animal companion, special mount or the like that you can ride. (Wild Cohort counts if your Wild Cohort can be Rode)


    Hit Die: d8
    Skill Points: 6+ Int Modifier
    Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (Nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

    {table=head]Level|Base Attack Bonus|Fortitude Save|Reflex Save|Will Save|Class Features
    1st|+1|+0|2|0|Skirmish +1d6/+0 AC, Mount Progression, Mounted Skirmish
    2nd|+2|+0|+3|+0|Skirmish +1d6/+1 AC, Archer's Senses +1
    3rd|+3|+1|+3|+1|Skirmish +2d6/+1 AC, Warbeast, Improved Mounted Archery
    4th|+4|+1|+4|+1|Skirmish +2d6/+2 AC, Archer's Senses +2, Find the Flaw
    5th|+5|+1|+4|+1|Skirmish +3d6/+2 AC, Bonus Feat, Lightning Speed
    6th|+6|+2|+5|+2|Skirmish +3d6/+3 AC, Archer's Senses +3
    7th|+7|+2|+5|+2|Skirmish +4d6/+3 AC, Greater Mounted Archery
    8th|+8|+2|+6|+2|Skirmish +4d6/+4 AC, Archer's Senses +4
    9th|+9|+3|+6|+3|Skirmish +5d6/+4 AC, Greater Find the Flaw,
    10th|+10|+3|+7|+3|Skirmish +5d6/+5 AC, Bonus Feat, Archer's Senses +5, Target of Opportunity[/table]

    Weapon and Armor Proficiency: The Velocity Raptor gains proficiency with all simple and martial projectile weapons and light armor.

    Mount Progression: Levels of Velocity Raptor stack with any other levels that progress the special mount of the Velocity Raptor.

    Mounted Skirmish (Ex): You now may use your Skirmish ability while mounted, you mount gains your skirmish bonus to AC as well when you skirmish while mounted.

    Archer's Senses: This grants a +1 bonus on listen, and spot checks and attack and damage rolls made with projectile ranged weapons.

    Improved Mounted Archery (Ex): A Velocity Raptor of 3rd level or higher no longer takes penalties for firing while his or her mount is moving.

    Warbeast: The mount progressed by Mount Progression gains the Warbeast template, if it already has the Warbeast template or is not applicable to gain it; it gains the Magebred template in addition to the Warbeast template.

    Find the Flaw (Ex): As a move action, A Velocity Raptor may make a spot check DC their target's AC with a penalty equal to the range increment penalty, if they succeed they may overcome the targets immunity to precision damage and critical hits for one round, overcome the target's DR for one round, or overcome the target's miss chance for one round.

    Lightning Speed (Ex): Your mount gains a +50 enhancement bonus on all speeds. In addition, it constantly acts under the benefit of a Haste spell.

    Greater Mounted Archery (Ex): A Velocity Raptor of 7th level or higher may use there move action to give there Dino Mount a move action or swift action or the Dino Mount may use there move action to give the Velocity Raptor a move action or swift action. The Dino Mount may spend a full round action to give the Velocity Raptor a standard action, or vise versa. The Velocity Raptor must be astride his mount to do such.

    Greater Find the Flaw (Ex): Find the Flaw may also be used as a swift action, meaning the Velocity Raptor may overcome multiple things overcome by Find the Flaw or effect multiple targets.

    Target of Opportunity (Ex): As an immediate action, the Velocity Raptor may make an attack against any target within one range increment that performed an action that would provoke an Attack of Opportunity if they where threatened or provoked an Attack of Opportunity.

    Bonus Feats: See DinoMan Bonus feats.

    __________________________________________________

    Adaption: Making the requirement merely to have a mount they can ride makes the class no longer dinosaur themed, and would fit in well as a mounted archer class.
    __________________________________________________

    Sorry if the format is hard to understand. Also, please PEACH this class as well.

    I almost exclusively made this class (to others mentioned above contributed and helped critique this class and made suggestions, ShadowFireLance helped with the Warbeast feature).

    I may add fluff to this later.

    -rweird
    Last edited by rweird; 2012-11-04 at 01:55 PM.
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  3. - Top - End - #3
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    Default Re: Dinosaur Project: Dinoman- PEACH PLEASE!!

    This made me just about want to cry in joy. I've always loved dinosaurs, and this.. this is beautiful.

    I have already sent my friend who is DMing a game a text asking him to allow me to play this.

    When I take over the world, remind me to send you both a muffin basket.

    Edit: Though it is a bit messy, could use some clean up in both spelling and format.
    Last edited by DrewVolker; 2012-11-03 at 08:11 PM.

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    Default Re: Dinosaur Project: Dinoman- PEACH PLEASE!!

    Their is more...And my friend made a Kronosaur Monster, And Their is also a Tricertops Shield Gaurdian...

    Edit: Yeah...Messy It is, Once I finish Uptadeing, Posting the rest of them, and Polishing The things I shall Spell check/Stuff.
    Last edited by ShadowFireLance; 2012-11-03 at 08:14 PM.
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    Quote Originally Posted by ArcturusV View Post
    Dragons are, or should be, one of the most "Paranoid, optimized, overcautious" things in a campaign. Racial memory, long lives, spellcasting, a bunch of powers, always some group of mere mortals looking to kill them... if your Adventurers are of the Paranoid Contingency types, your Dragons should be 10 times as much.

    Extended Sig, Really needs arts.

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    Default Re: Dinosaur Project: Dinoman- PEACH PLEASE!!

    Quote Originally Posted by ShadowFireLance View Post
    Their is more...And my friend made a Kronosaur Monster, And Their is also a Tricertops Shield Gaurdian...
    I am very glad to hear there is even more of this awesomeness!
    As said, I'm asking a DM-friend of mine if he will let me play this, so I can more or lest playtest it for you.

    One thing you may wish to work with is the dinoman feats all seem to be epic, and I think one or two of them repeat themselves. Nothing wrong with having a lot of epic feats/support (which this has by a long shot), but it'd be nice to have some non-epic dinoman-specific feats as well.

    And as previously mentioned some editing (spelling errors and overall format issues) could make this look much nicer.

    Edit: When I typed this message you didn't edit yours yet, so I apologize for saying it basically again. Glad to hear you noticed the messyness yourself and plan on fixing it.
    Last edited by DrewVolker; 2012-11-03 at 08:16 PM.

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    Default Re: Dinosaur Project: Dinoman- PEACH PLEASE!!

    Yeah, We built this class for a 500th Tristalt class...did not pay much attention to The lower levels...
    Lord Cthulhu avatar by Ceika!

    Quote Originally Posted by ArcturusV View Post
    Dragons are, or should be, one of the most "Paranoid, optimized, overcautious" things in a campaign. Racial memory, long lives, spellcasting, a bunch of powers, always some group of mere mortals looking to kill them... if your Adventurers are of the Paranoid Contingency types, your Dragons should be 10 times as much.

    Extended Sig, Really needs arts.

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    Default Re: Dinosaur Project: Dinoman- PEACH PLEASE!!

    Quote Originally Posted by DrewVolker View Post
    I am very glad to hear there is even more of this awesomeness!
    As said, I'm asking a DM-friend of mine if he will let me play this, so I can more or lest playtest it for you.

    One thing you may wish to work with is the dinoman feats all seem to be epic, and I think one or two of them repeat themselves. Nothing wrong with having a lot of epic feats/support (which this has by a long shot), but it'd be nice to have some non-epic dinoman-specific feats as well.

    And as previously mentioned some editing (spelling errors and overall format issues) could make this look much nicer.

    Edit: When I typed this message you didn't edit yours yet, so I apologize for saying it basically again. Glad to hear you noticed the messyness yourself and plan on fixing it.
    I made the Epic Dinoman feats to be like choosing class features at epic levels. If you have non-Epic Dinoman ideas, feel free to bring them up. I intended the Epic things to be as such, the overlap was intentional for the feats (I originally had Empower dino stampede as one and required another to break the CL 20 cap, I decided that the Dinoman shouldn't have that high a feat tax on things like that so I combined the things.)
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    Quote Originally Posted by rweird View Post
    I made the Epic Dinoman feats to be like choosing class features at epic levels. If you have non-Epic Dinoman ideas, feel free to bring them up. I intended the Epic things to be as such, the overlap was intentional for the feats (I originally had Empower dino stampede as one and required another to break the CL 20 cap, I decided that the Dinoman shouldn't have that high a feat tax on things like that so I combined the things.)
    When I said I think a few feats repeat themselves, I meant literally. Tyrannic Strength is listed twice. Wasn't saying I didn't think the feats were well done.

    I am torn on how I want to view the awesomeness that is the epic progression of this class.
    On one hand, you are giving an incentive to keep leveling this class (a martial, non-magic class) well into the epic levels by giving them quite a lot of nice class features/feat options. Which I think is very awesome.

    On the other hand, it seems the class gets most of its awesome features in the epic levels. Which as said, isn't really a bad thing, but it makes the experience one would have using this class limited, as most campaigns never even touch epic. (Honestly, I don't think I've ever been in a campaign that has made it past level 15-16ish).

    Just my thoughts on it.

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    Default Re: Dinosaur Project: Dinoman- PEACH PLEASE!!

    Quote Originally Posted by DrewVolker View Post
    When I said I think a few feats repeat themselves, I meant literally. Tyrannic Strength is listed twice. Wasn't saying I didn't think the feats were well done.

    I am torn on how I want to view the awesomeness that is the epic progression of this class.
    On one hand, you are giving an incentive to keep leveling this class (a martial, non-magic class) well into the epic levels by giving them quite a lot of nice class features/feat options. Which I think is very awesome.

    On the other hand, it seems the class gets most of its awesome features in the epic levels. Which as said, isn't really a bad thing, but it makes the experience one would have using this class limited, as most campaigns never even touch epic. (Honestly, I don't think I've ever been in a campaign that has made it past level 15-16ish).

    Just my thoughts on it.
    Oh, I see now, that probably was a mistake. I think that some clumsiness would be expected for the intended purpose (A dinosaur kingdom in the previously mentioned 500th level Immortal's Handbook trisalt nations game) for it to function in the way that we want it to in that. Why we posted this here is because it seemed like a shame not to publish our work. Do you have any ideas for Non-Epic abilities?
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    Default Re: Dinosaur Project: Dinoman- PEACH PLEASE!!

    Can other people post dinosaurs here, if they suddenly have an urge to create dinosaur related DnD things?

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    Default Re: Dinosaur Project: Dinoman- PEACH PLEASE!!

    Feel 100% Free!
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    Quote Originally Posted by ArcturusV View Post
    Dragons are, or should be, one of the most "Paranoid, optimized, overcautious" things in a campaign. Racial memory, long lives, spellcasting, a bunch of powers, always some group of mere mortals looking to kill them... if your Adventurers are of the Paranoid Contingency types, your Dragons should be 10 times as much.

    Extended Sig, Really needs arts.

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    Default Re: Dinosaur Project: Dinoman- PEACH PLEASE!!

    Quote Originally Posted by GnomeGninjas View Post
    Can other people post dinosaurs here, if they suddenly have an urge to create dinosaur related DnD things?
    Sure, that would be fine.

    Trying to reformat the DinoMan Feats in a more readable way:
    __________________________________________________

    DinoMan Feats:

    Tyrannic Strength [Dinoman, Fighter]
    Prerequisites: Tyrannic Might class feature
    Benefit: Add your Tyrannosaur Mount's Strength Modifier to your Strength Score.
    Special: A DinoMan can select this as one of their bonus feats.

    Extra Dino Call [DinoMan, Epic]
    Prerequisites: Call of the Dino 2/day
    Benefit: You Can use your Call of the Dino an additional time each day (A DinoMan that selects this feat when he can use Call of the Dino 2/day uses it 3/day, when the DinoMan naturally gets another use, the use is added on to the previous uses per day from this feat).
    Special: You can take this feat multiple times, its effects stack. A DinoMan can select this as one of their bonus feats.

    Mounted Might [Epic, Dinoman]
    Prerequisites: Mount class feature (Animal Companion, Paladin Special Mount, or any other That gives you a suitable Mount)
    Benefit: Your Mount Gains +2 HD, +4Str/Con, And +10 Base speed.
    Special: This Feat can be taken Multiple Times, It stacks, This can be taken a max of 4 Times. A DinoMan can select this as one of their bonus feats

    Mounted Might Of Right. [Epic, Dinoman]
    Prerequisites: Mount class feature (Animal Companion, Paladin Special Mount, or any other That gives you a suitable Mount), Mounted Might [Epic Dinoman] 4 times.
    Benefit: Add your Main Mount's Str Score to your Leadership score
    Special: A DinoMan can select this as one of their bonus feats.

    Powerful Dinosaurs [DinoMan, Epic]
    Prerequisites: Mounted Might, Call of the Dino 3/day
    Benefit: All dinosaurs within your Terrifying Presence gain a +4 enhancement bonus to strength, Con, and Dex within range. All dinosaurs you call from Call of the Dino gain Powerful build, as does your Dino companion.
    Special: A DinoMan can select this as one of their bonus feats. You can take this feat multiple times, each time adding an additional +4 enhancement bonus to strength, dexterity, and constitution scores.

    Extend Dino Call [DinoMan, Epic]
    Prerequisites: Call of the Dino 3/day,
    Benefit: Your Call of the Dino is Extended as per the Extend Spell metamagic feat.
    Special: You can take this feat multiple times, its effects stack (Doubling twice equals tripling, etc). A DinoMan can select this as one of their bonus feats.

    Improved Dino Call [DinoMan, Epic]
    Prerequisites: Call of the Dino 4/day, Extend Dino Call, Powerful Dinosaurs,
    Benefit: Your Call of the Dino Power is Intensified as per the epic met, it summons double the maximum number of Dinosaurs normally summoned.
    Special: A DinoMan can select this as one of their bonus feats.

    Dino Stampede [DinoMan, Epic]
    Prerequisites: Call of the Dino 3/day
    Benefit: You at will can cast Dinosaur Stampede as an Spell-Like Ability, the bonus to damage is not capped, controlling the stampede takes no concentration, though you can only have one active at the time without concentrating, with a move action you can maintain with the action, and a full round action can maintain four with the action.
    Special: A DinoMan can select this as one of their bonus feats.

    Extra Dino Stampede [DinoMan, Epic]
    Prerequisites: Dino Stampede
    Benefit: You can control an additional Dino Stampede without concentration, the number you can control with a move action equals that of no action x2, a full round action is that of a move action x4. Your Dinosaur stampedes also deals +50% damage as per the empower spell metamagic feat.
    Special: You can take this feat multiple times, its effects stack (Doubling twice equals a tripling, two +50% equals +100%, etc). A DinoMan can select this as one of their bonus feats.

    Widen Dino Stampede [DinoMan, Epic]
    Prerequisites: Dino Stampede
    Benefit: Your Dinosaur stampedes effect double the normal area as per the Widen Spell metamagic feat. Your Dinosaur stampedes also deals +50% damage as per the empower spell metamagic feat.
    Special: You can take this feat multiple times, its effects stack (Doubling twice equals a tripling, two +50% equals +100%, etc). A DinoMan can select this as one of their bonus feats.

    Faster Movement [DinoMan, Epic]
    Prerequisites: Fast Movement +50 ft,
    Benefit: Your Fast Movement speed increases 20 ft.
    Special: You can take this feat multiple times, its effects stack. A DinoMan can select this as one of their bonus feats.

    Widened Terrifying Presence [DinoMan, Epic]
    Prerequisites: Terrifying Presence
    Benefit: The area effected by your Terrifying Presence doubles.
    Special: A DinoMan can select this as one of their bonus feats.

    Improved Terrifying Presence [DinoMan, Epic]
    Prerequisites: Terrifying Presence, Widened Terrifying Presence
    Benefit: The DinoMan's Terrifying Presence effects creatures of up to the DinoMan's HD-1. Creatures immune to Mind Effecting Effects still must make a will save though failure only leaves them shaken and success leaves them uneffected.
    Special: A DinoMan can select this as one of their bonus feats.

    Epic Dino Charge [DinoMan, Epic]
    Prerequisites: Fast Movement +50 ft.
    Benefit: You now deal x4 damage with Dino Charge. x5 with a lance.
    Special: A DinoMan can select this as one of their bonus feats

    Supreme Dino Charge [DinoMan, Epic]
    Prerequisites: Epic Dino Charge
    Benefit: You now deal x5 damage with Dino Charge, x6 with a lance.
    Special: A DinoMan can select this as one of their bonus feats

    Dino Might! [DinoMan, Epic]
    Prerequisites: Crown of Nature's Might
    Benefit: You and your mount have a permanent (Su) Divine Power effect active on you and your mount. The temporary HP stack with Crown of Nature's Might, though you gain these every minute, though they do not stack with themselves, your mount and you have separate totals for this temporary HP pool.
    Special: A DinoMan can select this as one of their bonus feats
    __________________________________________________

    The [DinoMan] tag to feats means that a DinoMan may select it as one of their bonus feats if they meet all the prerequisites of that feat (I know this is redundant with the Special part of the feats).
    __________________________________________________

    If anyone wants to add more feats, post them here. We'd love your help.
    Last edited by rweird; 2012-11-04 at 07:03 AM.
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