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  1. - Top - End - #1
    Ogre in the Playground
     
    Seharvepernfan's Avatar

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    Default Dire Chickens/Chocobos/Axebeaks

    I saw this 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 (3–6)
    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.
    Last edited by Seharvepernfan; 2015-01-11 at 02:24 AM.
    Spoiler: Ironcage Keep
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    Initiative:

    - Leo
    - Enemies
    - Frith (Light, 92 rounds), Obergrym (rage 5 rounds, 14/17 hp), Melrik - CURRENT
    - Enemies
    - Jade
    - Enemies

  2. - Top - End - #2
    Troll in the Playground
     
    PirateGirl

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    Default Re: Dire Chickens/Chocobos/Axebeaks

    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
    Last edited by Debihuman; 2015-01-11 at 08:18 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
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    Seharvepernfan's Avatar

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    Default Re: Dire Chickens/Chocobos/Axebeaks

    You're forgetting the wisdom bonus.
    Spoiler: Ironcage Keep
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    Initiative:

    - Leo
    - Enemies
    - Frith (Light, 92 rounds), Obergrym (rage 5 rounds, 14/17 hp), Melrik - CURRENT
    - Enemies
    - Jade
    - Enemies

  4. - Top - End - #4
    Troll in the Playground
     
    PirateGirl

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    Default Re: Dire Chickens/Chocobos/Axebeaks

    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.
    Last edited by Debihuman; 2015-01-12 at 12:43 AM.
    P.E.A.C.H. Please Evaluate And Critique Honestly. Being nicer and kinder doesn't hurt either. Note I generally only critique 3.5 and Pathfinder material.
    Please, please, please when using non-core material, cite to the books. There are too many books to wade through to find the one with the feat, special ability or spell you use.
    my creations in homebrew signature thread

  5. - Top - End - #5
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    Default Re: Dire Chickens/Chocobos/Axebeaks

    Quote Originally Posted by Debihuman View Post
    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.
    My latest homebrew: Majokko base class and Spellcaster Dilettante feats for D&D 3.5 and Races as Classes for PTU.

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    RedWizardGuy

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    Default Re: Dire Chickens/Chocobos/Axebeaks

    Quote Originally Posted by Solaris View Post
    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.

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    Seharvepernfan's Avatar

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    Default Re: Dire Chickens/Chocobos/Axebeaks

    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".
    Spoiler: Ironcage Keep
    Show
    Initiative:

    - Leo
    - Enemies
    - Frith (Light, 92 rounds), Obergrym (rage 5 rounds, 14/17 hp), Melrik - CURRENT
    - Enemies
    - Jade
    - Enemies

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