Tyrannosaurus

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2 people marked this as FAQ candidate.

The

Trample:
When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
feat implies that the rider is performing the overrun action instead of the mount...

Does a mount or rider gain any benefit from the mount having the Improved Overrun feat if the overrun is being performed by the rider?

If not, why are the

Greater Overrun:
You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
and
Charge Through:
When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
feats available to the Charger animal companion archetype?


Hello everyone.
If a Kineticist has the Unraveling Infusion which allows a targeted Dispel Magic if the blast overcomes SR (if any), does he qualify for the Destructive Dispel feat?

Disruptive Dispel:

When you dispel an enemy’s magical defenses, those defenses crash down with debilitating effects.

Prerequisites: Ability to cast dispel magic or greater dispel magic, caster level 11th.

Benefit: When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn. If the save succeeds, the opponent is instead sickened until the start of your next turn.

Acknowledging that a Kineticist cannot actually "cast" Dispel Magic, I'm curious if anyone knows a rules loophole that says he actually would meet the prerequisites. Thank you for your time.


I made this guy after struggling with the race builder. I came to the conclusion that this species is so powerful that they required racial HD so I changed gears and came up with this. This Yautja represents a Youngblood/Unblooded. Simply add the desired class levels to achieve your more experienced Predators like the Blooded, Elite and Ancient castes. I hope you guys like this and have fun with it!

Yautja:

CR 5
XP 1,600
N Medium Monstrous Humanoid
Init: +7; Senses: Darkvision 60ft, Low-Light Vision, Perception +15
Source: Tyrant Lizard King

DEFENSE
AC: 23, touch 15, flatfooted 18 (+3 DEX, +2 Dodge, +4 armor, +4 natural)
HP: 52 (5d10+25)
Fort: +6; Ref: +7; Will: +4, +4 vs disease, +4 vs poison
Defensive Abilities: Defensive Training, Greater; Desert Runner; Ferocity
Resist: Acid 5

OFFENSE
Speed: 40ft, Climb: 20ft
Melee: *Yautja Wristblades +11(1d6+6/19-20x2); +9(1d6+6/19-20x2), Slam +6(1d6+6/x2) or
*Yautja Combispear +11(1d8+9/x2); +9(1d8+6/x2), +9(1d8+6/x2) or
Slam +11(1d6+9/x2)
Ranged: Chakram +8(1d8+6/x2) or
*Yautja Combispear +8(1d8+6/x3)

Tactics: The Yautja uses stealth to observe it's prey to assess it's strengths and weaknesses. It strikes first with ranged attacks before then moving into melee. Against a group of enemies it will attempt to scare and confuse it's prey using Vocal Mimicry and well placed traps to separate and weaken the group with the intent of making trophies of them one by one, starting with the weakest and saving the best trophy for last. Worthy prey that proves particularly tenacious earns respect from a Yautja and is granted death in honorable combat. When a Yautja is caught off-guard it attempts to flee and dress it's wounds before returning to the hunt. When reduced to less than 0 HP, the Yautja attempts to activate it's Thermal Detonator to destroy any evidence of it's existence.

STATISTICS
STR:22; DEX:16; CON:21; INT:13; WIS:15; CHA:8
Base Attk:+5; CMB:+11; CMD:+25
Feats: Endurance, Improved Initiative, Two-Weapon Fighting
Skills: Acrobatics +11, Climb +18, Craft(Traps) +7, Intimidate +3, Perception +10(+15 with Veemod), Stealth +11(+21 with armor), Survival +8, Swim +10
Languages: Yauja
Special Qualities: Jumper, Yautja Weapon Familiarity
Other Gear: *Medicomp, Satcom, Veemod Goggles, Veemod Visor (White Veemod), Dagger, *Thermal Detonator, Filter Mask, *Light Yautja Armor, *Wristblades, *Combistick, 3 Chakram, 5 Beartraps

ECOLOGY
Environment Any
Organization Solitary
Treasure Standard

Clarification on Equipment:
Most of their equipment are made of Adamantine but a Youngblood has not earned these higher quality items yet. Here is what I used to make these items that weren't preexisting.

Medicomp:
Their medical kit. Fortunately, lots of those are covered in the technology guide. Contents: Medlance, Nanite Hypogun(White), Trauma Pack, 2 Cureall and 2 Hemochem(Grade I)

Thermal Detonator:
Their self-destruct device intending to destroy all of their equipment, corpse and their enemy. Range: 100ft radius; Damage: 10d10 1/2 Fire 1/2 Electricity(larger and more powerful versions are awarded to higher castes)

Light Yautja Armor:
I combined the statistics of a Chain Shirt with the Chameleon Suit. Normal armor stats with +10 to Stealth Checks and Hide in Plain Sight ability.

Yautja Wristblades:
Exotic. They are basically Shortswords that cannot be Disarmed or occupy hands. They cannot be used to make attacks with wristblades if something is being held in that hand. It is a Swift action to extend or retract. Larger blades given to Elite and higher castes use the stats of a Falchion and are treated as one-handed weapons for the purpose of Two-Weapon Fighting. If you are proficient with these they are treated as light weapons.

Yautja Combispear:
Exotic. Uses statistics of Quarterstaff but is telescopic and can be concealed. Additionally it is treated like a Harpoon when used as a thrown weapon.


Backstory:

The party is secluded in a savage wilderness where they have found each other and banded together for survival. The lives they had before seem like a distant memory as they have all woken up in this strange land with absolutely nothing. Having to craft primitive weapons and armor and struggling with beasts, weather hazards and disease. After struggling for survival for weeks they manage to build decent shelter and weapons capable of fighting off the beasts that constantly hunt them and are soon ambushed by another group of humans which they barely manage to survive. After recovering they go on the offensive and track down their village only to find what is left of them hanging from the trees without their skins.

Current Party:
Barbarian 5
Fighter 4
Ranger 3
Rogue 2

Obviously, a Predator would want to make trophies of worthy prey (the party) and the greatest trophy would be the strongest character, currently being the Barbarian. The Predator has already attacked the party with the intention of fighting the Barbarian in honorable combat. After disabling two of the party with Bear Traps and put the 3rd in a dying state with a surprise critical he uncloaked and challenged the Barbarian. Unfortunately for the Predator, the Fighter had escaped the trap and hobbled his way into the fray, landed a critical hit and added 1d4 bleed to it. It's honorable combat interrupted, severely wounded and moderately bleeding, the Predator disengages and disappears into the jungle...

So here is the dilemma,
Traditionally a Predator would hunt, kill and claim the trophies of the group from the bottom up... saving the most honorable trophy for last in order to enrage their primary target and make them more dangerous... which in turn makes the hunt more challenging and fun for the Predator.
The Rogue and Ranger are not in a position to confront this creature as they are behind in levels because their other characters did not survive the wilderness (failure to stabilize from dying, coup de grace from a Deinonychus, Infection: Filth Fever DC 18) and rolled new characters. As a GM, I don't want to punish the weaker party members and kill them off first and as the Predator I want to specifically target the Fighter for interfering while considering the Barbarian an excellent trophy.

How do I move forward with this encounter while remaining true to the Predator and not target kill a specific player?


Hello everyone,
So I am running a game with some friends and I have a player that I'm having trouble restraining. As a GM, one of my favorite things is to make players feel nervous about an encounter. The player is an Oread 8th level Monk with a burrow speed 50ft and tremorsense 30ft. He is currently separated from the party and playing solo sessions. The problem is that with his new abilities he just burrows and bypasses most enemies that he feels he wants to avoid. Does anyone have any suggestions to prevent him from doing this? Good monsters that could keep up with him underground? Thanks for any ideas.


OK, so I know that familiars have 1/2 the masters HP regardless of actual HD. Aside from the Mauler's Endurance feat is there any other way to increase the familiar's HP without directly adjusting your own HP?

Second question, this is related to the CON bonus gained from the battle form ability of the Mauler archetype. Does this CON bonus allow additional HP? The rules on familiar HD and HP seem like they would not allow this, but at the same time they say it's HD are equal to it's master's so would the CON bonus be measured by that? The Mauler is like a little battle familiar but it would seem useless if it did not gain additional HP. Could someone clarify this?

I'm inclined to think the answer to these is No as I can't find anything in the rules that says Yes, but I haven't found a definitive No either. Thanks for any insight.


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Hello everyone! So I'm building custom monsters for a futuristic campaign... themes include Halo, Alien vs Predator and Star Wars. Today's topic is the Xenomorphs. I'm not an experienced poster so Idk how to add links or spoiler/hide buttons to save space :/
At any rate, I am looking for opinions on my creations. Fairness, power, CR, abilities... what could be improved, what could be added, what should be removed? I'm open to all suggestions. I have stats for the following; Facehugger, Chestburster, Drone, Queen. I will only post the Drone for now, and work through the others as the thread progresses.

Universal Xenomorph Traits:
Corrosive Blood: (as Purple Worm but not limited to metal)
Acid Spray: (as Nyogoth)
Pressurized Detonation: A Xenomorph that is reduced to 0 or fewer hitpoints by Fire damage must make a fortitude save, DC equal to 10+ damage dealt or explode dealing Acid damage equal to 1d6 per 2 HD (min 1d6) to all threatened squares. Reflex for 1/2. (Reflex DC = 10+HD+CON)
Fast Healing: equal to 1/5 HD, minimum 1
Ferocity
Darkvision 60ft
Blindsight 60ft
Immune: Acid, Disease and Poison
Fire Vulnerability
+4 racial bonus to Stealth
Hive Mind: +4 to Initiative and Perception when within a Hive
Bonus Feat- Improved Initiative
Xenomorphs always threaten an additional 5ft with Tail attacks. Tail attacks are always considered primary attacks that deal piercing and slashing damage.

Xenomorph Drone
CR 5
XP 1,600
NE Medium Aberration
Init: +10(+14 Hive Mind)
Darkvision 60ft, Blindsight 60ft, Perception +11(+15 Hive Mind)
DEFENSE
AC 23, touch 17, flat-footed 16 (+6 DEX, +6 Nat Armor, +1 Dodge)
HP: 55 (5d8+35); Fast Healing 1
Fort +11, Ref +10, Will +3
Defensive Abilities:(Universal Xenomorph Traits), Resist Cold 5
OFFENSE
Speed: 40, Swim: 20, Climb: 40
Melee: Bite +9(1d6+6, 19-20x2), 2 Claws +8(1d4+6, Grab), Tail +8(1d8+6)
Reach: 5ft (10ft with Tail)
STATISTICS
Str 20, Dex 22, Con 24, Int 11, Wis 14, Cha 14
BAB +3, CMB +8(+12 Grab), CMD 19
Feats: Improved Initiative, Dodge, Mobility, Outflank
Skills: Acrobatics +14, Sense Motive +7, Stealth +18
Languages: ?
SPECIAL ABILITIES
Ferocity
Deadly Grasp: Automatically inflict Bite damage when successfully maintaining a grapple.
Punching Bite: Bite attacks threaten a critical on 19-20

That is what I have currently for the Drone. Any thoughts on the resin/cocoon capabilities? Thank you for your feedback.


Hey everyone, new poster here so I don't know how to post rules and such for reference so please excuse that.
Ok, so I have read on other threads about people's ideas about using the bestiary entry as an awoken animal and adding class levels but I have a T-rex companion at Lvl 9 that I want to awaken and later use as a PC. Using the bestiary entry for that animal would be a bit devastating, especially after adding some class levels, and a big size jump but I want to use my Large size, 10HD(2hd from spell), magical beast(augmented animal) T rex. I know I would lose all special connections and him as an animal companion but my question is this...

How do I determine his starting level before leveling into core classes?

After reading into this I have found that I basically need to figure out its CR and use that as its current levels as Awoken Animal. I can't seem to determine its CR although I'm guessing around 7 or 8. Any guidance on these rules would be appreciated.