Augmented Gearsman

default's page

Organized Play Member. 202 posts. No reviews. No lists. No wishlists. 1 Organized Play character.




So I have seen interpretations that Uncanny grapple triggers on ANY grapple check, and others that it just adds new options (instead of move/pin/damage)

Is there any official word on this? I have so far turned up nothing...


So I keep a google doc of all the homebrew races I keep in my setting.
With a discussion of hiring giants in another thread, I feel inspired to post it and hopefully gain some feedback.

https://docs.google.com/document/d/1KnCwv-uIXfEZCw5QJ87hRFzokzGF0N1NGfc-kvn cDps/edit?usp=sharing

Got some questions or comments? Stick them here or in a comment on the doc! Permissions should be enabled.

Currently have:
Hill Giant
Stone Giant
Frost Giant
Fire Giant
Lamellicorn- Beetle people!
Shardborn- Elemental-like humanoids animated from fragments of a powerful inevitable.
Forgeborn-Totally not a rip-off of warforged. By which I mean they totally are.
Orcs-Less dumber am more cooler!

Also have some racial feats!

In the works:
Nymph-blooded
Argent (Lawful Planetouched)


The enormous reptile lunges at you from the river, its crocodilian snout is filled with teeth, and its thumbs bear massive claws the length of a man's forearm.
Baryonyx CR 6
XP 2,400
N Huge animal
Init +5; Senses low-light vision, scent; Perception +27

DEFENSE
AC 20, touch 11, flat-footed 18 (+3 Dex, +9 natural, –2 size)
hp 85 (10d8+40)
Fort +11, Ref +10, Will +7

OFFENSE
Speed 50 ft.; swim 30 ft.
Melee bite +11 (2d6+6), 2 claws +11 (1d8+6 plus reposition)
Space 15 ft.; Reach 15 ft.
Special Attacks pounce

STATISTICS
Str 23, Dex 16, Con 19, Int 2, Wis 15, Cha 10
Base Atk +7; CMB +15 (+17 Reposition); CMD 28
Feats Alertness, Blind-FightB, Improved Initiative, Improved Reposition, Iron Will, Run
Skills Perception +28 Swim +14; Racial Modifiers +8 Perception +8 Swim

ECOLOGY
Environment temperate or warm rivers, lakes; coastal
Organization solitary, pair, or family group (1-2 adults plus 1-4 young)
Treasure none

A fearsome river-dweller, baryonyx subsists primarily upon fish and smaller game. Their fearsome claws are used to snag prey and drag it from the river to shore-or vice-versa.

And as a black friday bonus, here's one of the dinosaur-inspired magic items!

Jawbone Scythe
This wicked-looking scythe is sports a long, gnarled handle, topped with the jawbone of a prehistoric creature, teeth and all. It growls menacingly as you hold it, and roars fiercely as it strikes true.
Aura: Strong Evocation CL 15th
Slot: None Price: 72,312
This +2 Wounding Thundering Scythe deals 1d8 piercing and slashing damage. On a successful attack, you may roll an additional 1d8 and keep the better of the two for damage.
Cost: 36,312 GP; Prerequisites: Craft Magic Arms and Armor, Bleed, Roar, Crushing Jaws


There seems to be significant interest in higher-level dinosaurs, so for that we just have to branch out into some new creature types...

At first glance this dinosaur-like creature appears out of place in the ice and snow, but as it bellows the runes on its enormous frilled head glow red with magic.

Gigamurosaurus CR 10
XP 9,600
N Gargantuan Magical Beast
Init +; Senses: Darkvision 90 ft, Low-light vision; Perception +17

DEFENSE
AC 26, touch 6, flat-footed 26 (+20 natural, –4 size)
hp 168 (14d10 +91)
Fort +14, Ref +9, Will +7
Defensive Abilities: Icewalk; DR: 10/Magic
Immune: Cold, Fire

OFFENSE
Speed 50 ft.
Melee Bite +22 (2d8+16 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks Breath Weapon 40 ft Cone of Fire 7d6 DC 24; Constrict 2d8+18
Spell-like abilities (CL 14): Ice Storm 3/Day (DC 15), Wall of Fire 3/day

STATISTICS
Str 32, Dex 11, Con 21, Int 6, Wis 12, Cha 11
Base Atk +14; CMB +29; CMD 39 (41 vs trip)
Feats Iron Will, Improved Initiative, Run, Endurance, Power Attack, Improved Overrun, Weapon Focus (bite)
Skills Perception +19, Stealth +10; Racial: +8 Perception +12 Stealth in icy or snowy environments
Languages: Giant (Cannot speak)

ECOLOGY
Environment Any cold
Organization solitary, pair
Treasure none

Special Abilities
Icewalk Gigamurosaurus can move across icy surfaces without penalty and need not make acrobatics checks to run or charge on ice.

Snow Vision: Gigamurosaurus suffers no penalties on perception checks due to snowy or icy conditions.

Gigamurosaurus (Great wall lizard) is a giant predator resembling the smaller ceratopsian dinosaurs. Its magical abilities make it well-adapted to life in the frigid regions of the world, where it preys on yak and caribou, the occaisonal giant, and its favored prey, the remorhaz. Lacking horns, it uses its powerful beak to snag and crush its prey.


Time for week 2 of Dino-vember! Telodzrum asked for an herbivore, so here we are! This weeks dinosaur is Protoceratops, a Medium-sized herbivore that favors dry and arid environments.

Protoceratops CR 3
XP 800
N Medium animal
Init +1; Senses low-light vision, scent; Perception +10

DEFENSE
AC 15, touch 13, flat-footed 13 (+1 Dex, +4 natural)
hp 30 (4d8+12)
Fort +7, Ref +5, Will +3

OFFENSE
Speed 30 ft.
Melee bite +7 (1d6+4 plus Grab)
Space 5 ft.; Reach 5 ft.
Special Attacks: Gouge

STATISTICS
Str 16, Dex 13, Con 16, Int 2, Wis 14, Cha 9
Base Atk +3; CMB +6 (+10 Grapple); CMD 18 (20 vs Trip)
Feats Alertness, Endurance
Skills Perception +9; Racial Modifiers +4 Perception

ECOLOGY
Environment Warm Deserts, Arid Plains
Organization solitary, pair, or colony (3-30)
Treasure none
Attach: When a protoceratops hits with a bite attack, it automatically grapples its foe, dealing automatic bite damage each round.

These pony-sized dinosaurs are often used as pack animals among desert peoples. While they prefer to avoid combat, protoceratops fearlessly defend their nests, using their powerful jaws and sharp beaks latch onto opponents with unyielding ferocity.
A typical protoceratops is between 6 and 8 feet long, and weighs roughly 900 lbs.

Remember! Cold Dinosaur Games is on Facebook!
(Not sure if I can post a link)


Time for week 2 of Dino-vember! Telodzrum asked for an herbivore, so here we are! This weeks dinosaur is Protoceratops, a Medium-sized herbivore that favors dry and arid environments.

Protoceratops CR 3
XP 800
N Medium animal
Init +1; Senses low-light vision, scent; Perception +10

DEFENSE
AC 15, touch 13, flat-footed 13 (+1 Dex, +4 natural)
hp 30 (4d8+12)
Fort +7, Ref +5, Will +3

OFFENSE
Speed 30 ft.
Melee bite +7 (1d6+4 plus Grab)
Space 5 ft.; Reach 5 ft.
Special Attacks: Gouge

STATISTICS
Str 16, Dex 13, Con 16, Int 2, Wis 14, Cha 9
Base Atk +3; CMB +6 (+10 Grapple); CMD 18 (20 vs Trip)
Feats Alertness, Endurance
Skills Perception +9; Racial Modifiers +4 Perception

ECOLOGY
Environment Warm Deserts, Arid Plains
Organization solitary, pair, or colony (3-30)
Treasure none
Attach: When a protoceratops hits with a bite attack, it automatically grapples its foe, dealing automatic bite damage each round.

These pony-sized dinosaurs are often used as pack animals among desert peoples. While they prefer to avoid combat, protoceratops fearlessly defend their nests, using their powerful jaws and sharp beaks latch onto opponents with unyielding ferocity.
A typical protoceratops is between 6 and 8 feet long, and weighs roughly 900 lbs.


New Universal Monster Rule
Gouge: The creature tears flesh free from a grabbed opponent. When making a successful grapple check, the creature may forego its regular damage to deal constitution damage as noted in the special attacks line of the creature's stats. This immediately ends the grapple.

Special Attacks: Gouge (1d2)

Edit: Sorry, mis-formatted some of the text.


Hey everyone, I just started Cold Dinosaur Games, and to start building interest I'm posting a dinosaur in the forums each week...

Unfortunately, response has been rather limited and I would still like some input on the monsters. Take a look, give it a try, and if you like it, please post! Whether its here or in the compatible projects forum, please let me know what you think!

This week the sample is Dilophosaurus. Its a low-level carnivore whose real danger lies in its venomous bite...

Dilophosaurus CR 4
XP 1,200
N Large animal
Init +7; Senses low-light vision, scent; Perception +13

DEFENSE
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
hp 45 (7d8+14)
Fort +7, Ref +8, Will +6

OFFENSE
Speed 40 ft.
Melee bite +8 (1d8+4 plus poison), 2 claws +8 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce

STATISTICS
Str 18, Dex 17, Con 15, Int 2, Wis 15, Cha 10
Base Atk +5; CMB +10; CMD 23;
Feats: Improved Initiative, Nimble Moves, Skill Focus: (Stealth), Endurance
Skills Perception +13, Stealth +9; Racial Modifiers: +4 Perception, +4 Stealth

SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 2 consecutive saves. The save DC is Constitution-based.

ECOLOGY
Environment temperate or warm forests or swamps
Organization solitary, pair, or pack (3–6)
Treasure: Incidental

A large ambush predator, the Dilophosaurus prefers to strike and withdraw, allowing its paralyzing venom to do the work for it. Dilophosaurs typically reach approximately 20 ft in length, and weigh 1000 lbs or more.


Hey everyone, this is Brad from Cold Dinosaur Games! We're putting together a dinosaur-themed PDF (Tentatively titled <i>Jurassic Parts</i>). To build up interest, we're publishing a sample from the pdf each friday.

This week the sample is Dilophosaurus. Its a low-level carnivore whose real danger lies in its venomous bite...

Dilophosaurus CR 4
XP 1,200
N Large animal
Init +7; Senses low-light vision, scent; Perception +13

DEFENSE
AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, –1 size)
hp 45 (7d8+14)
Fort +7, Ref +8, Will +6

OFFENSE
Speed 40 ft.
Melee bite +8 (1d8+4 plus poison), 2 claws +8 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks pounce

STATISTICS
Str 18, Dex 17, Con 15, Int 2, Wis 15, Cha 10
Base Atk +5; CMB +10; CMD 23;
Feats: Improved Initiative, Nimble Moves, Skill Focus: (Stealth), Endurance
Skills Perception +13, Stealth +9; Racial Modifiers: +4 Perception, +4 Stealth

SPECIAL ABILITIES
Poison (Ex)
Bite—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 2 consecutive saves. The save DC is Constitution-based.

ECOLOGY
Environment temperate or warm forests or swamps
Organization solitary, pair, or pack (3–6)
Treasure: Incidental

A large ambush predator, the Dilophosaurus prefers to strike and withdraw, allowing its paralyzing venom to do the work for it. Dilophosaurs typically reach approximately 20 ft in length, and weigh 1000 lbs or more.

Besides normal dinosaur statistics, the pdf will have samples and ideas for unique dinosaurs, animals who have acquired infamy and major reputations.


So here it is, written as well as i can muster while too hot, too cold, and with a head stuffed like a booger pinata. please weigh in on the the ninja trick abilities (too early? too late? more? less?) and please come up with some good ideas to flesh out the 'master ninja' ability. i'm just too tired to come up with anything better right now.

Class Features
Skills: The Ninja adds Bluff, Disguise, and Survival to her list of class skills.
Weapon and Armor Proficiency: Ninja gain proficiency with the short sword and with light armor.
Note that wearing armor interferes with the ninja's unarmored bonus to AC, but does not impede her Decisive strike or Ki abilities.

Sneak Attack: If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
This extra damage is 1d6 at 1st level, and increases by 1d6 at 4th level and every 4 levels thereafter. This ability otherwise functions as the rogue class feature of the same name, and stacks with sneak attack damage from other sources. This ability replaces the monk's unarmed damage increases after first level, though the base damage remains a d6.

Poison Use: At first level, the ninja no longer risks poisoning herself when applying poison to a weapon. At 11th level, the ninja may apply poisons as a move action.
This ability replaces Diamond Body.

Nimble Blade: At first level, the ninja recieves Power Attack as a bonus feat, even if she does not meet the prerequisites.
This replaces the monk's stunning fist feat.

Tricky Ninja: At 2nd level and every 4 levels thereafter, the ninja may choose a talent from the list of rogue talents.
This replaces the monk's bonus feats at those levels.

Decisive Strike: At first level, as a full round action, the ninja may make a single attack using her ninja level instead of her base attack bonus. This may change the bonus and penalty received from her Power Attack feat, though she need not necessarily use the feat during this attack. If the ninja initiates a surprise round, she may perform this attack as a standard action. At 5th level, the ninja may deal non-lethal damage using this ability even while using a lethal weapon. At 10th level, the ninja may use this as a standard action when invisible from her Ninja Vanishing Trick.
This ability replaces the monk's Flurry of Blows ability.

Ki Pool: As a swift action, the ninja may spend one point from her ki pool to add +4 damage to her next successful decisive strike. As a swift action, the ninja may spend one ki point to increase her speed by 20 ft for a number of rounds equal to her Wisdom modifier. Finally, the ninja may spend 1 ki point to add a +4 dodge bonus to AC for one round.
These abilities replace the monks normal ki abilities at 4th level.

Ninja Vanishing Trick: At 4th level, the ninja begins to master the art of deception. As a move action, the ninja may create an effect like that of Obscuring mist centered on her location. This ability may be used once per ninja level per day.
At 10th level, the ninja may spend two ki points to turn invisible as for one round per 2 ninja levels while using this ability; this otherwise functions as per the spell Invisibility.
This replaces slow fall.

Ninja Duplication Trick: At 10th level, the ninja may use a swift action to create 1d4+1 duplicates, with an additional duplicate per 2 ninja levels after 10. These duplicates are indistinguishable from the ninja except by touch and smell, and occupy their own squares as normal creatures. All must appear within 5 feet per ninja level of the ninja. The Ninja may create no more than 5 x her ninja level duplicates per day, and may willingly reduce the number she creates each use to conserve them.

Ninja Substitution Trick: When using Abundant step, the ninja may swap places with another creature or object of up to the ninja's size category. If a creature is unwilling, it recieves a will save (DC 10+ ½ ninja level +Wisdom modifier) to resist. Should the creature resist, the ninja appears adjacent to it in a square of her choosing.

Master Ninja: The ninja increases the size of her ki pool to her ninja level plus her wisdom modifier. When spending a ki point with the Ninja Vanishing Trick, it functions as per Greater Invisibility instead of Invisibility.