Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Human Charisma |
1st | +1 | +0 | +1 | +1 | Dinosaur Totem +2, Totem Ally | -1 |
2nd | +2 | +0 | +2 | +1 | Dialect Similarities | -2 |
3rd | +3 | +1 | +2 | +1 | Dinozonian Feat | -3 |
4th | +4 | +1 | +3 | +2 | Dinosaur Totem +4 | -4 |
5th | +5 | +2 | +3 | +3 | Warrior Women | -5 |
6th | +6/+1 | +2 | +4 | +3 | Dinozonian Feat, At One With Cretasus once/week | -6 |
7th | +7/+2 | +3 | +5 | +4 | Dinosaur Totem +6 | -7 |
8th | +8/+3 | +4 | +5 | +4 | At One With Cretasus twice/week | -8 |
9th | +9/+4 | +4 | +6 | +5 | Dinozonian Feat | -9 |
10th | +10/+5 | +5 | +7 | +6 | Dinosaur Totem +8 | -10 |
The Dinozonian (v 1.0)BY TIM GRUBBS
For information on the Dinozonians, please consult page 91 on the Broncosaurus Rex: Dinosaur Planet Core Rulebook.
Hit Die: d8
Requirements
To qualify to become a dinozonian, a character must fulfill the following prerequisites.
Alignment: Any neutral nonevil.
Sex: Female
Animal Empathy: 8 ranks.
Knowledge (nature): 4 ranks.
Wilderness Lore: 4 ranks.
Knowledge (strategy & tactics): 2 ranks.
Language: at least one dialect of the dinosaur species totem of the tribe you become a part of.
Feats: Dinopathy.
Special: Must join a tribe of Dinozonians and be on good terms with the species of the dinosaur totem. May not have any levels in classes other than Wild One and (if GM permits) Dinopath. May not use Tech Level 3 or higher weapons. Dinozonians are expected to participate in the activities of their tribe and their allies as described on page 91 of Broncosaurus Rex: Dinosaur Planet Core Rulebook. Dinozonians may not harm a dinosaur of the same race as their dinosaur totem. They must also help a dinosaur of their totem when it is in need.
Class Skills
The dinozonian’s class skills (and the key ability for each skill) are Animal Empathy (Cha), Climb (Str), Craft (Int), Gather Information (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Knowledge (strategy & tactics) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Speak Language (dinosaur languages only), Swim (Str), and Wilderness Lore (Wis).
Skill Points at each level: 4 + Int modifier.
Class Features
All of the following are class features of the dinozonian prestige class.
Weapon and Armor proficiency: Dinozonians gain no new proficiency in weapons or armor.
Dinosaur Totem: A dinozonian’s tribe has a totem which is it’s dinosaur ally. Dinozonians receive bonuses when interacting with dinosaurs of the same species as their totem. This bonus is +2 at 1st level, +4 at 4th level, +6 at 7th level, and +8 at 10th level. This bonus applies to Charisma-based skill rolls made involving dinosaurs of your tribe’s totem.
Totem Ally: This works just like the Wild One ability Dinosaur Ally (Broncosaurus Rex: Dinosaur Planet Core Rulebook page 32). The only difference is that the Totem Ally must be the same race as the Dinozonian tribe’s Dinosaur Totem.
Dialect Similarities: Dinozonians gain the ability to easily pick up dialects of the species of their Dinosaur Totem. When faced with another dialect, the dinozonian may make a roll with a DC 15 with their Wisdom bonus. A success means they learned the dialect. A failure means they can try again 24 hours later with a +2, and another +2 for every 24 hours afterwards that they are exposed to the unfamiliar dialect. A bust means they have great difficulty picking up the dialect and any future rolls to learn the dialect are at –2 after the first 24 hours, with an additional –2 for each additional 24 hours. Learning Dialect rolls may only be made once per day.
Dinozonian Feat: There are new feats associated with the Dinozonians, some of which deal with their positions. At third, sixth, and ninth level, the Dinozonian may gain one free Dinozonian feat. The list of Dinozonian Feats is listed below.
Warrior Women: Dinozonians are known for being fierce warriors. Part of this is due to them not being easy to sneak up on, while their knowledge of tactics and the terrain also plays a role. At second level, dinozonians gain a +2 competence bonus in knowledge (nature), knowledge (strategy & tactics), Listen, Spot, and Wilderness Lore.
At One With Cretasus: Dinozonians become attuned to Cretasus and are able to call upon it’s life force to aid them. Starting at 6th level, once per week, a Dinozonian may draw in the power of Cretasus to add a whopping +10 to any roll. AT 8th level, a Dinozonian may do this twice per week.
Human Awkwardness: This works just like the Wild One ability of the same name (Broncosaurs Rex: Dinosaur Planet Core Rulebook page 32). The only difference there may be is that to some male characters, the negative modifier may actually be a bonus in interactions with them if they particularly like the ‘jungle woman’ look.
Dinozonian Feats:
1) Caregiver – This feat goes to Dinozonians who are trusted enough to look after the children of tribal allies while they are away. This requires a great amount of trust in the abilities of the Dinozonian given such an important job. The feat grants a +5 circumstance bonus to Animal Empathy and Diplomacy rolls made with tribal allies (either Dinozonian or dinosaur tribes).
2) Healer - Healers are important to helping injured Dinozonians and dinosaur allies. Some of their remarkable healing ability is due to the healer being able to understand what is wrong with the patient through a spiritual and mental connection formed between allies and fellow Dinozonians over time. The Dinozonian gains a +6 circumstance bonus to Heal rolls made to heal tribe members and tribal allies.
3) Scout - These Dinozonians know the surrounding area well and are usually tasked with scouting choice hunting grounds and, when necessary, good ambush locations. The feat grants a +4 Wilderness Lore and +2 Knowledge (Strategy & Tactics) competence bonus when scouting the surrounding areas for either of the above instances.
4) Rider - requires Mounted Combat; These Dinozonians are trained to ride their dinosaur allies into combat when necessary or even in friendly circumstances. The feat grants a +4 competence bonus to Ride made with dinosaurs of the tribal totem. They also gain a +2 circumstance bonus to attack rolls when mounted on dinosaurs of the tribal totem species.
5) Hunter - The Dinozonian is faced with providing food for the tribe, mostly due to their own skill in hunting. They receives a +4 competence bonus to Hide, Knowledge (nature), and Intuit Direction rolls, all of which are used when finding and stalking prey.
6) Fast to Strike - Some say that the Dinozonian is “As Fast As A Compy”. Some also say that this is due to some Dinozonians being more willing to fight for than negotiate a resolution. This is true for the purposes of striking fast in combat. The Dinozonian gains a +4 bonus to Initiative rolls. Choosing to take this bonus causes a -2 bonus to attack rolls.
7) One Strike, One Kill - The Dinozonian is particularly good at taking an opponent down fast to prevent lengthy combat. This is often due to the Dinozonian choosing to take her take to act and think out the best attack for the most damage. This feat gives a +2 bonus to attack rolls, and damage is increased by one die. To take advantage of this bonus, the Dinozonian must act last in combat.
8) Physically Adept – Dinozonians stay in shape and improve their physical skills due to constant use. This feat grants a +3 competence bonus to Climb, Jump, Swim, and Tumble rolls.
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