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Old 8th January 2009, 10:59 PM   #181 (permalink)
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Time to move on?
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Old 8th January 2009, 11:01 PM   #182 (permalink)
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I think so. Diictodon next?
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Old 9th January 2009, 12:06 AM   #183 (permalink)
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Ok.

To start, upsizing the Robertia would give us these ability scores:
Str 5, Dex 10, Con 13, Int 2, Wis 12, Cha 4

Do we want to use these ability scores as-is?

demiurge suggested giving the Diictodon a massive racial bonus to Survival since these animals (or their immediate descendants) survived the Permian extinction.
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Old 9th January 2009, 12:14 AM   #184 (permalink)
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Yes. 1 HD. Ability scores from size increase would go:

Abilities: Str 5, Dex 10, Con 13, Int 2, Wis 12, Cha 4

Which I think is alright, but could see an argument made for keeping Dex at 12.

Edit: Ninjaed by IPR! I still stick to my guns for a huge (+4 to +8) racial bonus on Survival checks.
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Old 9th January 2009, 01:32 AM   #185 (permalink)
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Dicynodont, Diictodon
Tiny Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 15 ft. (3 squares), burrow 10 ft.
Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Bite +3 melee (1d3-3)
Full Attack: Bite +3 melee (1d3-3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Arid adaptation, low-light vision, scent
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 5, Dex 12, Con 13, Int 2, Wis 12, Cha 4
Skills: Hide +9, Listen +5, Spot +5, Survival +9
Feats: Alertness, Weapon Finesse (B)
Environment: Temperate or warm deserts
Organization: Solitary or pair
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: 2 HD (Tiny), 3 HD (Small)
Level Adjustment: —

This little creature looks a bit like a gopher with a parrot's head, though its legs are splayed out like a reptile's. A pair of small fangs is situated directly behind its beak.

Diictodon is a dicynodont, an herbivorous therapsid (“mammal-like reptile”). Dicynodonts are characterized by their parrot-like beaks, two tusks in the upper jaw, and barrel-shaped bodies with splayed legs. The diictodon is one of the most abundant of all dicynodonts.

Diictodons are burrowing animals, similar to modern gophers. A mated pair of diictodons shares one burrow. Diictodons commonly make burrows near seasonal floodplains, where food is more abundant than out in the open desert. During cooler parts of the day, diictodons emerge from their burrows to forage. Diictodons survive drought conditions by digging up and eating plant roots and tubers, these often being enough to sustain a pair until the next rainy season.

Male diictodons have larger tusks than females - the most ancient known example of sexual dimorphism.

A diictodon is a foot and a half long and weighs about four pounds.

A diictodon familiar grants its master a +3 bonus on Survival checks.

Combat
A diictodon encountered on the surface will scurry as fast as it can back to its burrow if it is spooked, giving an alarm call to warn its mate or any other diictodons in the area. If cornered, a diictodon will bite.

Arid Adaptation (Ex): A diictodon does not need to make Fortitude saves to avoid taking nonlethal damage in conditions between 90 degrees and 140 degrees. In conditions of extreme heat (above 140 degrees) it must make Fortitude saves like any other creature, but gains a +4 racial bonus on this save. In addition, a diictodon needs to drink only half as much water as similarly-sized creatures.

Skills: A diictodon has a +8 racial bonus on Survival checks.

Last edited by InsanePsychoRabbit; 9th January 2009 at 11:11 PM.. Reason: updating...
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Old 9th January 2009, 05:54 AM   #186 (permalink)
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Looking pretty good! I'm for Dex 12 for no particular reason. +8 to Survival works for me.
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Old 9th January 2009, 01:55 PM   #187 (permalink)
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Wait a minute...I just noticed something. if Robertia is Diminutive and has Weapon Finesse, shouldn't its attack bonus be +5? (+4 for size, +1 for its Dexterity)
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Old 9th January 2009, 03:24 PM   #188 (permalink)
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Quote:
Originally Posted by InsanePsychoRabbit View Post
Wait a minute...I just noticed something. if Robertia is Diminutive and has Weapon Finesse, shouldn't its attack bonus be +5? (+4 for size, +1 for its Dexterity)
Correct. I appear to have missed the size modifier. Nice catch!

Fixed.

Diictodon looks good, and CR 1/4 seems about right. They're slightly hardier than cats, but have less damage output and worse AC.
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"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

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Old 9th January 2009, 06:04 PM   #189 (permalink)
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How about we give them arid adaptation? Similar to the musk ox arctic adaptation, but for environmental heat, plus they only need half the water of a creature their size/no water? I can see Diictodon getting all of its moisture from the tubers and seeds it eats, like a modern day jerboa.
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Old 9th January 2009, 06:24 PM   #190 (permalink)
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I like it!
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Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

"I won't kill you, but I don't have to save you." - Batman, Batman Begins
"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

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Old 9th January 2009, 07:24 PM   #191 (permalink)
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That sounds good. Could you post the text for the Arctic Adaptation ability?
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Old 9th January 2009, 08:57 PM   #192 (permalink)
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I like it too!
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Old 9th January 2009, 09:20 PM   #193 (permalink)
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Here's the arctic adaptation ability...

Arctic Adaptation (Ex): A musk-ox does not need to make Fortitude saves to avoid taking nonlethal damage in conditions between 40 degrees and -20 degrees. In conditions of extreme cold (below -20 degrees) it must make Fortitude saves like any other creature, but gains a +4 racial bonus on this save.

Here's something similar we did earlier...

Temperature Regulation (Ex): An echidna's lukewarm blood and embedded spines allow it to better tolerate cold temperatures, but also makes it more vulnerable to heat. A giant echidna need not make a Fortitude save to avoid nonlethal damage in cold temperatures. However, it suffers a -4 penalty on Fortitude saves to avoid nonlethal damage in hot temperatures (see Heat Dangers in the DMG).
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"I won't kill you, but I don't have to save you." - Batman, Batman Begins
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"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
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so it could live, I walked away now."

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Old 9th January 2009, 09:35 PM   #194 (permalink)
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Arid Adaptation (Ex): A diictodon does not need to make Fortitude saves to avoid taking nonlethal damage in conditions between 90 degrees and 140 degrees. In conditions of extreme heat (above 140 degrees) it must make Fortitude saves like any other creature, but gains a +4 racial bonus on this save. In addition, a diictodon needs to drink only half as much water as similarly-sized creatures.
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Old 9th January 2009, 11:08 PM   #195 (permalink)
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Excellent! Are we done now?

I updated the post to include the new ability.

Last edited by InsanePsychoRabbit; 9th January 2009 at 11:12 PM..
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Old 9th January 2009, 11:16 PM   #196 (permalink)
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It looks pretty much done to me.
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To die. Ha ha ha.

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Old 9th January 2009, 11:20 PM   #197 (permalink)
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Transferred to Homebrews, and I agree we're finished.
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Support the Pathfinder RPG.

Save the succubus, save the Wheel.

"Hairy balls of the Gods!" - Korgoth of Barbaria

"I won't kill you, but I don't have to save you." - Batman, Batman Begins
"You either die a hero or you live long enough to see yourself become the villain." - Harvey Dent, The Dark Knight
"Yeah, I can fly." - Tony Stark, Iron Man

Inside my hands these petals browned;
dried up falling to the ground,
but it was already too late now.
I pushed my fingers through the earth,
returned this flower to the dirt;
so it could live, I walked away now."

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Old 9th January 2009, 11:30 PM   #198 (permalink)
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Okay, then let's start with Dicynodon.

Upsizing the Diictodon gives the following ability scores:
Str 9, Dex 10, Con 13, Int 2, Wis 12, Cha 4

I'd advocate increasing the Con score to at least 15. I'd also give it a natural armor bonus of +2 for a total AC of 13 (+1 size, +2 natural).

According to Wikipedia, Dicynodon was found in more places than just South Africa, so its environment should be something like Temperate or warm land.

Edit: I also came up with flavor text.

This dog-sized creature resembles a fat lizard with a short tail and a turtle's head. Two fangs are situated directly behind its hooked beak.

Dicynodon is a dicynodont, an herbivorous therapsid (“mammal-like reptile”). Dicynodonts are characterized by their parrot-like beaks, two tusks in the upper jaw, and barrel-shaped bodies with splayed legs. Dicynodon is a common, widespread representative of the dicynodont lineage. Unlike some of its smaller cousins (such as the robertia), the dicynodon is relatively unspecialized, which accounts for its wide range.

Dicynodons average about 4 feet in length and weigh around 60 pounds.

Combat
Dicynodons flee if threatened, but will bite as a last resort.

Last edited by InsanePsychoRabbit; 10th January 2009 at 04:02 AM..
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Old 9th January 2009, 11:57 PM   #199 (permalink)
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Let's increase Con to 15 and bump Str up to 10.
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Old 11th January 2009, 05:27 PM   #200 (permalink)
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Since I have nothing better to do, I'll post the stat-block I came up with.

Dicynodont, Dicynodon
Small Animal
Hit Dice: 2d4+6 (13 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 13 (+1 size, +2 natural), touch 11, flat-footed 13
Base Attack/Grapple: +1/-3
Attack: Bite +2 melee (1d4)
Full Attack: Bite +2 melee (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +3, Will +1
Abilities: Str 10, Dex 10, Con 15, Int 2, Wis 12, Cha 4
Skills: Hide +4, Listen +5, Spot +5, 1 more point
Feats: Alertness
Environment: Temperate or warm land
Organization: Solitary, pair, or herd (5-40)?
Challenge Rating: 1/2?
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Small); 5-6 HD (Medium)
Level Adjustment: -
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