Reviewing, Revising, and Finalizing Prehistoric Animals and Dinosaur Ecology


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Cleon

Legend
The mini-raptors look pretty good.

The thread seems to have been a bit quiet for a while.

Yes it does. I haven't been spending much time on the Dinos (too many other things cropping up), but I've got a Tiny Raptor Swarm that's pretty close to being ready for posting.

Besides that, is there anything else we could be working on.

I suppose we could talk about 'realistic' variant 'Raptors, like a "Speedy" version with small arms (e.g. an Unenlagiinae such as Austroraptor). We can just do those as a mini-template kind of thing.

Failing that, are their any other dinosaurs you'd be interesting in having a shot at, assuming we ever get these Maniraptors finished!
 

Cleon

Legend
Okay, here's a mini-raptor swarm.

To kill two half-birds with one stone, the Maniraptors in the Swarm are half-winged "flapping raptors" with large feathers on their arms. These half-wings are not enough to let it glide, let alone fly, but it can use them to give itself enough lift to boost its climbing and slow its fall.

I also gave in to my temptation to make them venomous like that recent paper suggested Sinornithosaurus was. Strength venom seemed the most appropriate, going by the authors' hypothesis it mainly served to weaken prey enough to be easily caught and killed.

An individual Sinornithosaurus would have less deadly poison than a Swarm of microraptors, obviously. Probably only DC10 1d2/1d2 Str damage.

A "gliding raptor" like Microraptor would have the same stats as a Tiny or Diminutive Raptor, except for different speeds - I'm thinking it would have been slower on the ground due to the awkwardness of the feathers (speed 40 ft?), but be a good climber like the "flapping raptor" (climb 20 ft?) as well as being able to glide through the air (3E doesn't seem to have any official rules for Gliding animals, but I suppose a 40 ft. fly speed with poor or clumsy manoeuvrability would be a good fit)

A "proto-bird" like Archaeopteryx is not that different in appearance from a raptor, just with smaller toe-claws and well developed wings. I'd think its capabilities are different enough from a "flapping" or "gliding" raptor for it to merit its own stats. Indeed, I have a vague memory that WotC have already published 3E stats for it somewhere - maybe in a Dragon magazine?
 

Cleon

Legend
Nanoraptor Swarm

Nanoraptor Swarm
Tiny Animal (Swarm)
Hit Dice: 10d8 (45 hp)
Initiative: +4
Speed: 50 ft. (10 squares), climb 20 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +7/–
Attack: Swarm 3d6
Full Attack: Swarm 3d6
Space/Reach: 2½ ft./0 ft.
Special Attacks: Distraction, poison, pounce, ripping talons [DC19 Reflex or 5d6 swarm damage]
Special Qualities: Flapping ascent, fluttering fall, Half damage from slashing and piercing, low-light vision, scent
Saves: Fort +7, Ref +13, Will +7
Abilities: Str 5, Dex 19, Con 10, Int 2, Wis 15, Cha 10
Skills: Balance +11, Climb +12, Hide +16* [+20 in undergrowth], Jump +20, Listen +16, Move Silently +8, Spot +16, Survival +9
Feats: Alertness, Lightning Reflexes, Iron Will, Skill Focus (Spot), Skill Focus (Survival), Track(B), Weapon Finesse(B)
Environment: Warm forests
Organization: Solitary, wave of fangs (2-5) or deluge of talons (5-15)
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

A tiny bipedal animal like a cross between a scrawny chicken and a monitor lizard, with green-brown feathers and a foot-long tail. Its wiry forelimbs are half wing, half arm, with a spread of feathers and long, grasping claws. The innermost toe of each birdlike foot sports a vicious, oversized talon like a miniature sickle.
The creature peers about alertly, snaps its shark-toothed jaws, and lets out a piercing whistle. Instantly, scores more of the miniscule beasts hop into sight and charge forward, flowing together into a hissing flood of fangs and talons.


Nanoraptors are an species of miniature Dromaeosaur unknown to earthly science. They live in large social groups that roam tropical jungles in flocks that can number in the hundreds. Nanoraptors are ravenous carnivores, a swarm will try to devour any prey it comes across from the size of a cricket to a rhinoceros. Individual nanoraptors may wander some distance from the main flock, if they come across any prey too large to tackle they return to alert their brethren.

A typical nanoraptoris about a foot tall and has a total length between 2 and 3 feet, almost half of which is tail. It only weighs a pound or two.

Combat
A hunting flock of nanoraptors can display a disturbing grasp of tactics. If their scouts alert them to a powerful or elusive opponent they often set up ambushes or flanking manoeuvres to increase their chances of a kill. They often climb trees to drop upon their prey from above, or to avoid foes that outmatch them.

Distraction (Ex): Any living creature that begins its turn with a nanoraptor swarm in its space must succeed on a DC 15 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.

Flapping Ascent (Ex): A nanoraptor can make a Run action while climbing by flapping its arm-wings to provide lift. A nanoraptor that takes a Run action while climbing makes a single Climb check at a –5 penalty, but may not take 10 on this check, and travels at four times its normal Climb speed (or five times, if it has the Run feat).

Fluttering Fall (Ex): Nanoraptors never take falling damage so long as they can move freely, since they can use their arm-wings to slow a fall.

Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 1d4 Str. The save DC is Constitution-based.

Pounce (Ex): If a nanoraptor swarm charges, it can make a full attack, allowing it to use its Ripping Talons special attack.

Ripping Talons (Ex): If a nanoraptor swarm makes a full-round attack all opponents it attacks must succeed at a DC19 Reflex save or take 5d6 damage from its swarm attack instead of 3d6. An opponent can use a standard action to substitute a Grapple check for the Reflex save to reduce the swarm damage. The save DC is Dexterity-based.

Skills
A nanoraptor swarm has a +8 racial bonus on Climb, Balance and Jump checks and a +4 racial bonus on Hide, Listen, Move Silently, Spot, and Survival checks. A nanoraptor swarm can use either its Strength or its Dexterity bonus on Climb and Jump checks, and may take 10 on Climb and Jump checks even if it is rushed or threatened.

*Its racial bonus to Hide increases to +8 in undergrowth.
 

hamishspence

Adventurer
The nanoraptors are interesting- a bit like Jurassic Park 2 "compys" but with feathers.

The recent report on dinosaur pigmentation is also interesting- suggests that some of the smaller deinonychosaurs had striped tails.

Though, given that colour can be distorted by fossilization, we don't know if orange/white stripes was their real pattern- it might have been dark/light stripes.
 

Cleon

Legend
The nanoraptors are interesting- a bit like Jurassic Park 2 "compys" but with feathers.

Well I was thinking they look more like a green chicken with lycanthropy. Indeed, I can imagine a group of NPCs running out of the jungle and screaming at the players "Run! Run! The alligator-chickens are coming!" :p

The recent report on dinosaur pigmentation is also interesting- suggests that some of the smaller deinonychosaurs had striped tails.

Though, given that colour can be distorted by fossilization, we don't know if orange/white stripes was their real pattern- it might have been dark/light stripes.

Yes, I was reading an article about that paper today too. Maybe I should add yellow streaks to the Nanoraptor swarm's description as a warning of their venom, like a hornet's stripes.
 


Cleon

Legend
Black and orange patterning, a bit like the Japanese hornets, would be an interesting look.

It could suit a venomous variety, but I don't think it's worth nailing one of these "Generic" Maniraptors down to a set colour.

Moving on, I've finished a mini-template to convert a regular 'Raptor into an Unengalid-style raptor with little arms on the assumption that these were speedy "cheetahs" to the "lions" or "leopards" of regular Maniraptors:

EDIT: By the way, you may have noticed that the regular 'Raptors Weapon Focus (foreclaws) is a very inefficient use of a feat, giving them Improved Multiattack would give them a better attack bonus on their foreclaws and their talons.

Basically, I didn't want them to be more accurate with their talons once they'd made their grapple, so didn't want to give them Imp. Multiattack and remove all their secondary attack penalty.

Maybe I should switch the regular raptor's WF (foreclaws) into WF (bite)?

But I do like it as it is, with the 0/-1/-2 penalties putting the foreclaws in the middle accuracy-wise.

Any thoughts?

EDITED EDIT: Getting back to the "Speedy Raptors", I originally gave its Improved Grapple a +2 racial bonus (cut down from the regular 'Raptors +4), then I switched the racial bonus to its Trip, then gave both special attacks a +2 racial bonus before taking it out again!

The Large speedy raptors has a Grapple/Trip modifier too low to reliably fell many dinosaurs its size, but I'm not sure whether that's a bug or a feature - if it's an animal that prey on smaller creatures, it'd be appropriate. If it makes a living chasing down Ornithomimid-sized prey it probably needs a small racial bonus.

I'm still undecided.
 
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Cleon

Legend
Unengalid Dromaeosaurs or "Speedy Maniraptors"

Unengalid Maniraptors ("Speedy Raptors")
The Unenlagiinae are a subfamily of Dromaeosaurs characterised by its particularly short arms, slim jaws and birdlike features. For the sake of this conversion we're assuming these are particularly swift animals that chase down their victims, but they aren't as well suited to tackling large prey - comparable to cheetahs instead of regular big cats.

Most known Unenlagids were modest sized animals between 4 and 7 feet long (Small or Very Small in size), but one genus, Austroraptor reached an impressive 16 feet or so from nose to tail (a "Big Maniraptor" under the current scheme).

Creating an Unengalid
To create an Unengalid, take a standard Maniraptor and reduce its bite attack's damage by one stage and its foreclaw attacks' damage by two stages (e.g. a Medium-sized Unengalid would have a 1d6 bite damage like a Little Dromaeosaurus and 1d3 foreclaw damage of a Small Velociraptor).

Replace the standard Maniraptor's Multiattack feat with the Run feat.

If the base maniraptor has Weapon Focus or Improved Natural Attack with its foreclaws, change this to Weapon Focus (bite) or Improved Natural Attack (bite).

Remove the standard Raptor's racial bonus to grapple checks. An Unengalid's lighter jaws and small arms make it less well suited for wrestling with prey.

Remove the standard Raptor's Pounce special attack.

Add the Trip special attack:

Trip (Ex): An Unengalid maniraptor that hits with a foreclaw or bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the 'raptor.

Finally, reduce the base Maniraptor's Challenge Rating to that of the next smallest stage (e.g. a Very Small Unengalid is CR 1/3 like a Tiny Bambiraptor), down to CR 1/6 for a Diminutive Unengalid. Unengalids lack of Pounce, Multiattack and weaker attacks make Unengalids much less effective combatants.

Big Unengalid (Austroraptor)
Late Cretaceous (70 MYA)
Medium Animal
Hit Dice: 6d8+18 (45 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +4/+8
Attack: Bite +9 melee (1d8+4)
Full Attack: Bite +9 melee (1d8+4) and 2 foreclaws +3 melee (1d3+2) and talons +3 melee (1d10+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Improved grab, talon-stab [+8 melee 2d8+6], trip
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +8, Will +4
Abilities: Str 19, Dex 17, Con 16, Int 2, Wis 15, Cha 10
Skills: Balance +11, Climb +8, Hide +12* [+16 in undergrowth], Jump +20, Listen +8, Move Silently +9, Spot +8, Survival +7
Feats: Run, Skill Focus (Hide), Track (B), Weapon Focus (bite)
Environment: Warm forests or plains
Organization: Solitary, pair, or pack (3–6)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 7 HD (Medium); 8-9 HD (Large)
Level Adjustment:

A lean birdlike animal that stands as tall as a large human on its back legs, with a long, stiff tail and short arms. Its hooked claws and sharp teeth mark it as a predator. The beast's entire body is covered in feather-like bristles in tan, yellow and white stripes, patterned to blend in with the tall prairie grass.

Unengalids are lean Dromaeosaurs with small arms and light jaws. While regular Dromaeosaurs are ambush predators who will attack prey several times their own size, the swift running Unengalids specialise in chasing down prey smaller than themselves.

Unengalids are mostly solitary hunters, although they do socialize in small family groups. They have a relatively large brain for a dinosaur, and sometimes learn to hunt in cooperative packs in areas where there is a shortage of the smaller prey animals they prefer.

The above stats represent Austroraptor, the largest known Unengalid. This lion-sized dinosaur is the only Unengalid big enough to consider Medium-sized creatures (such as most adventurers) as potential victims. Lesser Unengalids only pose a threat to pets, gnomes and livestock.

A typical Austroraptor has a total length of 16 feet and stands 6 feet tall, with a weight of 300 pounds.

Combat
An Austroraptor tries to grapple prey and stab them with its rear talons as it claws and bites. The talons count as one attack. If its intended victim flees or puts up a fight, the dinosaur uses its Trip attack to try to put them in a disadvantageous position.

Note that an Unengalid can use either Improved Grab or Trip when it hits with a foreclaw or bite attack, but not both with the same attack. It can Trip and Grab in the same round if it hits with two or more foreclaw and bite attacks.

Austroraptors are not as vicious as most big Dromaeosaurs, and will often retreat if their chosen victims make a stand instead of fleeing.

Improved Grab (Ex): To use this ability, an Austroraptor must hit an opponent of any size with a bite or foreclaw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can Talon-Stab.

Talon-Stab (Ex): When an Austroraptor makes a full attack against a foe it is grappling with, its talons attack at +8 melee for 2d8+6 damage.

Trip (Ex): An Austroraptor that hits with a foreclaw or bite attack can attempt to trip the opponent (+6 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the 'raptor.

Skills
An Austroraptor has a +8 racial bonus on Balance and a +4 racial bonus on Climb, Hide, Jump, Listen, Move Silently, Spot, and Survival checks. An Austroraptor can use either its Strength or its Dexterity bonus on Climb and Jump checks.

*Its racial bonus to Hide increases to +8 in undergrowth.


Different Sizes of Unengalids

Here are stat blocks for the smaller varieties of Unengalid Dromaeosaurs, plus a block for an Austroraptor advanced to Large size. These animals are too small to willingly attack Medium sized opponents such as adventurers, unless driven to by desperation or duress.


Large Unengalid (Advanced Austroraptor) (Large Animal, Hit Dice: 8d8+32 (68 hp); Init: +3; Speed: 60 ft. (12 squares); AC: 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14; Base Attack/Grapple: +6/+16; Attack: Bite +12 melee (2d4+6); Full Attack: Bite +12 melee (2d4+6) and 2 foreclaws +6 melee (1d4+3) and talons +6 melee (2d6+3); Space/Reach: 10 ft./5 ft.; Special Attacks: Improved grab, talon-stab [+11 melee 3d6+9], trip [+10]; Special Qualities: Low-light vision, scent; Saves: Fort +10, Ref +9, Will +4; Abilities: Str 23, Dex 15, Con 18, Int 2, Wis 15, Cha 10; Skills:Balance +11, Climb +10, Hide +10* [+14 in undergrowth], Jump +22, Listen +8, Move Silently +10, Spot +8, Survival +7; Feats: Run, Skill Focus (Hide), Track (B), Weapon Focus (bite); CR: 4)

Big Unengalid (Austroraptor) (Medium Animal, Hit Dice: 6d8+18 (45 hp); Init: +3; Speed: 60 ft. (12 squares); AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; Base Attack/Grapple: +4/+8; Attack: Bite +9 melee (1d8+4); Full Attack: Bite +9 melee (1d8+4) and 2 foreclaws +3 melee (1d3+2) and talons +3 melee (1d10+2); Space/Reach: 5 ft./5 ft.; Special Attacks: Improved grab, talon-stab [+8 melee 2d8+6], trip [+4]; Special Qualities: Low-light vision, scent; Saves: Fort +8, Ref +8, Will +4; Abilities: Str 19, Dex 17, Con 16, Int 2, Wis 15, Cha 10; Skills: Balance +11, Climb +8, Hide +12* [+16 in undergrowth], Jump +20, Listen +8, Move Silently +9, Spot +8, Survival +7; Feats: Run, Skill Focus (Hide), Track (B), Weapon Focus (bite); CR: 3)

Medium Unengalid (Medium Animal, Hit Dice: 4d8+8 (26 hp); Init: +3; Speed: 60 ft. (12 squares); AC: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; Base Attack/Grapple: +3/+5; Attack: Bite +7 melee (1d6+2); Full Attack: Bite +7 melee (1d6+2) and 2 foreclaws +1 melee (1d3+1) and talons +1 melee (1d8+1); Space/Reach: 5 ft./5 ft.; Special Attacks: Improved grab, talon-stab [+6 melee 2d6+3], trip [+2]; Special Qualities: Low-light vision, scent; Saves: Fort +6, Ref +7, Will +3; Abilities: Str 15, Dex 17, Con 14, Int 2, Wis 15, Cha 10; Skills: Balance +11, Climb +7, Hide +8* [+12 in undergrowth], Jump +19, Listen +8, Move Silently +8, Spot +8, Survival +7; Feats: Run, Track (B), Weapon Finesse (B), Weapon Focus (bite); CR: 2)

Little Unengalid (Small Animal, Hit Dice: 3d8+3 (16 hp); Init: +3; Speed: 60 ft. (12 squares); AC: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13; Base Attack/Grapple: +2/–1; Attack: Bite +7 melee (1d6+1); Full Attack: Bite +7 melee (1d6+1) and 2 foreclaws +1 melee (1d2) and talons +1 melee (1d6); Space/Reach: 5 ft./5 ft.; Special Attacks: Improved grab, talon-stab [+6 melee 1d8+1], trip [–3]; Special Qualities: Low-light vision, scent; Saves: Fort +4, Ref +6, Will +3; Abilities: Str 13, Dex 17, Con 12, Int 2, Wis 15, Cha 10; Skills: Balance +11, Climb +7, Hide +11* [+15 in undergrowth], Jump +19, Listen +8, Move Silently +8, Spot +8, Survival +7; Feats: Run, Track (B), Weapon Finesse (B), Weapon Focus (bite); CR: 1)

Small Unengalid (Small Animal, Hit Dice: 2d8+2 (11 hp); Init: +3; Speed: 60 ft. (12 squares); AC: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13; Base Attack/Grapple: +1/–3; Attack: Bite +5 melee (1d4); Full Attack: Bite +5 melee (1d4) and 2 foreclaws +0 melee (1d2) and talons +0 melee (1d6); Space/Reach: 5 ft./5 ft.; Special Attacks: Improved grab, talon-stab [+5 melee 1d8], trip [-4]; Special Qualities: Low-light vision, scent; Saves: Fort +4, Ref +6, Will +2; Abilities: Str 11, Dex 17, Con 12, Int 2, Wis 15, Cha 10; Skills: Balance +11, Climb +7, Hide +11* [+15 in undergrowth], Jump +19, Listen +8, Move Silently +7, Spot +8, Survival +6; Feats: Run, Track (B), Weapon Finesse (B); CR: 1/2)

Very Small Unengalid (Tiny Animal, Hit Dice: 1d8 (4 hp); Init: +4; Speed: 50 ft. (10 squares); AC: 16 (+2 size, +4 Dex), touch 16, flat-footed 12; Base Attack/Grapple: +0/–9; Attack: Bite +6 melee (1d4-1); Full Attack: Bite +6 melee (1d4-1) and 2 foreclaws +1 melee (1) and talons +1 melee (1d4-1); Space/Reach: 2½ ft./0 ft.; Special Attacks: Improved grab, talon-stab [+6 melee 1d6-1], trip [–9]; Special Qualities: Low-light vision, scent; Saves: Fort +2, Ref +6, Will +2; Abilities: Str 8, Dex 19, Con 11, Int 2, Wis 15, Cha 10; Skills: Balance +11, Climb +8, Hide +16* [+20 in undergrowth], Jump +16, Listen +8, Move Silently +8, Spot +8, Survival +6; Feats: Run, Track (B), Weapon Finesse (B); CR: 1/3)

Tiny Unengalid (Tiny Animal, Hit Dice: ½d8 (2 hp); Init: +4; Speed: 50 ft. (10 squares); AC: 16 (+2 size, +4 Dex), touch 16, flat-footed 12; Base Attack/Grapple: +0/–10; Attack: Bite +6 melee (1); Full Attack: Bite +6 melee (1) and 2 foreclaws +1 melee (1) and talons +1 melee (1d4-3); Space/Reach: 2½ ft./0 ft.; Special Attacks: Improved grab, talon-stab [+6 melee 1d6-3], trip [-11]; Special Qualities: Low-light vision, scent; Saves: Fort +2, Ref +6, Will +2; Abilities: Str 5, Dex 19, Con 10, Int 2, Wis 15, Cha 10; Skills: Balance +11, Climb +8, Hide +16* [+20 in undergrowth], Jump +16, Listen +8, Move Silently +8, Spot +8, Survival +6; Feats: Run, Track (B), Weapon Finesse (B); CR: 1/4)

Diminutive Unengalid (Diminutive Animal, Hit Dice: ¼d8 (1 hp); Init: +4; Speed: 50 ft. (10 squares); AC: 18 (+4 size, +4 Dex), touch 18, flat-footed 14; Base Attack/Grapple: +0/–15; Attack: Bite +8 melee (1); Full Attack: Bite +8 melee (1) and foreclaws +3 melee (1) and talons +3 melee (1d3-4); Space/Reach: 1 ft./0 ft.; Special Attacks: Improved grab, talon-stab [+8 melee 1d4-4], trip [-16]; Special Qualities: Low-light vision, scent; Saves: Fort +2, Ref +6, Will +2; Abilities: Str 3, Dex 19, Con 10, Int 2, Wis 15, Cha 10; Skills: Balance +11, Climb +8, Hide +20* [+24 in undergrowth], Jump +16, Listen +8, Move Silently +8, Spot +8, Survival +6; Feats: Run, Track (B), Weapon Finesse (B); CR: 1/6)
 
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xidoraven

Explorer
Sorry I have been gone and doing other things

I apologize for going dark for so long - been putting a lot of things together and trying to make sure that I actually have a place to live and a project scope to put this work into. I think we have a way that we can measure the progress here so far and look at some more goals in dinosaur creation and revision. I think you have done a great job so far, and I think that we are very close to at least the halfway marker of statting up all the critters on my index list. If we look at how many of the creatures listed you already have outline, I can cross off the ones mentioned in stats or as variant/congruent stats (like those mentioned as secondary names of creatures within the stat block description). Also, if there are names of creatures that I do not have listed on the index, they can be added to make the list comprehensive.

I am also noticing that the thread focuses mostly on dinosaurs so far. I think some very good precendents have been set with some of the converted prehistoric animals right here on ENWorld, and of course some of the original indexed materials have multiple versions of stats which can be eliminated down to logical proportions.

I also think it is important at this point to mention that if a creature is "not known to earthly science" like the Nanoraptor, it needs to have a stat somewhere listed (like with its earth era or something) saying that it is a fictional animal. I will show you my method of order in the final bestiary listing, so you can see how they will fall into place in final print.

Animal, Common
Animal, Dinosaur
Animal, Dire (plus Dire Template for separate Templates segment in the appendices)
Animal, Fictional
Animal, Prehistoric
Vermin (and Giant Variants)

Because of the setting focus on animals, beasts and this sort of idea, these stats will go before all of the other fantasy creatures, as they are the basis of the setting's overall ecology. I am considering placing templates in a section between Animals and Fantasy Creatures, instead of at the end of the publication.

Every creature will be placed in an environment-oriented set of region(s) in a map of the world - Nym - along with a thumbnail of the map to show that region visually. Every applicable creature will need Familiar, Companion, Mount, Training/Rearing, and similar information - as well as a nickname or series of cultural names and to what general flock or ecological circle they belong (these were the strange 'category' descriptors I was using - which a primitive simple society might use to describe the nature of the animal). Many creatures will get pictures, hopefully at least one from every category of similar creatures that you have thus far developed.

All of the player races have been listed and finalized for the setting... Not sure if that would help you while you're writing this stuff, but it is finalized for review before final edits and publication on at least that part. I am currently working on classes, and rounding out the final composition of the prints as I envisioned them. I am also wrist deep in making a good decent logo for the campaign setting concept, so that I can market it as soon as possible. Cover art is in place for final edits, and I am making sure to get people who use online usernames to let me know what name they would actually like listed in the Special Thanks section and contributors... Which means I will ask both of you as well how you would like to be listed - either by ENWorld username (site link) or real name. My preference is for real names instead of aliases, but whatever works for you as a contributor. I am going to push full force to have everything written here revised to Pathfinder RPG rules and submit for publication within the next year (so my goal date should be Feb. 1, 2011... :p ).

Thoughts? Input? Cross-offs? Adds? ....*sniffles* Support? *sobs* I could use a hug right now... I feel like I am the only one in my life who cares about these projects, and you all are the only ones who get where I am going with this and why I am pushing so hard to try and make it work out. I think we can do it - I really do. I have a few people who are willing to do some artworks when possible, and even someone who might be willing to host an art contest for prehistoric oriented creature illustrations - including fantasy critters and themed beasties.

If you ever think I have gone dark for too long and need my input on something or just to poke/nudge me, send me an email, okay? xidoraven(a)yahoo(dot)com
-will
 

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