d20 Goodman Games The Complete Guide to T-Rex.pdf
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Credits
Table of Contents
Writer:
Joseph Goodman
Artist:
Tim Burgard
Logo Designer:
Derek Schubert
Copy Editor:
Fred Bush
Graphic Designer:
Joseph Goodman
Introduction . . . . . . . . . . . . . . .2
Physiology . . . . . . . . . . . . . . . .3
Stats by Age Category . . . .5
Social Structure . . . . . . . . . . . .6
The Dynasties . . . . . . . . . .7
The Tyrant Kings . . . . . . . .8
Cultural Habits . . . . . . . . . . . . .9
Combat Strategies . . . . . . . . .11
Dealing with Swarms . . . .11
Hunting Techniques . . . . .11
The Tyrant Masters . . . . .12
T-rex NPCs . . . . . . . . . . . . . . .13
Personality . . . . . . . . . . . .13
Age Progression . . . . . . . .13
Feats . . . . . . . . . . . . . . . . .14
Non-Psionic . . . . . . . .14
Psionic . . . . . . . . . . . .17
Psionics . . . . . . . . . . . . . .18
New Powers . . . . . . . .19
Bloodline Telepathy . . . . .21
Mark of the Master . . . . .22
Campaigns . . . . . . . . . . . . . . .22
Settings . . . . . . . . . . . . . . .22
Motivations . . . . . . . . . . .23
Adventure Hooks . . . . . . .24
Creating Dynasties . . . . . .25
The Dynasties . . . . . . . . .26
Kil Karn . . . . . . . . . . .26
Sibdan . . . . . . . . . . . .27
Appendix I: T-Rex Stats . . . .29
Nanotyrannus . . . . . . . . . .30
Appendix II: Byproducts . . . .31
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Be sure to look for the rest of the Complete Guide series!
If you like this book, you might also be interested in these:
Complete Guide to Doppelgangers
(Nov. 2002) (GMG3000)
Complete Guide to Wererats
(Jan. 2003) (GMG3001)
Complete Guide to Velociraptors
(GMG1002)
Aerial Adventure Guide Series
Vol. 1: Rulers of the Sky
(GMG2000)
Vol. 2: Sellaine, Jewel of the Clouds
(GMG2001)
Vol. 3: Monsters, Magic, and Sky Ships
(Nov. 2002) (GMG2002)
Dinosaur Planet: Broncosaurus Rex
Core Rulebook
(GMG1000)
Cretasus Adventure Guide
(GMG1001)
Introduction
No real-life creature has stoked the flames of imagination
more than tyrannosaurus rex. Since its discovery a century ago,
T-rex has served as a constant reminder of human frailty. Not
only does its massive mouth belittle mankind (its jaws are, after
all, as long as a man is tall), but its Earthly reign makes us piti-
fully insignificant. Homo sapiens has walked the Earth for a
mere 100,000 years – but tyrannosaurus rex ruled for six mil-
lion years.
Dragons were real, and they were called T-rex. This book
gives you the rules and background you need to put these real
life dragons in your d20 game. By the time you’re done read-
ing, T-rex won’t be a dumb lizard; it will be an intelligent con-
queror that forms alliances, remembers treachery, and builds
dynasties that span generations.
We have taken a few fantastic liberties with T-rex. The
standard T-rex is present, of course, in both the forms that his-
tory has known it: the sluggish, tail-dragging version painted by
Charles Knight, and the modern, fleet-footed version depicted
in
Jurassic Park
. But we go even further than that. (This is a
fantasy game, after all.) Modern reptiles continue growing their
entire lives. What if T-rex were the same? What if this king of
predators (whose only natural enemies were his T-rex rivals)
survived to extreme ages? How large could he get? And what
are the implications of the sheer willpower that must reside in
such a beast?
Over the next 30-odd pages, we will answer these ques-
tions. We hope to show you a side of tyrannosaurus rex that
you’ve never seen. By the time you’re through, we hope you’ll
want to show your players what a
real
dragon looked like.
Most of this book is world-neutral, designed to be incorpo-
rated into any campaign. When a section must be placed within
the context of a campaign setting, we have used the Dinosaur
Planet: Broncosaurus Rex world. Most of the Broncosaurus Rex
setting material can easily be integrated into any other prehis-
toric world.
For reference, here is the stat block for a standard T-Rex.
Note the relatively high Intelligence, higher than that presented
in the MM. We think T-rex should be smarter!
Tyrannosaurus Rex
Huge Animal
Hit Dice:
18d10+72 (171 hp)
Initiative:
+1 (Dex)
Speed:
40 ft.
AC:
14 (-2 size, +1 Dex, +5 natural)
Attacks:
Bite +20 melee
Damage:
Bite 5d8+13
Face/Reach:
10 ft. by 10 ft./15 ft.
Special Attacks:
Improved grab, swallow whole
Special Qualities:
Scent, roar
Saves:
Fort +15, Ref +12, Will +8
Abilities:
Str 28, Dex 12, Con 19,
Int 8, Wis 15, Cha 10
Skills:
Listen +11, Spot +11
Climate/Terrain:
Temperate or warm land
Organization:
Solitary or family (2 adults and 0-2
young)
Challenge Rating:
8
Treasure:
Standard
Alignment:
Lawful evil
Advancement:
19-36 HD (Gargantuan), 37-54 HD
(Colossal)
COMBAT
Roar (Ex):
A tyrannosaurus facing a real threat will sum-
mon help with a deafening roar. Nearby T-rexes will hear the
roar and come to its aid. (Being summoned is one of the few
times a T-rex will enter another T-rex’s hunting grounds.)
T-rexes summon aid with discretion, and rarely do so
unless their opponent is a threat to their neighbors, as well as
themselves (e.g., human or carnivore invaders, not just a big,
angry triceratops). But when the threat is real, and they are in
danger, they do not hesitate.
A T-rex can roar with a full-round action and attract 1d4 T-
rex families. The roar carries many miles; aid may come from
far away. Each summoned family will arrive in 2d20 minutes.
Improved Grab (Ex):
To use this ability, the T-rex must
hit a Medium-size or smaller opponent with its bite attack.
Swallow Whole (Ex):
A T-rex can try to swallow a Medi-
um-size or smaller opponent by making a successful grapple
check. The swallowed creature takes 2d8+8 points of crushing
damage per round plus 8 points of acid damage from the tyran-
nosaur’s gizzard. A swallowed creature can cut its way out by
using claws or a Small or Tiny slashing weapon to deal 25 points
of damage to the gizzard (AC 20). Once the creature exits, mus-
cular action closes the hole; another swallowed opponent must
cut its own way out. The gizzard can hold two Medium-size or
four Small opponents (and so on for other sizes).
2
Physiology
The basics of tyrannosaur physiology are well known. A T-
rex stands roughly 18 feet tall. A six foot tall human sees eye-
to-eye with its kneecap. T-rexes are about 45 feet long and
weigh up to 7 tons. Their jaws are six feet long, just large
enough to swallow a human in a single gulp.
Beyond that, discussing the physiology of T-rex is an inter-
esting endeavor. Interpretations of T-rex physiology have
changed over time. When scientists thought dinosaurs were
cold-blooded, it was popular to think of T-rex as a slow, stupid
beast that walked upright and dragged its tail on the ground. But
modern paleontologists suspect otherwise. They envision T-rex
as a warm-blooded creature that balanced its spine over its legs,
with the head and tail at each end like two children on a see-
saw. The modern T-rex can run quickly, turn quickly, and per-
haps even
think
quickly.
In a fantasy environment, both are possible. We have divid-
ed T-rexes into two types: the endo (warm-blooded) and exo
(cold-blooded). Both kinds of T-rex can coexist in the same
game world.
tion of T-rex.
The exo-rex is exothermic, or cold-blooded. Cold-blooded
creatures (such as reptiles) have limited ability to regulate their
own temperature. Their body temperature is the same as the air
around them. When it gets below 32 degrees, humans can still
move (although it’s pretty cold!) – but reptiles start to freeze.
That’s the advantage of being warm-blooded. Exothermic crea-
tures are generally slower and more sluggish than their
endothermic counterparts. Exo-rex, therefore, is the “old style”
T-rex.
The standard T-rex stats, as described in the d20 rules and
recapped above, are for an endo-rex. From this point on, the dis-
tinction won’t matter; all the discussion that follows is about
warm-blooded dinosaurs. But, for reference, we have presented
the stats for the cold-blooded exo-rex in Appendix I.
Age Categories
Tyrannosaurs are massive creatures. But before they grow
massive, they are quick and nimble. Young T-rexes differ
markedly from their parents, and
not merely in physical
attributes. Older T-rexes
are smarter and
tougher, and their
greater hunting experi-
ence makes them deadly
in more ways than just their
larger jaws.
There are four main cat-
egories of T-rex aging. The
youth, or “young rex,” are slen-
der, lightly-built dinosaurs that resemble the
nimble velociraptors more than their heavy, stocky
parents. As a T-rex ages, it bulks up considerably.
Only after several years does it gain the barrel-
chested, thick-legged appearance of an adult, the
second category of T-rex age.
Like all reptiles, tyrannosaurs (and all dinosaurs) grow
for their entire lives. That’s right – their entire lives. The rate of
growth slows significantly once they mature, but the growth
does continue. This has enormous repercussions for reptiles
with long life spans – and T-rex is such a creature.
There is no known upper limit on the age of a tyrannosaur.
Most tyrannosaurs die from the debilitating injuries that are part
of a carnivore’s life. A triceratops gore here, a pachycephalosaur
head-butt there... sooner or later, all those minor scars add up.
But some T-rexes are lucky, or smart, or otherwise gifted, and
they reach old age without severe injury. Like all reptiles, they
Endo vs. Exo
The endo-rex (as we’ll refer to it) is endother-
mic, or warm-blooded, like humans and birds.
Warm-blooded creatures regulate their own tem-
perature. This lets them stay warm in winter and
cool in the summer. It also makes them a
lot more active; they can move at
a relatively quick pace
even in extreme
temperatures. The
endo-rex is a
warm-blooded
dinosaur, like
the modern
interpreta-
3
continue growing the whole time. When they reach a certain
point, they are so large, and their skin is so thick, and their teeth
are so long, that they are practically invulnerable. From then on,
their growth continues unchecked.
These unbelievably enormous tyrannosaurs are the tyrant
kings. This is the third category of T-rex age. As the oldest
tyrannosaurs in each family group, the tyrant kings are the
acknowledged leaders of the T-rex dynasties (which will be dis-
cussed in more detail later). So few tyrannosaurs survive to this
age that tyrant kings are only rarely seen.
As the tyrant kings age, they discover that even their bod-
ies are not immortal. Yes, the growth continues indefinitely, but
a bone can rotate in its socket for only so long before it begins
to wear away. Tyrant kings eventually falter from the simple
stress of progressive age degeneration. They grow until their
old bones can’t support their weight, then they collapse and die.
Most die – but not all. Difficult as it may be to imagine, T-
rexes have powerful minds. Their unstoppable bodies fuel their
existence for so long that few pause to consider what minds
must lie behind those bodies. Yet they are intelligent – and, more
importantly, strong-willed. Imagine an ancient tyrannosaur that
has ruled the wilderness for hundreds of years. When its physi-
cal might begins to decline, it discov-
ers – for the first time – the
strength of its mind. While its
body was strong, it never
needed thought; but as its
body weakens, it learns what
its mind inherited from its
physical strength: an
indomitable will. Those tyrant
kings who live to discover their psionic
abilities are few in number, but they are
dangerous indeed, for they can propel their
aging bodies with sheer willpower alone.
These are the tyrant masters. No more than a
handful of tyrant masters exist at any one
time, and they are virtually never seen by
non-tyrannosaurs, but
they
are the true rulers
of the prehistoric world.
Tables 1-1 through 1-3 describe the
physical profiles, abilities and saves, and
attacks of tyrannosaurs at various age cate-
gories. Notice how a T-rex grows in every
regard until it reaches the age of 400 years
– at which point its physical abilities
begin to decline. That is the age
where a T-rex’s body is so worn
down that regardless of physical
injuries (or lack thereof), it deterio-
rates. Then tyrant kings falter –
unless they develop psionic abilities
to compensate, which carry them to the exalted status of tyrant
master.
Attacks:
As tyrannosaurs age, their attacks improve. A nor-
mal adult T-rex has only one attack: its bite. But the attack
bonus, damage, and threat range of the bite improve dramati-
cally over time. Moreover, older T-rexes can swallow creatures
of progressively larger sizes, culminating in a colossal T-rex’s
ability to swallow whole creatures of size Huge or smaller –
which means they can swallow whole a normal T-rex!
Older T-rexes gain additional attacks. At the age of 76, a T-
rex is able to head butt and tail slap. At the age of 126, a T-rex
learns to kick effectively. At the age of 251, the T-rex’s mere
presence is enough to cause fear in opponents.
Feats:
At the same time a T-rex is learning these new
attacks, it is also developing specialized attacks of its own. A T-
rex gains a feat at each of its last four age increments. These are
treated exactly as feats are for normal PCs. Tyrannosaur-specif-
ic feats are described on page 14. The head butt, tail slap, and
ferocious kick attacks, as well as frightful presence, are
described as feats.
Table 1-4 lists the attack bonus, threat range, and damage
of tyrannosaur attacks. Attack bonuses and damage for second-
ary attacks are listed even for those T-rexes too small to nor-
mally acquire those attacks, because some exceptional T-
rexes develop these attacks early in life.
Skills:
Tyrannosaurs of normal
Intelligence for their age receive skill
points equal to their HD. Adjust skill
points by 4 for each point of Intelli-
gence below or above normal. The
tyrannosaur’s class skills are
Hide (Dex), Intimidate (Cha),
Intuit Direction (Wis), Jump
(Str), Knowledge (nature)
(Int), Listen (Wis), Move
Silently (Dex), Spot (Wis),
and Wilderness Lore (Wis).
A tyrant master continues
gaining skill points after its
HD stop progressing. It gains
one additional skill point for each
effective level as indicated on table
1-5 (see page 17). Tyrant masters may
also take the skills Autohypnosis (Wis),
Concentration (Con), Knowledge (psion-
ics) (Int), Psicraft (Int), and Stabilize
Self (Con).
A tyrannosaur’s maximum
rank in a skill is equal to its HD
plus its effective level (if any) plus
three.
4
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