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Classes

Winged Raptors have certain adjustments made to some Classes, which more align with their in-the-wild lifestyle, while others simply do not exist for them because they have no knowledge of those classes, which means that they cannot start in those classes. However, this does not mean they cannot take on those classes at a later point in time.

Sorna Shaman (Cleric): The only class that allows Raptors to be Good or Evil. The domains tend to focus more on the natural world, though they can choose any domain they wish. They use their powers to create favorable hunting conditions, and are ofte pack leaders.

Sorna Forester (Druid): Raptors who choose this path choose to watch over the island and its ecosystem as a whole, rather than working only for the pack. For some reason, individuals of smaller species of dinosaurs follow them around, and obey commands.

Sorna Hunter (Fighter): Hunters make up most of the pack. They are very good at coordinating attacks, and work well both in a hunting party, and alone.

Sorna Mystic (Psion): Mystics are Raptors that have through some strange genetic dice roll (no pun or dice rolls intended) have developed powerful mental abilities. They are often loners, though they are welcome to join any pack they choose. They use their abilities in hunting, confusing, harassing, and attacking prey.

Sorna Tracker (Ranger): Trackers are raptors who have become exceptionally good at reading trails, and locating prey. Like Foresters, individuals of smaller species will follow them around and obey commands. Individual Trackers seem to be more vicious towards certain types oF prey as well.

Sorna Scout (Rogue): Scouts are usually the runts of the pack. They put this to good use to sneak around their island home almost completely undetected. They often help in hunts by finding sneaky approaches, and by leading ambushes.


Animal Companions: Trackers and foresters have companions from among the smaller dinosaur species. This is a list of possible companions (I will add more as I find them. I also take suggestions.):

Compsognathus

Size/Type: Small Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 30 ft.
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: +2/0
Attack: Bite +5 melee (1d3+2)
Full Attack: Bite +5 melee (1d3+2), poison= causes sleep (save)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +8, Ref +5, Will +2
Abilities: Str 8, Dex 17, Con 10, Int 1, Wis 11, Cha 2
Skills: Hide +4*, Listen +4, Move Silently +6, Spot +4
Feats: Alertness,
Environment: Warm forests
Organization: Pack, 10-15 individuals
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–5 HD (Medium)
Level Adjustment:

COMBAT

Compsognathus can be aggressive, using pack tacics to surround and down larger prey. The alpha confronts the prey from the front, while the rest of the pack quietly surrounds the prey. once surrounded, the Compy pack attacks as a group delivering miniscule bites loaded with a nuerotoxin that causes sleepiness and numbness.

Skills: Compsognathus have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.

Archaeopteryx

Size/Type: Small Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/–10
Attack: Talons +5 melee (1d4–2)
Full Attack: Talons +5 melee (1d4–2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: Listen +2 +4, Spot +14 +16
Feats: Alertness, Weapon FinesseB
Environment: Temperate and warm forests
Organization: Solitary or pair
Challenge Rating: 1/3
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

These creatures are similar to eagles but slightly smaller: 2 feet long, with wingspans of 6 feet or less.

COMBAT

Archaeopteryx combine both talons into a single attack.

Skills: Archaeopteryx have a +8 racial bonus on Spot checks.

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