race HAYRN PEN

HAYRN PEN

natural rock

Sketch of a pachycephalosaur of uncertain systematical position and still (2003) not formally described. Its remains were found in the "Sandy Quarry" of the Hell Creek Formation, near Buffalo, South Dakota (USA). Initially reconstructed as Pachycephalosaurus wyomingensis by Michael Triebold later many attendees of an international symposium referred the remains to Stygimoloch spinifer because of the prominent spikes on the back of the skull.

Sketch of a pachycephalosaur of uncertain systematical position and still
(2003) not formally described. Its remains were found in the “Sandy Quarry”
of the Hell Creek Formation, near Buffalo, South Dakota (USA). Initially reconstructed
as Pachycephalosaurus wyomingensis by Michael Triebold later many attendees
of an international symposium referred the remains to Stygimoloch spinifer
because of the prominent spikes on the back of the skull.

2003 Jordan Mallon

Roleplaying

Originally
Posted by

Bhu.
of the Wizards Community forums.

On
this Thread

“Iron Head”

“There is no
problem in life a decent headbutt can’t fix.”

The Pachycephalosaurs
have turned out to be decent (if not too swift) soldiers for the druids.

HAYRN PEN RACIAL
TRAITS


· +14 Strength, -2 Dexterity, +16 Constitution, +6 Charisma
· Size Class: Large (Long). -1 Size Penalty to Armor
Class and Attack Rolls. -4 Size Penalty to Hide Checks. +4 Size Bonus to Bull
Rush, Grapple, Overrun, and Trip Checks. Lifting and Carrying Limits are Double
those of a Medium character. Space is 10′, Reach is 5′.

· magical
beast
, giving you Dark Vision 60 ft., and Low-Light
Vision


· Base speed 40 feet

· +10 Natural Armor Class Bonus

· Scent
· Powerful Charge (Ex): When a Hayrn Pen charges it
does 2d6+20 damage with a headbutt.
· Stun (Ex): If the Hayrn Pen does a critical with
it’s Headbutt, the opponent must make a Fortitude Save (DC is 10 plus half
hit dice plus Strength Modifier) or be stunned for 1d4 rounds.

· Hayrn Pen have a Primary Headbutt attack doing 1d6 plus one and a
half their Strength bonus.

· A Hayrn Pen has 7 Racial Hit Dice, giving it the following: 7d10
Hit Points, +7 base Attack Bonus, +5 Fort Save, +5 Ref Save, +2 Will Save,
and (2 + Intelligence modifier) skill points per level (with times 4 skill points for
the first level). Class skills are Spot. It also gets 3 Feats.
. Non Humanoid Form: The Hayrn Pen aren’t humanoid and have
no hands. They may not make Craft, Disable
Device
, Disguise, Forgery, Heal, Open
Lock
, Sleight of Hand, or Use Rope checks. They are also limited
in the type of Perform skills they can get. Being vicious predators they also
can’t make Handle Animal checks as animals are terrified of them. Most equipment
will be double the weight and anywhere from double to quadruple the cost for
them. They cannot weild weapons. If someone is willing to help them in and
out of it they can wear armor.

. Hayrn Pen are purely herbivorous, and can only consume vegetation. While
this heavily limits their diet they can go twice as long as normal before
having to make checks for starvation as they have had to live through some
lean times because of it.
· Automatic and Bonus languages: The Hayrn Pen automatically
speak Common (i.e Welsh) and Sylvan. Bonus Languages depend on where they
live and are usually that of their neighbor.
· Level Adjustment:

· Favored Class:
Barbarian

Normally I don’t do Favored
classes in my campaign, I do what I call Preferred Classes. They are listed
as Common (i.e. what you would think of as Favored Classes. At least 1 in
2 members of the race that you are likely to meet belong to one of these classes),
Uncommon (Most common secondary choices for members of this race), Rare (Not
many members of your race choose this class as they are either mentally or
physically unsuited for it. You would be a rare exception that fits right),
and Very Rare (You might be the only member of your race to be a member of
this class if there are any at all). So here they are for the Hayrn Pen:

Common: Barbarian, Primordial
Uncommon: fighter, ranger, Scout
Rare: Psion, Psychic Warrior, Argent
Very Rare: All other classes

STARTING AGE

Adulthood:
14 years
Barbarian, Rogue, sorcerer: +1d4
bard, fighter, paladin, ranger: +1d6
Cleric, druid, monk, Wizard: +2d6

AGING EFFECTS

Middle Age:
30
Old: 45
Venerable: 60
Maximum Age: +2d10 years



HEIGHT AND WEIGHT

Base Length:
10′
Length Modifier: +1d6′
Base Weight: 3800 lbs.
Weight Modifier: x100 lbs.

HAYRN PEN CHARACTERS

If you need a melee guy, Hayrn Pen’s are a decent way to go. They aren’t subtle,
but they are effective.
Adventuring Race: Hayrn Pen usualy go adventureing because
someone thye know and trust asked htem too, or they’re mad. Usually because
they’re mad.
Character Development: Hayrn Pen are best up close and personal.
Although some are unexpectedly decent psionics.
Character Names: Most Hayrn Pen names are in Common (Welsh)
the same as humans. Will post examples as soon as I find some.

ROLEPLAYING A
HAYRN PEN


People think your just a dumb brute. Let them. You can use that. And if they
find out you’re not as dumb as you appear, a few headbutts will render them
a moot point.
Personality: Stubborn and quick to anger, but almost as quick
to forgive.
Behaviors: Hayrn Pen like headbutting contests, and other
physical sports. Many spend their spare time competing in such.
Language: The Hayrn Pen speak Common and Sylvan like all
awakened animals

HAYRN PEN SOCIETY

Unlike many awakened critters Hayrn Pen have the beginning rudiments of a
society and culture. Few other awakened dinos have developed sports or physical
contests as entertainment as opposed to simply just fighting.
Alignment : Most Hayrn Pen are Neutral, with some slight
tendencies towards good..
Lands : Hayrn Pen prefer Temperate hills.
Settlements : Hayrn Pen prefer places that are easily defensible
when moving out of their homelands. Most believe that other races are xenophobic
enough it’s best to be safe.
Beliefs : Hayrn Pen are pretty much uncaring about religion
or the afterlife. They concentrate on the here and now.
Relations: Hayrn Pen tend to be willing to give anything
or anyone a chance as long as it doesn’t seem dangerous (i.e. predators) or
troublesome.

HAYRN PEN ADVENTURES

· You have recently seen a member of the herd kill a Nerthol with a
headbutt. Subsequent events have convinced you he has sold his soul to Chaos.
Bringing it up to the herd elders, he challenged you when he was confronted.
You have 2 weeks to figure out how to counter his power, or you may die in
the fight.

· Your father has contracted some sort of disease or curse. The bonelike
growths on his head that all Hayrn Pen have are thickening and spreading.
It is believed it may kill him, and the shamans can’t seem to stop it. But
one knows where there may be a cure…

· You have been slected to lead a group of recruits on a suicide mission
by the druids. SHould be a barrel of laughs.

natural rock

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