Back, back fowl fiends!

Peafowl

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Small Animal
Hit Dice: 2d8 (9 hp)
Initiative: +2
Speed: 30 ft. (6 squares), fly 40 ft. (poor)
Armor Class: 15 (+2 dex, +2 natural, +1 size), touch 13, flat-footed 13
Base Attack/Grapple: +1/-6
Attack: Bite +3 melee (1d3-3 non-lethal)
Full Attack: Bite +3 melee (1d3-3 non-lethal) and spurs -2 melee (1d3-3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fanning
Special Qualities: Low-light vision
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 5, Dex 14, Con 10, Int 2, Wis 12, Cha 12
Skills: Listen +4, Spot +5
Feats: Alertness, Weapon Finesse (B)
Environment: Warm Forest and Plains
Organization: Solitary, Mates, or Pride (3-8)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 3 HD (Small)
Level Adjustment: -

This beautiful creature appears as an extremely large pheasant whoes plumage can range from blue and green, to gold and green, to even pure white. The females of the species are much duller in color, often a lusterous brown, tan and gold with more colorful highlights. Brushing the ground behind the males are fantastic tails (trains) up to 3-6 feet in length, most with strange eye-like spots of scintilating blue, purples, oranges and blacks.

At the end of a small, sharp head is a curved beak. Its dark eyes are surrounded by white skin and sport elaborate lashes. From the top of its it head sprout a black crest.

Combat
Peafowl tend to flee creatures as large or larger than they, though small creatures they ward off with blows of their beaks and fluffing of their feathers.

Fanning (Ex): As a full round action a peafowl may spread their tail feathers to impressive heights, becoming much larger in appearance. While fanning, a peafowl is considered a Medium creature for the purpose of the Intimidation skill.


Peafowl as Familiars
Peafowl grant a +3 bonus on Diplomacy checks.
 

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Guineafowl

guineafowl-lg2.jpg


Tiny Animal
Hit Dice: 1/2d8+2 HD (4 hp)
Initiative: +3
Speed: 20 ft. (4 squares), fly 30 ft. (poor)
Armor Class: 16 (+3 dex, +1 natural, +2 size), touch 15, flat-footed 13
Base Attack/Grapple: +0/-12
Attack: Bite +3 melee (1d3-4 non-lethal)
Full Attack: Bite +3 melee (1d3-4 non-lethal)
Space/Reach: 2 1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Limited flight, low-light vision
Saves: Fort +4, Ref +5, Will +2
Abilities: Str 2, Dex 16, Con 15, Int 2, Wis 14, Cha 6
Skills: Balance +7, Escape Artist +7, Hide +15, Listen +3, Spot +5, Survival +6
Feats: Run, Weapon Finesse(B)
Environment: Warm Forest and Plains
Organization: Solitary, Pair, Mob (3-6), Flock (8-20), Covey (21-40) Great Covey (41-100+)
Challenge Rating: 1/4
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

Guineafowl appear as small pheasant-type birds of thick grey plumage speckled with black and white spots. They are streamlined in body and with featherless, wrinkled grey and white necks. From the top of their tiny, narrow heads is a large, bony protrusion. They have thick, hooked orange beaks with a pair of smooth wattles.

Guineafowl are swift, hyperactive birds who enjoy great congregations, though individual flocks stay together within their coveys. They are confrontational and agressive, chasing and attacking one another, and any other creatures that comes too close.

They are particularly raucuous in tone, and their screechings and whistlings can be heard for miles. If a guineafowl sees danger it lets loose a particularly grating call that all other guineafowl in hearing repeat.

Combat
Guineafowl tend to flog creatures en masse up to a size larger than themselves, pecking and slamming into them. If the creature is larger than themselves they tend to charge at their opponent and then swerve away, trying to intimidate it. If this does not prove successful the creature is normally left alone.

Limited Flight (Ex):
A guineafowl may remain in flight for a number of rounds equal to twice their Constitution modifier before being forced to glide, descending 10 feet for each 30 feet forward.

Skills: Guineafowl gain a +2 racial bonus to listen and spot checks, a +4 bonus to balance, escape artist, hide, and survival checks bonus to survival checks. While in tall undergrowth this hide bonus increases to +6.

Guineafowl as Familiars
Guineafowl grant a +2 bonus to Initiative.
 

Gamecock

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Tiny Animal
Hit Dice: 1/2d8 (2 hp)
Initiative: +3
Speed: 20 ft., fly 20 ft. (clumsy)
Armor Class: 16 (+3 dex,+1 natural, +2 size), touch 15, flat-footed 13
Base Attack/Grapple: +0/-12
Attacks: Flurry +5 melee (1d3-4)
Damage: Flurry +5 melee (1d3-4)
Special Attacks: Crow, pounce
Special Qualities: Ferocity, limited flight
Face/Reach: 2 1/2 ft./0 ft.
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 3, Dex 16, Con 12, Wis 12, Int 2, Cha 12
Skills: Balance +9, Bluff +3, Escape Artist +7, Hide +9, Intimidate +3, Listen +3, Spot +5, Survival +7
Feats: Weapon Finesse
Climate/Terrain: Any temperate or warm land
Organization: Solitary, 2-4 Clutch, 5-20 Flock
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: 1-2 HD (Tiny)
Level Adjustment: --

A gamecock is a lithe, agile fowl bred for their quickness and ornery temperment for use in fights. Their heads are small and narrow to a curved beak, and their wattles and combs are very unpronounced, having mostly been bred out of the stock as to remove an object for the rooster's opponent to grab onto. Its legs are thickly scaled, and its talons sharpened. From the inner sides of the leg grow two vicious, several inch long spurs that have had razor-sharp bits of metal fitted over to inflict more cruel damage.

Combat
Gamecocks are naturally bluffers, pretending to peck the ground and search for food, sometimes even walking off, before suddenly flying into the air to strike its opponent with its flurry of beak, claws and spurs. They lift their feathers high and appear to increase in size to further intimidate.

Crow (Ex): As a full-round action, a gamecock can utter a piercing crow that will awaken those that slumber naturally within 100 feet and can be heard out to a mile or two.

Ferocity (Ex): A gamecock is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Limited Flight (Ex): A chicken is a poor flyer and generally can "fly" for short distances. It can use its flight ability to prevent taking falling damage or to fly upwards up to 20 feet. The chicken must always land at the end of its flight each round.

Pounce (Ex): When a gamecock makes a charge, it can follow with a full attack, including a spur attack (+5 melee, 1d3-4 damage, 19-20/x2).

Skills:
Gamecocks have a +2 racial bonus on intimidate and bluff checks, a +4 bonus to balance, escape artist, hide and spot checks, and a +6 bonus to survival checks. While in tall undergrowth this hide bonus increases to +6.


Gamecocks As Familiars
A gamecock grants a +3 bonus to Bluff checks.
 


JiCi

First Post
Indeed, was looking for a peacock lately, but how come its bite deals non-lethal damage ? would understand if the attack was bludgeoning damage, but slashing ?
 

Because it'd be no more than a nasty pinch at worst from most of these guys. I raise and have been pecked by all three of these, a few quite viciously, and not a one has drawn blood. Nice little bruise maybe, but thats right into the realm of non-lethal.

Spurs and claws on the other hand I've gotten some ugly little wounds out of.

(Deja vu! ;) )
 





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