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Alternate companions - baby animals
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<blockquote data-quote="Kahuna Burger" data-source="post: 2732095" data-attributes="member: 8439"><p>This is a proposal to allow a druid to start out with, say, a bear, big cat or wolverine at 1st level without it being overpowering. The reasons for this are pure flavor. If I want a druid with a leopard, I envision her having had it for some time before starting to adventure, and going around for 4 levels with a wolf (or nothing) then trading in for a big cat feels horribly clunky. </p><p></p><p>If a player wants to start out with an animal from one of the advanced lists, that animal is presumed to be a baby (or juvenile) at the time. mechanically, it is created in the following ways:</p><p></p><p>For animal companions offered as 4th level alternatives: </p><p>1. Decrease size by 1 step. attack and AC, modifiers to hide, grapple etc are effected by this as normal, but changes in statistics are handled seperately.</p><p></p><p>2. decrease speed by 10 ft. If the animal normally has a climb or burrow speed, remove it. If the animal normally has a fly speed, decrease manuverability by one step as well as decreasing speed.</p><p></p><p>3. Apply the following stat adjustments: Str -5, Dex -3, Con -2. </p><p></p><p>4. Remove 2 hit dice. Adjust bab, hp, skills and feats appropriately.</p><p></p><p>5. Remove all but one special attacks (if any).</p><p></p><p>6. Reduce all natural attack damage dice by one step.</p><p></p><p>7. Reduce natural armor by 2 (minimum 0).</p><p></p><p>At 3rd druid level, the companion gains most of the normal enhancements (and returns to the standard of skills and feats), but instead of gaining evasion gets back one of its special attacks or movement modes, and does not gain a bonus trick. (If the animal normally had less than 2 points of natural armor bonus, it only returns to normal.)</p><p></p><p>At 4th druid level, the animal grows to its standard size and regains all of its normal abilities.</p><p></p><p>So our juvenile leopard looks like this: </p><p></p><p>Size/Type: Small Animal </p><p>Hit Dice: 1d8+1 (6 hp) </p><p>Initiative: +3 </p><p>Speed: 30 ft (8 squares) (climb removed) </p><p>Armor Class: 14 (+3 Dex, +0 natural, +1 size), touch 14, flat-footed 11 </p><p>Base Attack/Grapple: +0/-4 </p><p>Attack: Bite +4 melee (1d4+0) </p><p>Full Attack: Bite +4 melee (1d4+0) and 2 claws -1 melee (1d2+0) </p><p>Space/Reach: 5 ft./5 ft. </p><p>Special Attacks: pounce </p><p>Special Qualities: Low-light vision, scent </p><p>Saves: Fort +3, Ref +5, Will +1 </p><p>Abilities: Str 11, Dex 16, Con 13, Int 2, Wis 12, Cha 6 </p><p>Skills: [brain can't do this right now, judges discretion]</p><p>Feats: Weapon Finesse </p><p></p><p></p><p>Compare to the standard 1st level companion, the wolf:</p><p></p><p>Size/Type: Medium Animal </p><p>Hit Dice: 2d8+4 (13 hp) </p><p>Initiative: +2 </p><p>Speed: 50 ft. (10 squares) </p><p>Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 </p><p>Base Attack/Grapple: +1/+2 </p><p>Attack: Bite +3 melee (1d6+1) </p><p>Full Attack: Bite +3 melee (1d6+1) </p><p>Space/Reach: 5 ft./5 ft. </p><p>Special Attacks: Trip </p><p>Special Qualities: Low-light vision, scent </p><p>Saves: Fort +5, Ref +5, Will +1 </p><p>Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 </p><p>Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1* </p><p>Feats: TrackB, Weapon Focus (bite) </p><p></p><p>and I think its pretty good.</p><p></p><p>If people like the idea in general, we can do adjustments for the higer level alternate animals too....</p></blockquote><p></p>
[QUOTE="Kahuna Burger, post: 2732095, member: 8439"] This is a proposal to allow a druid to start out with, say, a bear, big cat or wolverine at 1st level without it being overpowering. The reasons for this are pure flavor. If I want a druid with a leopard, I envision her having had it for some time before starting to adventure, and going around for 4 levels with a wolf (or nothing) then trading in for a big cat feels horribly clunky. If a player wants to start out with an animal from one of the advanced lists, that animal is presumed to be a baby (or juvenile) at the time. mechanically, it is created in the following ways: For animal companions offered as 4th level alternatives: 1. Decrease size by 1 step. attack and AC, modifiers to hide, grapple etc are effected by this as normal, but changes in statistics are handled seperately. 2. decrease speed by 10 ft. If the animal normally has a climb or burrow speed, remove it. If the animal normally has a fly speed, decrease manuverability by one step as well as decreasing speed. 3. Apply the following stat adjustments: Str -5, Dex -3, Con -2. 4. Remove 2 hit dice. Adjust bab, hp, skills and feats appropriately. 5. Remove all but one special attacks (if any). 6. Reduce all natural attack damage dice by one step. 7. Reduce natural armor by 2 (minimum 0). At 3rd druid level, the companion gains most of the normal enhancements (and returns to the standard of skills and feats), but instead of gaining evasion gets back one of its special attacks or movement modes, and does not gain a bonus trick. (If the animal normally had less than 2 points of natural armor bonus, it only returns to normal.) At 4th druid level, the animal grows to its standard size and regains all of its normal abilities. So our juvenile leopard looks like this: Size/Type: Small Animal Hit Dice: 1d8+1 (6 hp) Initiative: +3 Speed: 30 ft (8 squares) (climb removed) Armor Class: 14 (+3 Dex, +0 natural, +1 size), touch 14, flat-footed 11 Base Attack/Grapple: +0/-4 Attack: Bite +4 melee (1d4+0) Full Attack: Bite +4 melee (1d4+0) and 2 claws -1 melee (1d2+0) Space/Reach: 5 ft./5 ft. Special Attacks: pounce Special Qualities: Low-light vision, scent Saves: Fort +3, Ref +5, Will +1 Abilities: Str 11, Dex 16, Con 13, Int 2, Wis 12, Cha 6 Skills: [brain can't do this right now, judges discretion] Feats: Weapon Finesse Compare to the standard 1st level companion, the wolf: Size/Type: Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Bite +3 melee (1d6+1) Full Attack: Bite +3 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1* Feats: TrackB, Weapon Focus (bite) and I think its pretty good. If people like the idea in general, we can do adjustments for the higer level alternate animals too.... [/QUOTE]
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