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Anthropomorphic stats?
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<blockquote data-quote="Dave Blewer" data-source="post: 790252" data-attributes="member: 4972"><p>I was also a little dissapointed wiy=th the Anthro rules in Savage Species. Below are the rules that I use for Anthropormorphic animals in my Sundered Sky campaign</p><p></p><p>==============================================</p><p></p><p>Below is the rules that I propose we use to create Wildling Player Characters, as such these rules are phrased just a little differently.</p><p></p><p>"Wildling" is a template that can be added to any creature with the Animal descriptor - and is Tiny size or Diminutive. This creature becomes a humanoid. This changes the creature in the following ways:</p><p></p><p>Size: The size of the creature rises by one category with all the stat changes that entails.</p><p></p><p>Hit Dice: This changes to whatever class the Wildling Character class specifies</p><p></p><p>Movement: The base movement of the creature becomes 20ft (15ft if the character is Tiny). The creature also keeps whatever other movement modes (and rates of movement) except flight, which is reduced to half the movement rate of the base creature. Obviously whilst flying the character cannot use his arms for any other purpose, such as spellcasting or using weapons.</p><p></p><p>Armor Class: The Wildling keeps the natural bonus the base creature possessed, if any.</p><p></p><p></p><p>Face/Reach: A Small Wildlings Face and Reach Becomes 5ft x5ft/5ft. A Diminutive Wildlings Face and Reach become 2 1/2x 21/2/ 0ft.</p><p></p><p></p><p>Special Attacks: The Wildling keeps whatever natural attacks that its base form possesses. Damage for these attacks is increased for the changes in size</p><p></p><p></p><p>Special Qualities: The Wildling gains whatever Special Qualities the base creature might have possessed. The effective range of these is 60ft, if applicable. There should be some judicious use of logic in determining these abilities; for example a badger Wildling rather than going berserk as soon as he is damaged might be better served to receive a Will power Saving throw (DC 12) to resist the rage.</p><p></p><p></p><p>Saves: Fortitude or Reflex +2</p><p></p><p>Abilities: The Difference +/- in relation to a stat of 10 or 11 (to ensure that the bonus is divisible by 2) for instance a Cat Wildling has an adjusted Str 7, Dex of 13, Con 12. This means that the Wildling Character has the following adjustments Str -4, Dex +2, Con +2. A Bat Wildling has adjusted stats Str 5, Dex 13, Con 10; this means the following adjustments Str -6, Dex +2, Con +0.</p><p>Wisdom, Intelligence and Charisma never a negative modifier, but if the base stat is higher than 10, then the difference is taken as the modifier to the stat. Our Cat Wildling gains a +2 to his Wisdom, whilst the Bat Wildling gains +4 to her wisdom</p><p></p><p>Skills: The Wildling gains all the racial bonuses that its base creature possesses.</p><p></p><p>Feats: The Wildling gains the base creatures feats as bonus feats (usually Weapon Finesse).</p><p></p><p>Favoured Class: The Player chooses which class is the characters favoured class during character creation. Although the character must meet the prerequisites for this feat before it comes into effect.</p><p></p><p>Character Variations: The number of animal stats in the various monster collections is understandably limited, so what happens if you want to create a parrot or lark bard? Adapt what material you have and swap the stat bonuses around. In the example above I would take the stats of the Raven (which grants a +4 to Wisdom) and instead Grant that bonus to Charisma instead. Using this method it is very possible to create all sorts of strange animal hybrids.</p></blockquote><p></p>
[QUOTE="Dave Blewer, post: 790252, member: 4972"] I was also a little dissapointed wiy=th the Anthro rules in Savage Species. Below are the rules that I use for Anthropormorphic animals in my Sundered Sky campaign ============================================== Below is the rules that I propose we use to create Wildling Player Characters, as such these rules are phrased just a little differently. "Wildling" is a template that can be added to any creature with the Animal descriptor - and is Tiny size or Diminutive. This creature becomes a humanoid. This changes the creature in the following ways: Size: The size of the creature rises by one category with all the stat changes that entails. Hit Dice: This changes to whatever class the Wildling Character class specifies Movement: The base movement of the creature becomes 20ft (15ft if the character is Tiny). The creature also keeps whatever other movement modes (and rates of movement) except flight, which is reduced to half the movement rate of the base creature. Obviously whilst flying the character cannot use his arms for any other purpose, such as spellcasting or using weapons. Armor Class: The Wildling keeps the natural bonus the base creature possessed, if any. Face/Reach: A Small Wildlings Face and Reach Becomes 5ft x5ft/5ft. A Diminutive Wildlings Face and Reach become 2 1/2x 21/2/ 0ft. Special Attacks: The Wildling keeps whatever natural attacks that its base form possesses. Damage for these attacks is increased for the changes in size Special Qualities: The Wildling gains whatever Special Qualities the base creature might have possessed. The effective range of these is 60ft, if applicable. There should be some judicious use of logic in determining these abilities; for example a badger Wildling rather than going berserk as soon as he is damaged might be better served to receive a Will power Saving throw (DC 12) to resist the rage. Saves: Fortitude or Reflex +2 Abilities: The Difference +/- in relation to a stat of 10 or 11 (to ensure that the bonus is divisible by 2) for instance a Cat Wildling has an adjusted Str 7, Dex of 13, Con 12. This means that the Wildling Character has the following adjustments Str -4, Dex +2, Con +2. A Bat Wildling has adjusted stats Str 5, Dex 13, Con 10; this means the following adjustments Str -6, Dex +2, Con +0. Wisdom, Intelligence and Charisma never a negative modifier, but if the base stat is higher than 10, then the difference is taken as the modifier to the stat. Our Cat Wildling gains a +2 to his Wisdom, whilst the Bat Wildling gains +4 to her wisdom Skills: The Wildling gains all the racial bonuses that its base creature possesses. Feats: The Wildling gains the base creatures feats as bonus feats (usually Weapon Finesse). Favoured Class: The Player chooses which class is the characters favoured class during character creation. Although the character must meet the prerequisites for this feat before it comes into effect. Character Variations: The number of animal stats in the various monster collections is understandably limited, so what happens if you want to create a parrot or lark bard? Adapt what material you have and swap the stat bonuses around. In the example above I would take the stats of the Raven (which grants a +4 to Wisdom) and instead Grant that bonus to Charisma instead. Using this method it is very possible to create all sorts of strange animal hybrids. [/QUOTE]
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