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the Awakened Animal thread
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<blockquote data-quote="Conaill" data-source="post: 1470642" data-attributes="member: 1264"><p>Why a Cleric comparison? It seems like with the high ECL and lack of hands (typically) a Monk might fit better. </p><p></p><p>We already hashed through the <a href="http://boards1.wizards.com/showthread.php?s=&postid=3074951#post3074951" target="_blank">awakened heavy warhorse</a> over on the WotC boards, which we decided was worth about a +3 LA. Feel free to have a look and let us know if we missed anything.</p><p></p><p>Meanwhile, let me post the awakened wolf, which we're currently discussing over on <a href="http://boards1.wizards.com/showthread.php?s=&threadid=213092" target="_blank">the sister thread to this one</a> over on wizards.com. Feel free to post either in this thread or the other one, I'll crosspost if necessary.</p><p></p><p></p><p><strong>AWAKENED WOLF</strong></p><p><strong>Medium Magical Beast (Augmented Animal) </strong></p><p></p><p><strong>Hit Dice</strong>: 4d8+8 (26 hp) </p><p><strong>Initiative</strong>: +2 </p><p><strong>Speed</strong>: 50 ft. (10 squares) </p><p><strong>Armor Class</strong>: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 </p><p><strong>Base Attack/Grapple</strong>: +3/+5 </p><p><strong>Attack</strong>: Bite +6 melee (1d6+2) </p><p><strong>Full Attack</strong>: Bite +6 melee (1d6+2) </p><p><strong>Space/Reach</strong>: 5 ft./5 ft. </p><p><strong>Special Attacks</strong>: Trip </p><p><strong>Special Qualities</strong>: Darkvision 60', low-light vision, scent </p><p><strong>Saves</strong>: Fort +6, Ref +6, Will +2 </p><p><strong>Abilities</strong>: Str 14, Dex 15, Con 15, Int 10, Wis 12, Cha 8 </p><p><strong>Skills</strong>: Hide +3, Listen +4, Move Silently +4, Spot +4, Survival +1* </p><p><strong>Feats</strong>: Alertness, TrackB, Weapon Focus (bite) </p><p><strong>Environment</strong>: Temperate forests </p><p><strong>Organization</strong>: Solitary, pair, or pack (7–16) </p><p><strong>Challenge Rating</strong>: 2 </p><p><strong>Advancement</strong>: By character class.</p><p><strong>Level Adjustment</strong>: ?</p><p></p><p><strong>Trip (Ex)</strong>: An awakened wolf that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the awakened wolf.</p><p></p><p><strong>Skills</strong>: *Awakened wolves have a +4 racial bonus on Survival checks when tracking by scent.</p><p></p><p><strong>AWAKENED WOLF CHARACTERS</strong></p><p>Awakened wolf characters possess the following racial traits.</p><p></p><p>— +4 Strength, +4 Dexterity, +4 Constitution, +2 Wisdom, -2 Charisma.</p><p></p><p>—Medium size.</p><p></p><p>—An awakened wolf’s base land speed is 50 feet.</p><p></p><p>—Darkvision out to 60 feet, low-light vision, Scent.</p><p></p><p>—Racial Hit Dice: An awakened wolf begins with two levels of animal, and two levels of magical beast (augmented animal), which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +4, and Will +1.</p><p></p><p>—Racial Skills: An awakened wolf's animal levels give it 5 skill points. Its levels in magical beast (augmented animal) give it additional skill points equal to 2 x (2 + Int modifier, minimum 1). Its class skills are Hide, Listen, Move Silently, Spot, and Survival. Awakened wolves have a +4 racial bonus on Survival checks when tracking by scent.</p><p></p><p>—Racial Feats: An awakened wolf's combined levels give it two feats. An awakened wolf receives Track as a bonus feat.</p><p></p><p>— +2 natural armor bonus.</p><p></p><p>—Natural Weapons: bite (1d6).</p><p></p><p>—Special Attacks (see above): Trip.</p><p></p><p>—Automatic Languages: 1 + Int bonus of the caster of the Awaken spell</p><p></p><p>—Favored Class: Ranger?</p><p></p><p>—Level adjustment: ?.</p><p></p><p></p><p><em>Note: The stats listed above include one stat increase for 4HD. In this case, I've somewhat arbitrarily chosen to put that +1 in Str, to more closely match the Worg.</em></p></blockquote><p></p>
[QUOTE="Conaill, post: 1470642, member: 1264"] Why a Cleric comparison? It seems like with the high ECL and lack of hands (typically) a Monk might fit better. We already hashed through the [url=http://boards1.wizards.com/showthread.php?s=&postid=3074951#post3074951]awakened heavy warhorse[/url] over on the WotC boards, which we decided was worth about a +3 LA. Feel free to have a look and let us know if we missed anything. Meanwhile, let me post the awakened wolf, which we're currently discussing over on [url=http://boards1.wizards.com/showthread.php?s=&threadid=213092]the sister thread to this one[/url] over on wizards.com. Feel free to post either in this thread or the other one, I'll crosspost if necessary. [b]AWAKENED WOLF[/b] [b]Medium Magical Beast (Augmented Animal) [/b] [b]Hit Dice[/b]: 4d8+8 (26 hp) [b]Initiative[/b]: +2 [b]Speed[/b]: 50 ft. (10 squares) [b]Armor Class[/b]: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 [b]Base Attack/Grapple[/b]: +3/+5 [b]Attack[/b]: Bite +6 melee (1d6+2) [b]Full Attack[/b]: Bite +6 melee (1d6+2) [b]Space/Reach[/b]: 5 ft./5 ft. [b]Special Attacks[/b]: Trip [b]Special Qualities[/b]: Darkvision 60', low-light vision, scent [b]Saves[/b]: Fort +6, Ref +6, Will +2 [b]Abilities[/b]: Str 14, Dex 15, Con 15, Int 10, Wis 12, Cha 8 [b]Skills[/b]: Hide +3, Listen +4, Move Silently +4, Spot +4, Survival +1* [b]Feats[/b]: Alertness, TrackB, Weapon Focus (bite) [b]Environment[/b]: Temperate forests [b]Organization[/b]: Solitary, pair, or pack (7–16) [b]Challenge Rating[/b]: 2 [b]Advancement[/b]: By character class. [b]Level Adjustment[/b]: ? [b]Trip (Ex)[/b]: An awakened wolf that hits with a bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the awakened wolf. [b]Skills[/b]: *Awakened wolves have a +4 racial bonus on Survival checks when tracking by scent. [b]AWAKENED WOLF CHARACTERS[/b] Awakened wolf characters possess the following racial traits. — +4 Strength, +4 Dexterity, +4 Constitution, +2 Wisdom, -2 Charisma. —Medium size. —An awakened wolf’s base land speed is 50 feet. —Darkvision out to 60 feet, low-light vision, Scent. —Racial Hit Dice: An awakened wolf begins with two levels of animal, and two levels of magical beast (augmented animal), which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +4, and Will +1. —Racial Skills: An awakened wolf's animal levels give it 5 skill points. Its levels in magical beast (augmented animal) give it additional skill points equal to 2 x (2 + Int modifier, minimum 1). Its class skills are Hide, Listen, Move Silently, Spot, and Survival. Awakened wolves have a +4 racial bonus on Survival checks when tracking by scent. —Racial Feats: An awakened wolf's combined levels give it two feats. An awakened wolf receives Track as a bonus feat. — +2 natural armor bonus. —Natural Weapons: bite (1d6). —Special Attacks (see above): Trip. —Automatic Languages: 1 + Int bonus of the caster of the Awaken spell —Favored Class: Ranger? —Level adjustment: ?. [i]Note: The stats listed above include one stat increase for 4HD. In this case, I've somewhat arbitrarily chosen to put that +1 in Str, to more closely match the Worg.[/i] [/QUOTE]
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