The first part of this thread will deal with characters. All of the characters here were reinterpreted by applying the Anthropomorphic template from Savage Species onto the relevant animal, and then adding the same number of class levels in the original book. Note that for Crushed herself, I then increased her size to Medium, since that more closely matches her in the comics, despite the template making her a Small character.
Con Kitty wasn't in the original book. She was a promotional character sheet handed out at Gen Con 2001 to hype the book's release.
Con Kitty: Female anthrokitty Rogue 5; CR 6; Small monstrous humanoid (anthrokitty); HD 5d6+10; hp 30; Init +7; Spd 30 ft.; AC 18, touch 16, flat-footed 18; Base Atk +3; Grp +1; Atk +9 melee (1d4+2/19-20, small short sword) or +9 melee (1d3+2, claw) or +9 ranged (1d3+2/19-20, small dagger); Full Atk +9 melee (1d4+2/19-20, small short sword) or +9 melee (1d3+2, 2 claws) and +4 melee (1d4+2, bite) or +9 ranged (1d3+2/19-20, small dagger); Space/Reach 5 ft./5 ft.; SA sneak attack +3d6; SQ darkvision 60’, evasion, low-light vision, scent, trapfinding, trap sense +1, uncanny dodge; AL NG; SV Fort +3, Ref +9, Will +2; Str 15, Dex 20, Con 14, Int 16, Wis 12, Cha 14.
Skills and Feats: Appraise +8, Balance +19, Bluff +9, Climb +14, Craft (alchemy) +8, Disable Device + 11, Escape Artist +15, Hide +21*, Listen +8, Sleight of Hand +13, Spot +9, Swim +6, Use Magic Device +6, Use Rope +13; Agile, Quick Draw, Weapon Finesse (B).
Being an anthrokitty, Con Kitty has a +4 racial bonus on Climb, Hide, and Move Silently checks, and a +8 racial bonus on Balance and Jump checks (factored into above statistics). She uses her Dexterity modifier instead of her strength modifier for Climb and Jump checks (factored into above statistics). *In areas of tall grass or heavy undergrowth, the racial Hide bonus rises to +8 (adding another +4 to Con Kitty’s Hide modifier).
Evasion (Ex): If Con Kitty is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw.
Scent (Ex): This special quality allows Con Kitty to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Con Kitty can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When Con Kitty detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. She can take a move action to note the direction of the scent. Whenever she comes within 5 feet of the source, she pinpoints the source’s location.
Trap Sense (Ex): Con Kitty has an intuitive sense that alerts her to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps.
Trapfinding (Ex): Con Kitty can use her Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Uncanny Dodge (Ex): Con Kitty can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even when caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Possessions: Leather armor, short sword, dagger, rogues outfit, 8 days rations, bikini chain mail, belt pouch, 50’ silk rope, thieves’ tools, trapmakers’ tools, waterskin.
Crushed Dume: Female anthrokitty Rogue 4; CR 5; Medium monstrous humanoid (anthrokitty); HD 4d6+12; hp 28; Init +7; Spd 30 ft.; AC 17, touch 15, flat-footed 17; Base Atk +3; Grp +5; Atk +8 melee (1d4+2/19-20, small short sword) or +8 melee (1d3+2, claw) or +8 ranged; Full Atk +8 melee (1d4+2/19-20, small short sword) or +8 melee (1d3+2, 2 claws) and +3 melee (1d4+2, bite) or +8 ranged; Space/Reach 5 ft./5 ft.; SA sneak attack +2d6; SQ darkvision 60’, evasion, low-light vision, scent, trapfinding, trap sense +1, uncanny dodge; AL NG; SV Fort +4, Ref +9, Will +2; Str 15, Dex 20, Con 16, Int 11, Wis 12, Cha 17.
Skills and Feats: Appraise +3, Balance +20, Bluff +8, Climb +10, Escape Artist +12, Hide +14*, Jump +14, Listen +7, Move Silently +16, Open Lock +10, Spot +8, Swim +8; Alertness, Run, Weapon Finesse (B).
Being an anthrokitty, Crushed has a +4 racial bonus on Climb, Hide, and Move Silently checks, and a +8 racial bonus on Balance and Jump checks (factored into above statistics). She uses her Dexterity modifier instead of her strength modifier for Climb and Jump checks (factored into above statistics). *In areas of tall grass or heavy undergrowth, the racial Hide bonus rises to +8 (adding another +4 to Crushed’s Hide modifier).
Evasion (Ex): If Crushed is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw.
Scent (Ex): This special quality allows Crushed to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Crushed can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When Crushed detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. She can take a move action to note the direction of the scent. Whenever she comes within 5 feet of the source, she pinpoints the source’s location.
Trap Sense (Ex): Crushed has an intuitive sense that alerts her to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps.
Trapfinding (Ex): Crushed can use her Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Uncanny Dodge (Ex): Crushed can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even when caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Possessions: Leather armor, short sword, backpack, candle, crowbar, waterskin, 1 week’s rations.
Red Stephie: Female anthrodog Rog 1/Wiz 3; CR5; Medium monstrous humanoid (anthrodog); HD 2d8+6 plus 1d6+3 plus 3d4+9; hp 41; Init +1; Spd 30 ft.; AC 12, touch 11, flat-footed 11; Base Atk +1; Grp +2; Atk +2 melee (1d6+1, quarterstaff) or +2 melee (1d6+1, bite) or +2 ranged; Full Atk +2 melee (1d6+1, quarterstaff) or +2 melee (1d6+1, bite) or -2 melee (1d6+1, quarterstaff) and -6 melee (1d6+1, quarterstaff) or +2 ranged; Space/Reach 5 ft./5 ft.; SA sneak attack +1d6, spells; SQ darkvision 60’, low-light vision, natural armor +1, scent, trapfinding; AL NG; SV Fort +4, Ref +7, Will +8; Str 13, Dex 12, Con 16, Int 15, Wis 14, Cha 12.
Skills and Feats: Appraise +4, Bluff +4, Climb +7, Concentration +8, Escape Artist +4, Listen +10, Profession (cook) +8, Sleight of Hand +3, Spot +8, Swim +4, Use Magic Device +3; Alertness, Combat Casting, Endurance, Scribe Scroll, Track (B).
Being an anthrodog, Red Stephie has a +4 racial bonus on all Jump checks. She also has a +4 racial bonus to Survival checks when tracking by scent.
Scent (Ex): This special quality allows Red Stephie to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Red Stephie can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When Red Stephie detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. She can take a move action to note the direction of the scent. Whenever she comes within 5 feet of the source, she pinpoints the source’s location.
Using the Track feat and the scent ability allows Red Stephie to follow tracks by smell, making a Survival check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Trapfinding (Ex): Red Stephie can use her Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Wizard Spells Prepared (4/3/2; DC 12 + spell level): 0 – detect magic, light, read magic, resistance; 1st – animate rope, charm person, magic missile; 2nd – continual flame, the endless pouch of doughnuts.
Spellbook: 0 - arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st – animate rope, charm person, magic missile; 2nd – continual flame, the endless pouch of doughnuts.
Possessions: Wizard’s outfit, quarterstaff, 8 days rations, spellbook, belt pouch.
Knaw: Female anthrorat Rog 5/Asn 1; CR 7; Small monstrous humanoid (anthrorat); HD 5d6 plus 1d6; hp 23; Init +5; Spd 15 ft., climb 15 ft.; AC 18, touch 16, flat-footed 18; Base Atk +3; Grp +1; Atk +9 melee (1d4+2/19-20, short sword) or +9 melee (1d4+2, bite) or +9 ranged (1d3+2/19-20, dagger); Full Atk +9 melee (1d4+2/19-20, short sword) or +9 melee (1d4+2, bite) or +9 ranged (1d3+2/19-20, dagger); Space/Reach 5 ft./5 ft.; SA death attack, sneak attack +4d6; SQ darkvision 60’, evasion, low-light vision, poison use, scent, trapfinding, trap sense +1, uncanny dodge; AL NE; SV Fort +1, Ref +11, Will +4; Str 14, Dex 20, Con 11, Int 11, Wis 17, Cha 12.
Skills and Feats: Climb +18, Disguise +9, Escape Artist +12, Hide +21, Jump +6, Listen +7, Move Silently +17, Open Lock +10, Search +9, Sleight of Hand +9, Survival +5, Swim +18; Alertness, Blind-Fight, Run, Weapon Finesse (B).
As an anthrorat, Knaw has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks (factored into above statistics). Knaw can always choose to take 10 on Climb checks, even if rushed or threatened. Knaw uses her Dexterity modifier instead of her Strength modifier for Climb and Swim checks (factored into above statistics). Knaw has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.
Death Attack (Ex): If Knaw studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Knaw’s choice). While studying the victim, Knaw can undertake other actions so long as her attention stays focused on the target and the target does not detect her or recognize her as an enemy. If the victim of such an attack fails a Fortitude save (DC 11) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim’s mind and body become enervated, rendering her helpless and unable to act for 1d6+1 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Knaw has completed 3 rounds of study, she must make a death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if Knaw does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
Evasion (Ex): If Knaw is exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw.
Poison Use (Ex): Knaw is trained in the use of poison and never risks accidentally poisoning herself when applying poison to a blade.
Scent (Ex): This special quality allows Knaw to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Knaw can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When Knaw detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. She can take a move action to note the direction of the scent. Whenever she comes within 5 feet of the source, she pinpoints the source’s location.
Trap Sense (Ex): Knaw has an intuitive sense that alerts her to danger from traps, granting a +1 bonus on Reflex saves and a +1 dodge bonus to AC against attacks by traps.
Trapfinding (Ex): Knaw can use her Search skill to locate traps when the task has a DC higher than 20. Finding a nonmagical trap has a DC of at least 20, higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap’s DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Uncanny Dodge (Ex): Knaw can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC even when caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Possessions: Leather armor, short sword, six daggers, thieves outfit, 6 days rations, belt pouches.
Purity: Female anthrobear Clr 3; CR 6; Medium monstrous humanoid (anthrobear); 2d8+6 plus 3d8+6; hp 38; Init +0; Spd 30 ft.; AC 17, touch 10, flat-footed 17; Base Atk +4; Grp +10; Atk +10 melee (1d8+6, heavy mace) or +10 melee (1d4+6, claw) or +4 ranged (1d4+6, sling); Full Atk +10 melee (1d8+6, heavy mace) or +10 melee (1d4+6, 2 claws) and +5 melee (1d6+6, bite) or +4 ranged (1d4+6, sling); Space/Reach 5 ft./5 ft.; SA turn undead 4/day; SQ darkvision 60’, low-light vision, natural armor +2, scent; AL NG; SV Fort +5, Ref +4, Will +8; Str 23, Dex 11, Con 15, Int 17, Wis 14, Cha 13.
Skills and Feats: Climb +4, Concentration +5, Heal +5, Intimidate +4, Knowledge (religion) +7, Listen +5, Spot +5, Swim +3; Endurance, Run.
As a black (racially speaking) anthrobear, Purity has a +4 racial bonus on Swim checks (factored into above statistics). When Purity’s chain mail armor is removed, her Climb skill modifier becomes +9, and her Swim skill modifier becomes +13.
Scent (Ex): This special quality allows Purity to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Purity can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When Purity detects a scent, the exact location of the source is not revealed – only its presence somewhere within range. She can take a move action to note the direction of the scent. Whenever she comes within 5 feet of the source, she pinpoints the source’s location.
Cleric Spells Prepared (4/4/3; save DC 12 + spell level): 0 – create water, guidance, resistance, virtue; 1st – bless, detect evil, magic weapon, protection from evil*; 2nd – bull’s strength, cure moderate wounds*, resist energy.
*Domain spell. Domains: Good (cast good spells at +1 caster level), Healing (cast healing spells at +1 caster level).
Possessions: Chain mail, heavy mace, sling, 20 sling bullets, 2 vials of holy water, holy symbol, vestments, cleric’s robes.