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Legendary Animal Template
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<blockquote data-quote="Kitsunekaboom" data-source="post: 945970" data-attributes="member: 8301"><p>I am rather fond of the Legendary Animals presented in Masters of the Wild. However, there was no unifying ability gain, hit dice, etc, so I winged it. These won't produce an exact copy of any of the Legendary Animals. </p><p></p><p>Legendary Animal</p><p></p><p>Animals of great strength. </p><p></p><p>Creating a Legendary Animal</p><p>Legendary animal is a template that can be added to any animal or beast, referred to here after as the base creature. Their type remains unchanged. </p><p></p><p>Hit Dice: Double hit dice and add 10 to a minimum of 12.</p><p>Speed: One movement type goes up by +20, this is always the most often used movement type. Any secondary movement types go up by +10.</p><p>AC: +3 Natural</p><p>Attack: A legendary animal retains all of the base creature’s attack forms. The damage however goes up by two die types, as though it changed size twice. Attack bonus changes as per their hit dice.</p><p></p><p>Special Attack: A Legendary Animal retains all of the special attacks of the base creature. Poisons add +4 to save DC and the damage die is upped by two die types.</p><p></p><p>Special Qualities: A legendary animal retains all of the special qualities of the base creature. Legendary Animals are counted as Dire Animals for spell effects.</p><p></p><p>Saves: Go up as if they had gained level in animal.</p><p>Abilities: A legendary animals abilities change as the following.</p><p>+14 to the highest physical attribute</p><p>+4 to the two lowest physical attribute</p><p>In case of a tie for first all tied abilities get +14. </p><p>Intelligence is unchanged.</p><p>+2 Wisdom</p><p>Charisma is doubled.</p><p></p><p>Skills: Same as base creature, if there are any racial bonuses to skills they are doubled. </p><p>Feats: Same as base creature.</p><p>Climate/Terrain: Same as base creature </p><p>Organization: Same as base creature</p><p>CR: As base creature +4</p><p>Treasure: Same as base creature</p><p>Alignment: Same as base creature</p><p>Advancement: Add the new hit die total to the base creature’s advancement. (Ex: A creature that became 14 HD with an advancement of 2-4 becomes 16-18)</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Legendary Cheetah </p><p>Medium Animal</p><p>Hit Dice: 16d8+64 (136)</p><p>Initiative: +11 (Dex)</p><p>Speed: 70 Ft</p><p>AC: 25 (+11 Dex, +4 Natural)</p><p>Attacks: Bite +23 melee, 2 Claws +18 melee</p><p>Damage: Bite 2d6+5, claw 1d4+2</p><p>Face/Reach: 5 Ft. By 5 Ft./5 Ft.</p><p>Special Attacks: Trip</p><p>Special Qualities: Sprint</p><p>Saves: Fort: +14, Ref: +21, Will: +7</p><p>Abilities: Str:20, Dex:33, Con:19, Int:2, Wis:14, Cha:12</p><p>Skills: Hide +14, Listen +6, Move Silently +15, Spot +6</p><p>Feats: Weapon Finesse (Claw, Bite)</p><p>Climate/Terrain: Warm Plains</p><p>Organization: Solitary, Pair, or Family (3-5)</p><p>Challenge Rating: 6</p><p>Treasure: None</p><p>Alignment: Always Neutral</p><p>Advancement: 17-18 HD (Medium)</p><p></p><p>Combat</p><p></p><p>Trip (Ex): A half cheetah that hits with a claw or bite attack can attempt to trip an opponent 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 cheetah.</p><p></p><p>Sprint (Ex): Once an hour a half cheetah can take a charge action to move ten times its normal speed. (700 feet)</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 945970, member: 8301"] I am rather fond of the Legendary Animals presented in Masters of the Wild. However, there was no unifying ability gain, hit dice, etc, so I winged it. These won't produce an exact copy of any of the Legendary Animals. Legendary Animal Animals of great strength. Creating a Legendary Animal Legendary animal is a template that can be added to any animal or beast, referred to here after as the base creature. Their type remains unchanged. Hit Dice: Double hit dice and add 10 to a minimum of 12. Speed: One movement type goes up by +20, this is always the most often used movement type. Any secondary movement types go up by +10. AC: +3 Natural Attack: A legendary animal retains all of the base creature’s attack forms. The damage however goes up by two die types, as though it changed size twice. Attack bonus changes as per their hit dice. Special Attack: A Legendary Animal retains all of the special attacks of the base creature. Poisons add +4 to save DC and the damage die is upped by two die types. Special Qualities: A legendary animal retains all of the special qualities of the base creature. Legendary Animals are counted as Dire Animals for spell effects. Saves: Go up as if they had gained level in animal. Abilities: A legendary animals abilities change as the following. +14 to the highest physical attribute +4 to the two lowest physical attribute In case of a tie for first all tied abilities get +14. Intelligence is unchanged. +2 Wisdom Charisma is doubled. Skills: Same as base creature, if there are any racial bonuses to skills they are doubled. Feats: Same as base creature. Climate/Terrain: Same as base creature Organization: Same as base creature CR: As base creature +4 Treasure: Same as base creature Alignment: Same as base creature Advancement: Add the new hit die total to the base creature’s advancement. (Ex: A creature that became 14 HD with an advancement of 2-4 becomes 16-18) Legendary Cheetah Medium Animal Hit Dice: 16d8+64 (136) Initiative: +11 (Dex) Speed: 70 Ft AC: 25 (+11 Dex, +4 Natural) Attacks: Bite +23 melee, 2 Claws +18 melee Damage: Bite 2d6+5, claw 1d4+2 Face/Reach: 5 Ft. By 5 Ft./5 Ft. Special Attacks: Trip Special Qualities: Sprint Saves: Fort: +14, Ref: +21, Will: +7 Abilities: Str:20, Dex:33, Con:19, Int:2, Wis:14, Cha:12 Skills: Hide +14, Listen +6, Move Silently +15, Spot +6 Feats: Weapon Finesse (Claw, Bite) Climate/Terrain: Warm Plains Organization: Solitary, Pair, or Family (3-5) Challenge Rating: 6 Treasure: None Alignment: Always Neutral Advancement: 17-18 HD (Medium) Combat Trip (Ex): A half cheetah that hits with a claw or bite attack can attempt to trip an opponent 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 cheetah. Sprint (Ex): Once an hour a half cheetah can take a charge action to move ten times its normal speed. (700 feet) [/QUOTE]
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