My attempt at Furries...

Dave Blewer

First Post
For my Sundered Skies campaign I have a PC race called Wildlings, basically anthropomorphic animals. I devised a method of creating said characters, but of course I was very interested in Savage Species and its take on Anthros....

So anyway I present here my version of the furries, let me know what you think...

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"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), Although the character must meet the prerequisites for this feat before it comes into effect.

Favoured Class: The Player chooses which class is the characters favoured class during character creation.

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.
 

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Characters created using the system above

Below are three characters using the system described above:

1st Level Cat Wildling Rogue
Small Humanoid
Hit Dice: 1d6+1 (7 hp)
Initiative: +5 (Dex)
Speed: 20 ft
AC: 18 (+1 size, +5 Dex, Leather +2 )
Attacks: -2 Melee (Short sword) or -2 Melee (Claw), -7 Melee (Bite) +5 Ranged (Shortbow)
Damage: Claw 1d3-2, Bite 1d4-2 , Shortsword 1d6-2, Shortbow 1d6
Face/Reach: 5ft by 5ft/5ft
Special Attacks: Sneak Attack +1d6
Saves: Fort +3, Ref +7, Wil +3
Abilities: Str 7, Dex 21, Con 12, Int 12, Wis 16, Cha 10
Skills: Balance +15, Climb +6, Disable Device +5, Disguise +4, Escape Artist +9, Hide +13, Listen +7, Move Silently +11, Read Lips +3, Search +5, Spot +7, Tumble +9
Feats: Dodge, Weapon Finesse (Bite, Claw)(non active)

Skills: Cats receive a +4 racial bonus to Hide and Move Silently checks and a +8 racial bonus to Balance checks. They use their Dexterity modifier for Climb checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.


1st Level Badger Wildling Fighter
Small Humanoid
Hit Dice: 1d10+2 (12 hp)
Initiative: +3 (Dex)
Speed: 20 ft, Burrow 10ft
AC: 18 (+1 size, +3 Dex, +4 Scale Mail)
Attacks: +5 Melee (Battle Axe) or +5 Melee (Claw), +0 Melee (Bite) +4 Ranged (Light Crossbow)
Damage: Claw 1d3+4, Bite 1d4+2, Battle Axe 1d8 +6, Crossbow 1d8
Face/Reach: 5ft by 5ft/5ft
Special Qualities: Rage
Saves: Fort +6, Ref +3, Wil +2
Abilities: Str 19, Dex 16, Con 14, Int 13, Wis 11, Cha 10
Skills: Climb +8, Craft (pottery) +5, Jump +8
Feats: Iron Will, Weapon Finesse (Bite, Claw), Weapon Focus (Battle Axe)

Rage (Ex): A Wildling badger that takes damage in combat must make a Will Save (DC 12) or fly into a berserk rage the following round, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.


1st Level Toad Wildling Cleric
Tiny Humanoid
Hit Dice: 1d8+2 (10hp)
Initiative: +1 (Dex)
Speed: 20 ft
AC: 18 (+2 size, +1 Dex, Chainmail +5)
Attacks: -3 Melee (Dagger) +1 Ranged (Light Crossbow)
Damage: Dagger 1d4-3, Crossbow 1d8
Face/Reach: 2 1/2ft by 2 1/2ft/0ft
Saves: Fort +4, Ref +3, Wil +7
Abilities: Str 5, Dex 13, Con 15, Int 15, Wis 21, Cha 9
Skills: Concentration +6, Heal +9, Hide +9, Knowledge (Religion) +6, Spellcraft +6
Feats: Combat Casting

Skills: A toad's coloration gives it a +4 racial bonus to Hide checks
 


Dave Blewer said:
"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.

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.

That should be Tiny rather than Diminutive.

Dave Blewer said:
Movement: The base movement of the creature becomes 20ft (15ft if the character is Tiny).

I think Tiny creatures move at 20 ft. also. Large creatures don't move at 40 ft. Beside, that would simplify heavy load/heavy armor (10 ft is too harsh, 11-14 ft. too complicated).
 


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