Classes for awakened and other intelligent animals. [Archive] - Wizards Community

Post/Author/DateTimePost
HiQKid

04-06-05, 09:24 PM
Anyways, I've got an idea for a campaign, however it would revolve around intelligent animals, i.e. awakened (as the druid spell), half-dragon, feindish, or celestial variants of creatures with the animal or vermin type.

First, notes about changes to existing core classes:

Bbn: Same
Brd: Same, however preformances must be something auditory or dance - no instruments.
Clr: Same, however all intellegint animals have a "favored" domain, differing depending on type of animal, that they have an innate connection to. Clerics who cast a spell from this domain get +1 caster level.
Drd: Same. In addition, if a druid's animal companion is the same type as the druid and on the alternitive lists, a druid ignores the minus to effective level when determining companion abilities. The druid must still be at or above the required level.
Ftr: Same. However, the following feats are added as ftr bonus feats: Ability Focus, Awsome Blow, Flyby Attack, Imp Natural Armor, Imp Natural Attack, Multiattack and Snatch.
Mnk: Changes need to be made, not sure how to implement... Make some natural attacks count as unarmed attacks, basicly...
Pal: Same, but no mount.
Rgr: Same, but combat style abilities need changing. And companion rules as druid.
Rog: Same.
Sor: Same.
Wiz: Same.

Spellcasting and animals...

An intellegint animal cannot cast a spell unless it is stilled, he has the eschew materials feat, and the spell requires no expensive materials. However, see the feat Natural Spell (Modified) below.

Skills and animals...

Intellegint animals can learn and use most skills normally, though they cannot use the following (Most often due to lack of manual dexterity): Craft, Disable Device, Disguise, Forgery, Heal, Open Lock, Proffesion, Ride, Sleight of Hand, Use Magic Device, Use Rope.

Animals get a -2 on gather information checks.

Feats and animals...

Some feats are unusable by animals, and are listed here: Any item creation, Any weapon profficeincy, Any two-weapon fighting related, Any feats relating to the use of ranged attacks, Any feats related to mounted combat, Deft Hands, Imp Sheild Bash, Nimble Fingers, Quick Draw, Sheild Proficiency, Snatch Arrows, And Tower Sheild Proficiency.

In addition, animals gain access to the following feat:

Natural Spell (Modified)
You can cast spells in your natural form, even if that form lacks the capability to complete the components components.
Prerequisite: 15 or higher in spellcasting ability (INT for wizards, CHA for sorcerers, etc)
Benefit: You may complete the verbal and somatic components of a spell, even if you wouldn't be able to in your natural form. In addition, you may use any material components you have on your body, though they need not be in your "hands". These components may be in a pouch or simialer object, and are still used up.

Anyways, thats the basics... this post is for feedback on class changes, and suggestions for other changes to the classes. I'll add PrC's later, and look in the equipment section for animal weapons and armor (I'll post that up soon.) And I'm going to add "Animals as PC races" statblocks post in the races section...

Thanks in advance.
Thorak

04-06-05, 11:16 PM
Frankly, there's no way I'd play anything but a Cleric or Druid. You've taken two of the most powerful classes and boosted them, while not boosting the other classes, and in one case (paladins) screwing them out of a class ability with no recompense.

For this kind of campaign, you don't need to change anything. Except, perhaps, to make some manufactured weapons combat-characters can use; armor spikes work for creatures wearing barding, but it would be nice to have some more options. Boot-type things with metals claws, or some specific armor spikes, like rhino-horn types on the nose of armor, or something.
Big Tom

04-07-05, 01:28 AM
I have to agree with Thorak about the Cleric and druid being the only really worthwhile options up there, except maybe a Rouge Monkey (kinda like Abu from Alladin, I like that movie.)
Thorak

04-07-05, 09:01 AM
As an aside, I have on my to-do character list playing an Awakened Wolf (or perhaps Leopard or similarly-sized cat) Barbarian. And this wouldn't be for an animal-only campaign, either. If you extend Natural Spell to all spellcasters, and make it available at level 1, you should cover all that's needed to run an animal-based campaign, from a character creation perspective.
Insane Pixie

04-07-05, 10:59 AM
This is not a helpful post.

Why not give them Heal?

If animals didn't have Heal (in the real world..........I shouldn't have done that......) then we would have serious endangered species issues...
snowlynx

04-07-05, 11:57 AM
You don't need to change the monk class to make natural weapons count as unarmed attacks. This opens up a lot of problems when people take the natural weapon feats and the unarmed attack feats, expecting them to stack. An animal can use unarmed strike just fine.

I would like to argue that certain professions might be available. I think an awakened sheepdog could still take profession:herding :)

Make awakened animals take the escew materials feat if they want cast spells, or, as an alternative, they cannot cast spells that require material components.

I would recommend glancing over the savage species book if you want to implement animals as PCs.

the druid/ranger ability seems too powerful.
Thorak

04-07-05, 01:22 PM
This is not a helpful post.

Why not give them Heal?

If animals didn't have Heal (in the real world..........I shouldn't have done that......) then we would have serious endangered species issues...
You're right, your post wasn't helpful.

They don't have the Heal skill. They can still heal naturally. You show me a dog that can set and splint a broken bone, and I'll allow that animals can have the Heal skill.
MaverickWolf

04-07-05, 03:14 PM
Why in the name of Kossuth do monkeys have all these limitations? They can do everything we can, at least once smart enough to do so by being awakened. Hell, they're more dextrerous than we are. And a wolf, for example, could easily use its snout to use Sleight of Hand. With all the limitations you've put on, you don't have a campaign at all. I know I wouldn't play it. If you want animals to be in it so bad, go check out the Anthromorphic Animal template found in the back of Savage Species.