Anthropomorphs, Familiars and other furrballs... [Archive] - Wizards Community

Post/Author/DateTimePost
sabrewolf

12-22-04, 06:43 PM
The thread for anthros and all started for foxes but i thought a broader scope might need a new one.. so there it goes...

((as a side note, :confused: shall be my interrogation mark, my keyboard is with some technical difficulties..))


1- considering the alignment of feats and spells such as awaken, natural spellcasting, familiar spell, echew material components and all.. and since a familiar retains some traces of what i once was after his master's death..
- Can a familiar become a player character :confused:
- Using that same familiar, can the master take it as a a cohort (with the leadership feat) and have it advance as a character as well :confused: and how would it advance, as a character of level = hd or with level = master's level :confused:

2- For anthros, weres and familiars: What would be the stats or a base creature to use a variant of, for:
- A skunk
- A pangolin / An armadillo
- A ram
- A racoon / red panda / ringtail lemure
- A linx

Quite a list but i need as much insight as possible before working od my version of anthros and some unusual characters of mine (one a skunk familiar..) :D hey, i'm seeing thy smile.. no stinking jokes, eh... :pbbbtt:
The Vorpal Tribble

12-22-04, 07:25 PM
I've been thinking about how cool a werepangolin would be! I could write up a normal pangolin if thats what you want.
sabrewolf

12-23-04, 06:00 AM
Indeed, for n# 2 I'm seeking the stats of the normal animals, since the rest is mostly a matter of templating...
The Vorpal Tribble

12-23-04, 03:31 PM
Ok, hows this look?

--

Pangolin

http://www.xenarthra.org/pangolin.jpg

Small Animal
Hit Dice: 1d8 +4
Initiative: +2
Speed: 20 ft., 20 ft. (climb), 10 ft. (burrow)
Armor Class: 19 (+2 size, +1 dex, +6 natural)
Base Attack/Grapple: +0/-4
Attack: Claw +2 melee (1d4)
Full Attack: 2 Claw +2 melee (1d4), Slam -2 (1d2)
Space/Reach: 5 ft./5 ft.
Special Qualities: Improved Low-light vision, Scent
Saves: Fort 4+, Ref +3, Will +3
Abilities: Str 10, Dex 14, Con 16, Int 2, Wis 15, Cha 5
Skills: Escape Artist +2, Hide +7, Listen +6, Spot +6
Feats: Weapon Finesse
Enviroment: Warm Forest or Swamp
Organization: Solitary, Family (2-8)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

A pangolin vaguely resembles an ant-eater, with a short body and squat legs. Its head is tiny and narrow with a long snout from which may curl a dextrous, foot-long tongue. Every inch of it is covered in wide, horny plates that overlap one another densely. Its long, flat tail is likewise covered in plates, with the serrated edges developing blunt points.


Combat:
Pangolins only fight if cornered, lashing out with their serrated tails, or slashing with their long claws. If the odds are against it it will roll into a tight ball, hoping to fend off blows.

Armored Ball (Ex):
A pangolin can roll into a tight ball when threatened, increasing its Armor Class by 4, but losing its dexterity modifier to AC and can take no action. In this state it is also immune to critical attacks.

Improved Low-Light Vision (Ex):
A pangolin is a nocturnal creature and can see three times as far as normal in dim light.


Skills:
A pangolin gains a +6 to Hide, Listen and Spot checks.


Familiar:
The owner of a pangolin familiar gains a +2 bonus to natural armor class.
sabrewolf

12-23-04, 05:20 PM
Interesting.. very interesting.. and most usefull.. guess i shall use it for my geomancer familiar if the DM doesnt allow my cub rust-monster familiar.. :D
And thats one insight less on the list..

Howls in thanks for thee, Tribble..
The Vorpal Tribble

12-23-04, 05:25 PM
*burbles back a welcome*
The Vorpal Tribble

12-23-04, 05:54 PM
Also wrote this up. I personally think a were-salamander could be 'very' interesting.

--

Giant Salamander

http://www.photovault.com/Link/Animals/Amphibians/Salamanders/AASVolume01/AASV01P03_16.jpg

Medium Animal (Aquatic)
Hit-dice: 1d8 +4
Initiative: +4
Speed: 20 ft., Swim 40 ft.
Armor class: +14 (+1 size, +1 dex, +2 natural)
Base attack/grapple: +1/-2
Attack: -
Full attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Amphibious, Limited Eyesight, Low-light Vision, Natural Slime, Resistance to heat (but not fire)-cold/4, Shallow Breather, Slow Metabolism, Tremorsense 60 ft.
Saves: Fort +5, Ref +2, Will +4
Abilities: Str 8, Dex 12, Con 18, Int 1, Wis 18, Cha 4
Skills: Escape Artist +10, Hide +10, Listen +3
Feats: Endurance, Improved Initiative(B)
Enviroment: any river or land near a river.
Organization: Solitary
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: -
Level Adjustment: -

-

Combat:
A giant salamander is very non-combatant creature, using its bad tasting slime to slip out of dangerous situations and disapearing into water.

Limited Eyesight (Ex):
A giant salamander has very poor vision and can only see a quarter that of a human.

Natural Slime (Ex):
A giant salamander produces a very slick slime, giving it a +10 bonus to Escape Artist checks.

Shallow Breather (Ex):
Giant salamanders breath through their skin and are immune to poisonous gasses. Likewise they can endure low levels of oxygen that would kill a human.

Slow Metabolism (Ex):
A giant salamander can live without nourishment for up to two weeks.


Skills:
A giant salamander gains a +10 racial bonus to hide checks.


Familiar:
The owner of a giant salamander familiar can hold his breath for twice the period he normally could.