| Post/Author/DateTime | Post |
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| Tylelian04-10-08, 01:13 AM | I need some help with creating an easy way to add to add animal characteristics to a human. I am not sure whether to go racial or template. I have a feeling that template would be easier. I am creating a continent in my campaign were are all the humans exhibit some sort of animnalistic traits. While they may appear predominately human, their racial background would be obvious. Half-animal doesnt really work (they would be more like 20/80 rather than 50/50) and lycanthrope is right out. The most prevalant of the varying tribes are lion-touched. So if we can start there I can work out the rest. An actual lion has +11 str, +7 dex, +5 con, -8 int, +2 wis, -4 chr, 5HD, Size Large, +3 natural armor, Animal Traits, Improved Grab, Pounce, Rake, Scent, Bite, Claw. Dropping this down to medium we get +3 str, +9 dex, +1 con, -8 int, +2 wis, -4 char, +1 natural armor Giving the 20/80 ratio. We might get +1 str, +2 dex, -2 int, -1 cha, +1 natural armor, 1HD Assuming they keep Animal traits, Pounce, Scent and Claw. (Not sure about Impoved Grab, but they would lose bite (humanish teeth) and rake) what would I put their ECL as? Or we could go a whole different route :D All opinions are welcome. If there is a ready set template for this.. I havent seen one. |
| CrimsonDeath04-10-08, 04:24 AM | My only suggestion is to round ability score bonuses and penalties to even numbers with the same change in ability score modifier. For instance, the Lion would be +10 Str, +6 Dex, +4 Con, -8 In, +2 Wis, -4 Cha. That's right. That's my only suggestion. That's as helpful as I'm going to be... |
| DrMorganes04-10-08, 08:19 AM | Compare to Catfolk. Keep the flavor of the animal traits rather than trying to extrapolate from an actual animal's ability score adjustments. Stick to categorical traits as well; Cat, Dog, Ape, etc. Cats, for example are stereotypically fast and arrogant. Catfolk use this concept for their +4 DEX and +2 CHA. Other animal characteristics are better represented through racial bonuses to certain skills. Granting Scent is too much, particularly if you're going with a "20% of animal" starting point. It's a powerful ability in and of itself, allowing one to pinpoint invisible foes and track when tracking may otherwise be impossible. By itself, I think Scent is a +1 LA. Instead, grant a +2 to Spot and/or Survival to represent the template's increased senses in this area. Overall, I'd say a template on par with Catfolk would also carry a +1 LA. Adding Scent should bump that to +2 minimum. I think it bears mentioning that Scent can be granted by a Level 1 Tiger Claw stance. Taking a level of Swordsage or Warblade, or spending a feat on Martial Stance all grant this ability within existing rules, without the pain of a level adjustment. If you're unfamiliar with Tome of Battle, stances are a way of altering one's perceptions. They are durationless (meaning they last as long as the character remains in the stance), can be maintained out of combat, and changed (if more than one is known) as a Swift Action. However, a stance ends if the character is rendered helpless for any reason. |
| Tylelian04-10-08, 05:51 PM | I just read races of the wild, and I think your right. Its pretty close to what I was looking for. Difference between tribes can be used with flavor, rather than actual mechanic differences. I can also use it as a base for the other animals. I agree that scent is powerful, but its largely situational as well. Tracking doesn't seem to come up often in my campaign and alot of invisable creatures (ethereal undead and elementals) don't necessarily give off a scent. Still, as it is the equivalent strength of many feats, its probably best they don't have it, as I want to keep the LA low. Thanks for the advice. |