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Chuul

J-Spee Lovecraft's page

152 posts. No reviews. No lists. No wishlists. 1 alias.


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Ravenica wrote:
J-Spee Lovecraft wrote:
Ravenica wrote:

Grubmunch likes pain. His pain, their pain, YOUR pain. It tastes delicious. Scarred from his experiments in pain this little terror delights in causing it. Fear is the delicious side dish it comes with. He is of mixed popularity in the tribe. Beloved by those who he hasn't tried his tricks on and loathed by those he has.

Full Character Sheet.

Still have to do cash but otherwise done.

Shouldn't he have a higher Con if he likes pain so much?
Liking pain does not necessarily equate to a higher tolerance to it.

But if you have a low Con, you're just going to pass out all the time and not be able to enjoy it. Nevermind. It doesn't matter.


Ravenica wrote:

Grubmunch likes pain. His pain, their pain, YOUR pain. It tastes delicious. Scarred from his experiments in pain this little terror delights in causing it. Fear is the delicious side dish it comes with. He is of mixed popularity in the tribe. Beloved by those who he hasn't tried his tricks on and loathed by those he has.

Full Character Sheet.

Still have to do cash but otherwise done.

Shouldn't he have a higher Con if he likes pain so much?


PERFECT! Can you cast Face of the Devourer on yourself?


themightyjello wrote:
If your GM is cool with treating it as a bite attack you can do whatever you want with it, because IIRC 1d3 is the damage of a bite attack for a medium creature. However since the ability doesn't specify and just says "you may do this as a full round action to a helpless or dead creature" it probably isn't intended to be treated as a weapon attack. Especially since biting a helpless creature as a full round action would be a coupe de grace and deal 1d3 x2 damage... right? =D

You're right! It WOULD be a coupe de grace, so it would get extra damage. I also kinda just saw it as nipping off a finger or toe or something. Nothing vital. But yeah, with a coup de grace, you could rip out someone's jugular! I'm thinking of making a cannibal cleric/master chef character who incapacitates his victims, bites off a chunk to sample their flavor, and then cooks them. I'm envisioning him being a dwarf or a ratfolk for some reason.


Thanks, jello! That answered everything pretty thoroughly. :D Although, I do find it odd that the cannibal cleric gets Magic Fang but can't use it on itself. And I think everyone's character should be a hungry hungry hippo.


I was looking at the cannibalism subdomain and the granted power "Consume the Enemy" and I was wondering, can you cast Magic Fang on yourself to beef up your chompers? If you met the prereqs, could you take Imp. Natural Attack for your bite? Also, if this ability were used by a Large creature, would the damage be higher? HALP!


I love this idea! I'm in! Now, I just have to try and decide on a class...


I didn't find out about this until the playtest was over. :( Can I find the pdf anywhere else?


So many Large creatures with low Strength scores. Why would a two-headed dog the size of a horse only have a Strength of 12 or 13?


Why do the giant flea and the mammoth flea have the same Strength and Con bonus? Sometimes I don't understand why Paizo stats vermin and animals the way they do...


What's the difference between the dire and giant weasels?


Rysky wrote:
Everyone's reading their Bestiary 4 and I'm just sitting at my desk drumming my fingers.

You're not alone. I have to wait until Friday because I'm broke until then. :(


Dragon78 wrote:

Giant Flea

** spoiler omitted **

COOL! What size is it and what size is the mammoth flea?


doc the grey wrote:
Ohh also, did anyone notice that a witch can have a giant flea as a familiar? Cause that is awesome.

HOLY PARASITE BALLS!

What benefit does it grant, aside from being just plain awesome?


Ross Byers wrote:
J-Spee Lovecraft wrote:
ARE THE SLOTHS STAGGERED?!?
No, but they don't go very fast. Dex 7.

Much obliged!


ARE THE SLOTHS STAGGERED?!

Also, what size is immense tortoise? Is it an animal or magicalbeast?


Last sloth-related question: do they have "partial actions only" or "staggered" as a quality, or just a really low Dex?


Thanks! What familiar benefit do they give? I hope it's not a bonus to Climb...


GREAT SCOTT! WHAT ABOUT THE SLOTHS?!


Couple questions:

Why does the giant blowfish have a 30ft. land speed?
And why is the giant porcupine not available as an animal companion and why is the normal porcupine not available as a familiar?


So, I was trying to figure out a way to make an alchemist that transforms into an insectoid form (similar to Baxter Stockman or Seth Brundle from The Fly) but the closest thing I can find is the Beastmorph archetype. Is there another archetype that might work better or should I just try and create my own?


Yeah, I was kinda leaning towards Bluff. But since it's actually an involuntary action, do you think I should instead make them make a Will save when they're faced with a combat situation?


So, I've been wanting to stat up a wizard who has an opossum familiar but I've been having a rough time deciding exactly how its feign death special quality would work. Would it be a bluff check or maybe a disguise check to appear as a dead body? Am I in the right forum?

Any help would be greatly appreciated. Thanks!


So, I've been wanting to stat up a wizard who has an opossum familiar but I've been having a rough time deciding exactly how its feign death special quality would work. Would it be a bluff check or maybe a disguise check to appear as a dead body? Am I in the right forum?

Any help would be greatly appreciated. Thanks!


So, I've been wanting to stat up a wizard who has an opossum familiar but I've been having a rough time deciding exactly how its feign death special quality would work. Would it be a bluff check or maybe a disguise check to appear as a dead body? Am I in the right forum?

Any help would be greatly appreciated. Thanks!


1 person marked this as a favorite.

Animal Archives came out not too long ago and it was definitely one of my favorite paperback Paizo products, but I was a little disappointed that there were only stats for eight animals. Having said that, I'd like to take some time to type up multiple animals that I feel could be useful as companions or familiars (or food). Feel free to leave feedback or even post varmints of your own.

Thanks!

Herd Animal, Cow
CR 1

XP 400
N Large animal
Init -1; Senses low-light vision, scent; Perception +9
DEFENSE

AC 12, touch 8, flat-footed 12 (-1 dex, +4 natural, –1 size)
hp 19 (3d8+6)
Fort +5, Ref +2, Will +0
OFFENSE

Speed 30 ft.
Melee gore +4 (1d6+4)
Space 10 ft.; Reach 5 ft.
Special Attacks stampede, trample (1d8+4, DC 14)
STATISTICS

Str 16, Dex 9, Con 15, Int 2, Wis 11, Cha 5
Base Atk +2; CMB +5; CMD 15 (19 vs. trip)
Feats Endurance, Skill Focus (Perception)
Skills Perception +9
SPECIAL ABILITIES
Stampede (Ex)

A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent to each other. While stampeding, the creatures can trample foes of their size or smaller, and the trample’s save DC increases by +2.
ECOLOGY

Environment temperate plains
Organization solitary, pair, or herd (3–30 and 1 bull)
Treasure none

Cattle are raised as livestock for their leather, meat, and milk but are sometimes used as draft animals. The statistics provided represent cows, while the statistics for the aurochs in the Pathfinder Bestiary can
be used to represent bulls.

Cow Animal Companions
Starting Statistics: Size Medium; Speed 30 ft.; AC +1 natural armor, Attack gore (1d4); Ability Scores Str 14, Dex 12, Con 12, Int 2, Wis 11, Cha 5; Special Qualities low-light vision, scent.

7th-Level Advancement: Size Large; AC +3 natural armor; Attack gore (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Qualities stampede, trample.

Catfish CR 1/8

XP 50
N Tiny animal (aquatic)
Init +3; Senses blindsense 30 ft., low-light vision, scent; Perception +4
DEFENSE

AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 3 (1d8-1)
Fort +1, Ref +5, Will +1
OFFENSE

Speed swim 30 ft.
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS

Str 2, Dex 17, Con 9, Int 1, Wis 12, Cha 2
Base Atk +0; CMB +0; CMD 6 (can’t be tripped)
Feats Skill Focus (Perception)
Skills Perception +4, Swim +11
SPECIAL ABILITIES Defensive Spines (Ex)

As a swift action, a catfish can lock its spiny fins into place to injure potential predators. Any creature attempting to grapple the catfish takes 1 point of nonlethal damage on making a grapple check. The catfish can relax its spines as a free action.
ECOLOGY

Environment any freshwater
Organization solitary, pair, or school (3-6)
Treasure none

These whiskered bottom feeders are among the most widespread fish on Golarion and can be found in nearly any body of fresh water. The catfish presented here is an 18-inch, 3-pound bullhead catfish but a wide variety of other fish exist.

Walking Catfish (CR 1/8): These strange fish are able to survive for long periods of time out of water. They are hardier than other catfish (Con 12) and have a base land speed of 5 ft. They also have the Water Dependency special quality.

Madtom (CR 1/4) : These tiny catfish possess venom glands near the base of their fin spines. Any living creature struck by these spines must succeed a Fortitude save (DC 9; frequency 1/round for 6 rounds; cure 1 save) or take 1d2 Con damage. The DC is Con-based.

Electric Catfish (CR 1/2): Found in the Mwangi Expanse, electric catfish emit a potent electric shock to stun prey and potential predators. They lack the barbed fins of other catfish but can make a touch attack (+5; Weapon Finesse bonus feat) with their whiskers that deals 1d3 electricity damage on a successful hit. On a critical hit, the creature struck must make a DC 9 Fortitude save or be stunned for 1d4 rounds. The DC is Con-based.

A spellcaster who can acquire a familiar can choose a catfish as a familiar. A catfish familiar grants its master a +3 bonus on Swim checks.

Penguin CR 1/6

XP 65
N Tiny animal
Init -1; Senses low-light vision; Perception +3

DEFENSE

AC 12, touch 11, flat-footed 12 (-1 Dex, +1 natural, +2 size)
hp 4 (1d8)

Fort +2, Ref +1, Will +2

OFFENSE

Speed 10 ft., swim 40 ft.
Melee bite -2 melee (1d3-4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 9, Con 11, Int 2, Wis 14, Cha 6
Base Atk +0; CMB -3; CMD 3
Feats Endurance
Skills Perception +3, Swim +7
SQ hold breath

ECOLOGY

Environment cold aquatic
Organization colony (11-30)
Treasure none

Penguins are flightless birds native to Golarion’s polar seas and ice floes. They prey on fish, squid, and small crustaceans.

A spellcaster who can acquire a familiar can choose a penguin as a familiar. A penguin familiar grants its master a +2 bonus to Fortitude saves.


I love this book, but I have two complaints:

1. The alchemist didn't get an archetype with a guinea pig/lab rat familiar.

2. The porcupine isn't available as a familiar. :(


I love this book, but I have two complaints:

1. The alchemist didn't get an archetype with a guinea pig/lab rat familiar.

2. The porcupine isn't available as a familiar. :(


Shalafi2412 wrote:
J-Spee Lovecraft wrote:
What can you tell me about the walrus without getting in trouble? There hasn't been one since Stormwrack, so we're due!
The walrus and the carpenter were walking close at hand...

They wept like anything to see such quantities of sand...


What can you tell me about the walrus without getting in trouble? There hasn't been one since Stormwrack, so we're due!


Set wrote:
Shalafi2412 wrote:
What does the bunny familiar do?

Lets you know when you're pregnant?

One time only.

The rabbit died...


Mike Silva wrote:

Companions:

Llama CR1/2
Moose CR3
Panda CR2
Walrus CR4

Familiars:
Armadillo CR1/4
Platypus CR1/6
Rabbit CR1/6
Skunk (stats in B3 but familiar ability given)
Squirrel CR1/8

PELOR'S HOLY BALLS! A WALRUS!


Alice Margatroid wrote:
This is pretty damn awesome, but I have absolutely no idea how a tiny little animal with backwards-facing spurs on its back flippers manages to attack with a +4. :P

Well, that would be from the +2 size bonus to attack rolls and the other +2 from Weapon Finesse for having a Dex of 14.

And I'm personally pretty excited about this book. Thanks, Paizo!


Maybe the preview could be a stat block for the platypus or llama?
Pretty please?


Puh-puh-puh-please???


Will there be a preview any time soon?


Oops!

*Mutation Points: 22


Cool. Okay, here's my first shot at an animal. I'd appreciate any constructive criticism.

Mutant Animal: Hamster
Starting Size: Small
Base Land Speed: 20 ft.
Ability Modifiers: -2 Str, +2 Dex, +2 Wis: Hamsters are small and weak but are surprisingly agile and alert.
Mutation Points:

Humanoid Features
Hands: 2 MP for Partial
4 MP for Full
Speech: 2 MP for Partial
4 MP for Full
Upright Stance: 2 MP for Partial
4 MP for Full
Appearance: None; Muzzled head with pointed nose, widely spaced eyes, round ears on top of head, long incisors, thick fur, stubby tail, thick body with short limbs ending in clawed paws.
2 MP for Partial; Slightly muzzled head, ears on top of head, thick neck and body.
4 MP for Full; Sharp nose and protruding ears, fat cheeks, thick hair, round body.

Natural Weapons: 1 MP for Bite (1d4), 2 MP for Claws (1d4)

Powers: 2 MP for Gnawing Teeth; As a full round action, a hamster can use its sharp incisors to chew through and ignore the first 2 points of hardness of an object that isn't made of metal or hard plastic.

3 MP for Burrowing; The hamster gains a burrow speed equal to 1/2 its base land speed. It can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. Burrowing does not leave a hole behind, nor is the passage marked on the surface.

4 MP for Scent; A hamster can use its sense of smell to detect opponents, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk, can be detected at three times these ranges. The hamster detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the hamster moves within 5 feet (1 square) of the scent’s source, the hamster can pinpoint that source.

2 MP for Advanced Hearing; A hamster's keen hearing grants it a +4 bonus to sound-based Perception checks.

1 MP for Cheek Pouches; The cheeks of a hamster contain pouches used for storing food. The hamster can hold up to half of its carrying capacity worth of food (or similarly sized items) in its cheeks in this way, but doing so prohibits the hamster from speaking or making bite attacks. The hamster can keep items stored in its pouches indefinitely. Emptying its pouches is a minor action.

Drawbacks: +4 MP for Prey Mentality; Like most rodents, hamsters can be skittish and easily startled when confronted with danger. After Initiative is rolled but before the hamster has taken its first action, it must make a Will save (DC 15). If it fails the saving throw, its shaken until the end of the encounter, taking a -2 penalty on attack rolls, saving throws, and skill checks. If the save succeeds, the hamster overcomes its fear and suffers no ill effects.

+2 MP for Poor Vision; Hamsters have bad eyesight. They take a -2 penalty to vision-based Perception checks and take a -4 penalty on ranged attacks for each range increment (instead of the normal -2 penalty).

I was originally going to give them color blindness as a drawback too, but I wasn't sure how that would work in the game.


Crystal Frasier wrote:

I think you'd still use the listings you already have for stat adjustments. It makes sense that small characters wouldn't be as strong as larger ones. But I'd limit player characters to Tiny (at the smallest) and Large (at their biggest). Diminutive and Huge start to break down the balance curve in terms of damage output or AC (imagine how stealthy and unhittable a Diminutive wizard would be; they'd be at a huge advantage defensively with the same damage output).

And I think mutant elephants and the like would start out Medium, yes. Just like you'd buy their trunk or tusks or other advantages with mutation points, you'd also buy their advantageous size with mutation points.

Good ideas!

I'm also going to create some new starting occupations for characters that will be very much in the same spirit as the wild animal educations from TMNTOS. I am having some trouble figuring how many points each animal should get, though.


So, for Small size there shouldn't be a penalty to Strength and Large shouldn't get a penalty to Dex? Should the penalties only apply for Tiny (or smaller) and Huge (or larger)? Or are you suggesting that increases and decreases in size should incur no penalties to ability scores at all? Forgive me. My brain is a bit fried today.


Crystal Frasier wrote:

For relative values for different racial abilities, you can check out the race-building guidelines in the back of the Advanced Race Guide, so you know how valuable, say, moving faster is versus scent or nightvision.

Also, you may want to review your bonuses and penalties for sizes, or at least revise the cost. In TMNTAOS, there were solid bonuses for being large: You became stronger and tougher and more resistant to damage without taking any penalties. In d20, becoming larger increases your ability to dish out damage (large weapons, higher strength), but also makes you easier to hit (penalty to AC). Similarly, being smaller may reduce your damage, but it increases your AC, bonuses to hit, and Stealth skill. Also, you won't find many animals larger than huge unless you start digging out dinosaurs (and we all should), so are even fewer size levels that you thought.

For sizes, maybe you give each mutant a starting size of Medium (for human-sized and larger creatures) or Small (for anything smaller than a human), with the option to buy Tiny size or Large size with some of your mutation points. Other natural, animal abilities are purchased with those points, after all, why not size?

So a mutant sparrow would start out small, but you could buy it down to tiny for, say, 2 mutation points. You could also increase it's size up to Medium for 1 mutation point (to use human gear easily). Likewise, a mutant buffalo would start out medium, but you could spent 2 mutation points to make it Large or 1 to make him small (very stealthy water buffalo around these parts).

Those are some great ideas. Also, should a creature like an elephant or a whale be Medium too or should they be Large at first? Similar question about animals smaller than Tiny starting as Small or not. And I most definitely plan on including dinosaurs.


Modern take. Probably something along the lines of D20 Modern. I need quite a bit of help fleshing it out though.


Liz Courts wrote:
Moved thread.

Hey.

Thanks. ;)


I'm not sure if you guys are still interested at all but I've recently started attempting to convert the Teenage Mutant Ninja Turtles and Other Strangeness again. I've started with size. TMNTOS had 20+ size categories and that seems a bit much to me, so I figured Pathfinder's sizes would work best for simplicity's sake. For those of you unfamiliar with the Ninja Turtle RPG, each animal you get to play as has a certain number of "bio-e" points (I'll call them "mutation points") that you get to spend on things like bipedal posture, speech, human-like appearance, and even psionics. The larger a creature is, the less points it has but player's who want to play as, let's say, an elephant, can get points back by changing to a smaller size. Since an elephant would be size category Huge, it could change to Large size to gain 5 points in the old game or, if the player wanted to make it man-sized, it could become Medium and gain 10. Now, since Pathfinder doesn't have as many sizes, I'm not sure if it should still cost 5 points to change size or if it should cost less. Also, changing size affects certain stats, your AC, certain skills and Combat Maneuvers. Most of it can just be found in the universal monster rules in the Bestiary, but I added what I thought the stat bonuses should be per size. Here's what I was thinking so far:

Fine: Str -8, Dex +8, Con -6, AC/Attack +8, CMB/CMD -8, Fly Skill +8, Stealth Skill +16
Diminutive: Str -6, Dex +6, Con -4, AC/Attack +4, CMB/CMD -4, Fly Skill +6, Stealth Skill +12
Tiny: Str -4, Dex +4, Con -2, AC/Attack +2, CMB/CMD -2, Fly Skill +4, Stealth Skill +8
Small: Str -2, Dex +2, Con +0, AC/Attack +1, CMB/CMD -1, Fly Skill +2, Stealth Skill +4
Medium: Str +0, Dex +0, Con +0, AC/Attack +0, CMB/CMD +0, Fly Skill +0, Stealth Skill +0
Large: Str +4, Dex-2, Con +2, AC/Attack -1, CMB/CMD +1, Fly Skill -2, Stealth Skill -4
Huge: Str +6, Dex -4, Con +4, AC/Attack -2, CMB/CMD +2, Fly Skill -4, Stealth Skill -8
Gargantuan: Str +8, Dex -6, Con +6, AC/Attack -4, CMB/CMD +4, Fly Skill -6, Stealth Skill -12
Colossal: Str +10, Dex -8, Con +8, AC/Attack -8, CMB/CMD +8, Fly Skill -8, Stealth -16

As far as Human Attributes are concerned, here's what I've got:

Hands
None: A basic paw, hoof, or wing. The character cannot pick up or grab objects with the appendage and suffers a -20 to all Craft, Disable Device, and Sleight of Hand skill checks (as well as any other checks left up to the GM's discretion). Average Mutation Point Cost: 0

Partial: The paw/hoof/wing grows digits and a non-opposable thumb. The animal can now grasp and carry objects. Manual dexterity is rough but possible, incurring a -4 penalty to Craft, Disable Device, and Sleight of Hand checks and a -4 penalty to attack rolls made with weapons other than the animal's natural weapons. Average Mutation Point Cost: 2

Full: A hand with a fully opposable thumb. The animal suffers no penalties to skills or attack rolls. Average Mutation Point Cost: 4

Speech
None: The animal has no vocal cords capable of speech and can only communicate with other animals of its kind by making growls, squeaks, clucks, etc. Although the animal can't speak, it still may understand the languages of other creatures if it has an Intelligence score of 3 or higher. Average Mutation Point Cost: 0

Partial: Vocal cords are equivalent to that of a parrot. While everything said can be understood by friends, strangers may have difficulty and must succeed a DC 15 Intelligence check to understand the animal. The voice will be growly, grated and animal-like and the animal can only speak one language, despite how many languages it may understand. Average Mutation Point Cost: 2

Full: Sophisticated vocal cords equal to that of most humans. The animal can speak any language it can understand. Average Mutation Point Cost: 4

Upright Stance
None: The animal can't stand up without support. If the animal is a quadruped, it gains a +4 bonus to CMD to resist Trip attempts and animals with extra legs (such as insects, arachnids, cephalopods, etc.) gain an additional +2 to CMD for each additional leg they may have. Some animals (like eels and snakes) can't be tripped. In addition, quadrupeds can carry heavier loads than bipeds can. Multiply the values corresponding to the creature's Strength score from Table: Carrying Capacity in the Pathfinder Core Rulebook by the appropriate modifier, as follows: Fine ×1/4, Diminutive ×1/2, Tiny ×3/4, Small ×1, Medium ×1-1/2, Large ×3, Huge ×6, Gargantuan ×12, Colossal ×24. Average Mutation Point Cost: 0

Partial: Like a bear, the animal can stand on its hindlegs to fight.
While standing in this way, the animal can only move half its base speed and suffers a -4 penalty to Acrobatics checks. The animal must fall to all fours in order to run. Average Mutation Point Cost: 2

Full: The animal can stand fully upright like a human and has the same range of movement. It loses any bonuses it may have had to CMD for having extra legs, as well as any increased carrying capacity. Average Mutation Point Cost: 4

Appearance
None: Character still looks pretty much like an animal. In other
words, a wolf character with hands and bipedal stance would still
have a wolf-shaped head, black nose, snout, fur, and pointed ears
at the top of the head. Nobody will mistake this creature for human, as Disguise checks made to do so automatically fail. The character receives a -4 penalty to Diplomacy checks when dealing with unfamiliar humans, but gains a +4 bonus to Intimidate checks. Average Mutation Point Cost: 0

Partial: The character looks vaguely human and can pass for human
in a bad light. Extreme features like heavy fur, long snouts and
pointed ears are all reduced. At night, the character can pass for human if disguised in clothes that cover up the animal features (-4 penalty to Disguise checks). The character receives a -2 penalty to Diplomacy checks when dealing with unfamiliar humans, but gains a +2 bonus to Intimidate checks. Average Mutation Point Cost: 2

Full: This fully transforms the character into something that can easily pass for human, though not exactly normal. Hair will
appear in normal human amounts. The body will take on a completely
human structure, and the features like eyes and teeth will look
more or less normal. Animal characters will never look completely
human but, with this option, they won't be immediately suspect. For example, a badger character would still have a badger-like face, badger-like streaks in the hair and a stocky build. People will tend
to say "that ugly guy looks like a badger", not "that badger looks
like a human". Average Mutation Point Cost: 4

Okay. That's all I've got so far. Holla back.


Anybody?


I'm not sure if you guys are still interested at all but I've recently started attempting to convert the game again. I've started with size. TMNTOS had 20+ size categories and that seems a bit much to me, so I figured Pathfinder's sizes would work best for simplicity's sake. For those of you unfamiliar with the Ninja Turtle RPG, each animal you get to play as has a certain number of "bio-e" points (I'll call them "mutation points") that you get to spend on things like bipedal posture, speech, human-like appearance, and even psionics. The larger a creature is, the less points it has but player's who want to play as, let's say, an elephant, can get points back by changing to a smaller size. Since an elephant would be size category Huge, it could change to Large size to gain 5 points in the old game or, if the player wanted to make it man-sized, it could become Medium and gain 10. Now, since Pathfinder doesn't have as many sizes, I'm not sure if it should still cost 5 points to change size or if it should cost less. Also, changing size affects certain stats, your AC, certain skills and Combat Maneuvers. Most of it can just be found in the universal monster rules in the Bestiary, but I added what I thought the stat bonuses should be per size. Here's what I was thinking so far:

Fine: Str -8, Dex +8, Con -6, AC/Attack +8, CMB/CMD -8, Fly Skill +8, Stealth Skill +16
Diminutive: Str -6, Dex +6, Con -4, AC/Attack +4, CMB/CMD -4, Fly Skill +6, Stealth Skill +12
Tiny: Str -4, Dex +4, Con -2, AC/Attack +2, CMB/CMD -2, Fly Skill +4, Stealth Skill +8
Small: Str -2, Dex +2, Con +0, AC/Attack +1, CMB/CMD -1, Fly Skill +2, Stealth Skill +4
Medium: Str +0, Dex +0, Con +0, AC/Attack +0, CMB/CMD +0, Fly Skill +0, Stealth Skill +0
Large: Str +4, Dex-2, Con +2, AC/Attack -1, CMB/CMD +1, Fly Skill -2, Stealth Skill -4
Huge: Str +6, Dex -4, Con +4, AC/Attack -2, CMB/CMD +2, Fly Skill -4, Stealth Skill -8
Gargantuan: Str +8, Dex -6, Con +6, AC/Attack -4, CMB/CMD +4, Fly Skill -6, Stealth Skill -12
Colossal: Str +10, Dex -8, Con +8, AC/Attack -8, CMB/CMD +8, Fly Skill -8, Stealth -16

As far as Human Attributes are concerned, here's what I've got:

Hands
None: A basic paw, hoof, or wing. The character cannot pick up or grab objects with the appendage and automatically fails all Craft, Disable Device, and Sleight of Hand skill checks (as well as any other checks left up to the GM's discretion). Average Mutation Point Cost: 0

Partial: The paw/hoof/wing grows digits and a non-opposable thumb. The animal can now grasp and carry objects. Manual dexterity is rough but possible, incurring a -2 penalty to Craft, Disable Device, and Sleight of Hand checks and a -4 penalty to attack rolls made with weapons other than the animal's natural weapons. Average Mutation Point Cost: 2

Full: A hand with a fully opposable thumb. The animal suffers no penalties to skills or attack rolls. Average Mutation Point Cost: 4

Speech
None: The animal has no vocal cords capable of speech and can only communicate with other animals of its kind by making growls, squeaks, clucks, etc. Although the animal can't speak, it still may understand the languages of other creatures if it has an Intelligence score of 3 or higher. Average Mutation Point Cost: 0

Partial: Vocal cords are equivalent to that of a parrot. While everything said can be understood by friends, strangers may have difficulty and must succeed a DC 15 Intelligence to understand the animal. The voice will be growly, grated and animal-like and the animal can only speak one language, despite how many languages it may understand. Average Mutation Point Cost: 2

Full: Sophisticated vocal cords equal to that of most humans. The animal can speak any language it knows. Average Mutation Point Cost: 4

Upright Stance
None: The animal can't stand up without support. If the animal is a quadruped, it gains a +4 bonus to CMD to resist Trip attempts and animals with extra legs (such as insects, arachnids, etc.) gain an additional +2 to CMD for each additional leg they may have. Some animals (like eels and snakes) can't be tripped. In addition, quadrupeds can carry heavier loads than bipeds can. Multiply the values corresponding to the creature's Strength score from Table: Carrying Capacity in the Pathfinder Core Rulebook by the appropriate modifier, as follows: Fine ×1/4, Diminutive ×1/2, Tiny ×3/4, Small ×1, Medium ×1-1/2, Large ×3, Huge ×6, Gargantuan ×12, Colossal ×24. Average Mutation Point Cost: 0

Partial: Like a bear, the animal can stand on its hindlegs to fight.
While standing in this way, the animal can only move half its base speed and suffers a -4 penalty to Acrobatics checks. The animal must fall to all fours in order to run. Average Mutation Point Cost: 2

Full: The animal can stand fully upright like a human and has the same range of movement. It loses any bonuses it may have had to CMD for having extra legs, as well as any increased carrying capacity. Average Mutation Point Cost: 4

Appearance
None: Character still looks pretty much like an animal. In other
words, a wolf character with hands and bipedal stance would still
have a wolf-shaped head, black nose, snout, fur, and pointed ears
at the top of the head. Nobody will mistake this creature for human, as Disguise checks made to do so automatically fail. The character receives a -4 penalty to Diplomacy checks when dealing with unfamiliar humans, but gains a +4 bonus to Intimidate checks. Average Mutation Point Cost: 0

Partial: The character looks vaguely human and can pass for human
in a bad light. Extreme features like heavy fur, long snouts and
pointed ears are all reduced. At night, the character can pass for human if disguised in clothes that cover up the animal features (-4 penalty to Disguise checks). The character receives a -2 penalty to Diplomacy checks when dealing with unfamiliar humans, but gains a +2 bonus to Intimidate checks. Average Mutation Point Cost: 2

Full: This fully transforms the character into something that can easily pass for human, though not exactly normal. Hair will
appear in normal human amounts. The body will take on a completely
human structure, and the features like eyes and teeth will look
more or less normal. Animal characters will never look completely
human but, with this option, they won't be immediately suspect. For example, a badger character would still have a badger-like face, badger-like streaks in the hair and a stocky build. People will tend
to say "that ugly guy looks like a badger", not "that badger looks
like a human". Average Mutation Point Cost: 4

Okay. That's all I've got so far. Holla back.


I wish this was still going on...


What are some sample grippli names? I noticed there weren't any in the Advanced Race Guide.


I didn't feel like going through all of these pages to see if anyone said anything about it, but undead can't feel pain, can they? If you cut off their fingers and make them eat their eyes, can't they just be regenerated by some magical means? Or maybe silver and holy weapons are the only things that can cause undead pain, perhaps? Or is it just about psychological torture? Demoralization and all that? I'm really curious and I'm glad this post came up.

And to throw in my two cents, even if you hate undead and other evil creatures, it still seems not-so-Pally to torture ANYBODY. I would think that nearly all LG characters would just seek to take down their enemies as quickly as possible. Not saying it's necessarily evil, just seems a bit dishonorable.


Hama wrote:
Does it have a DC? If yes then, yes.

It does. Fantastic! Thank you.

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