EldonG
|
I recently built an awakened crocodile for my campaign. I wanted to level it some...with a little thought, it dawned on me that they were natural rogues. The move stealthily in the water, then do a sudden, surprise attack...
Boars seem to be natural barbarians. There was a scenario where an awakened whale became a druid, which kind of makes sense. What other interesting...natural-seeming pairings are there? I like awakened animals...they really make for interesting NPCs, and I'd like to 'collect' a few.
| Xaratherus |
Although I didn't finish the build, the GM for an upcoming game offered to allow me to do an awakened animal as a PC. I had started work on a couple of different ideas surrounding an awakened wolf - a wolf oracle with clouded vision, and then a wolf summoner (synthesist)*.
I might actually go back and finish the oracle idea at some point; the summoner is an entertaining concept but I don't know how viable it would actually be.
*Yeah, odd idea I know; I just pictured him summoning and merging with a horse-sized glowing wolf as his eidolon.
| mdt |
Ranger seems the natural one to me (with the natural weapons focus obviously) with most predators. Tracking bonuses, favored enemies (favored prey), things like that.
If you're going for more of an anime feel, ninja for awakened foxes, inquisitors or fighters for awakened wolves, ninja or assassin for awakened snakes, or monk for any of them. :)
| Rynjin |
EldonG
|
I've always liked the Bearbarian concept. Cat rogue/shadow dancers are amazingly annoying critters to throw at parties, and I've used crow sorcerers to keep a party confused (after all summon swarm when you as the caster can just hide in the swarm as well).
Very cool. Crow Sorcs...a whole murder of them... ;) That's a wicked cat, too.
EldonG
|
May I present the savior of those abandoned to the cruelty of the far north,
...Norok the Northdog!
Male Riding Dog animal 4 / paladin 5
LG medium animal
Init +3; Senses Low-light, Perception +8,
Aura Aura of Courage, Aura of Good,
AC 19, touch 13, flat-footed 16
hp 68 (9HD)
Fort +13, Ref +11, Will +8
Speed 40 ft. (8 squares)
Melee bite +11 (1d8+4)
Face 5 ft. Reach 5 ft.
Base Atk +8; CMB +11; CMD 24 (28 vs trip)
Atk Options Trip,
Special Actions Channel Positive Energy (3d6, DC 15),
Class Prepared Spell List
Paladin (CL 5th):
Prepared Spells Prepared Spell List
Paladin (CL 5th):
1st - endure elements (DC 14) Abilities Str 16, Dex 16, Con 14, Int 11, Wis 10, Cha 17
Special Qualities Aura of Courage, Aura of Good, Celestial Spirit, Code of Conduct, Detect Evil, Divine Health, Mercy (Fatigued), Lay on Hands, Loyal Oath, Mercy (Sickened),
Feats Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Eldritch Claws, Extra Lay On Hands, Extra Mercy, Improved Natural Attack (Bite), Martial Weapon Proficiency, Self-Sufficient, Shield Proficiency, Simple Weapon Proficiency
Skills Acrobatics +6, Acrobatics (Jump) +14, Bluff +3, Climb +11, Diplomacy +8, Disguise +3, Escape Artist +2, Fly +2, Heal +9, Intimidate +3, Perception +8, Perform (Untrained) +3, Ride +2, Stealth +2, Survival +7, Swim +2,
Possessions crystal of healing hands; headband of alluring charisma +2; chain shirt +1; Aura of Courage (Su) You are immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.
Aura of Good (Ex) You project a strong good aura.
Celestial Spirit (Sp) Your divine bond allows you to enhance your weapon as a standard action by calling upon the aid of a celestial spirit for 5 minutes. When called, the spirit causes the weapon to shed light as a torch. This spirit grants the weapon a +1 enhancement bonus. This bonus can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or it can be used to add any of the following weapon properties: defending, flaming, keen, merciful (+1), axiomatic, disruption, flaming burst, holy (+2), speed (+3), and brilliant energy (+4). Adding these properties consumes an amount of bonus equal to the property's cost. These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than you but resumes giving bonuses if returned to you. These bonuses apply to only one end of a double weapon. You can use this ability 1 times per day. If a weapon bonded with a celestial spirit is destroyed, you lose the use of this ability for 30 days, or until you gain a level, whichever comes first. During this 30-day period, you take a -1 penalty on attack and weapon damage rolls.
Channel Positive Energy (Su) You can unleash a wave of positive energy. You must choose to deal 3d6 points of positive energy damage to undead creatures or to heal living creatures of 3d6 points of damage. Creatures that take damage from channeled energy receive a DC 15 Will save to halve the damage. Using this ability consumes two uses of her lay on hands ability.
Code of Conduct Keep all promises. Never make an oath or promise lightly. Never go back on an oath.
Detect Evil (Sp) At will, you can use Detect Evil, as the Spell. You can, as a move action, concentrate on a single individual or item within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, you do not detect evil in any other object or individual within range.
Divine Health (Ex) You are immune to all diseases, including supernatural and magical diseases, including mummy rot.
Mercy (Fatigued) (Su) Whenever you use Lay on Hands to heal damage to one target, the target is no longer fatigued.
Lay on Hands (Su) You can heal wounds (your own or those of others) by touch. Each day you can use this ability 7 times per day. With one use of this ability, you can heal 2d6 hit points of damage. Using this ability is a standard action, unless you target yourself, in which case it is a swift action. Despite the name of this ability, you only need one free hand to use this ability. Alternatively, you can use this healing power to deal damage to undead creatures, dealing 2d6 points of damage. Using Lay in Hands in this way requires a melee touch attack and doesn't provide an attack of opportunity. Undead to not receive a saving throw against this damage.
Loyal Oath (Su) As a swift action, you can choose a willing creature within line of sight as the target of your loyal oath. When you are adjacent to the target of your loyal oath, you grant the target a +3 sacred bonus on saving throws and to Armor Class. The loyal oath lasts 1 minute, or until you dismiss it (a free action) or discharge it (see below), whichever comes first. If the target is struck by an enemy and you are adjacent to that enemy, as an immediate action you may make a single melee attack against that enemy; making this attack ends the loyal oath. You may use your loyal oath 2/day.
Mercy (Sickened) (Su) Whenever you use Lay on Hands to heal damage to one target, the target is no longer sickened.
Trip (Ex) You can attempt to trip your opponent as a free action without provoking an attack of opportunity if you hit with the specified attack. If the attempt fails, you are not tripped in return.
| Xaratherus |
Decided I'd roll up an alternate character for an upcoming Slumbering Tsar campaign I'll be in. Note that the stats below have a few alterations:
-Character is built on the base wolf stats, non-awakened, using a 30-point buy
-As an effect of being an awakened creature, GM has allowed that any somatic spell components have been adapted to body movements possible for an animal (since Natural Spell has a prerequisite of Wild Shape)
-For the game, the GM is giving us additional ability points at every other level, so the character has 2 extra ability points
-Because the primary foes of the game are going to be demons, the GM allowed me to have picked up an Amulet of Might Fists +3 (to overcome cold iron DR) as though I'd had it created for me by an ally (half-price)
Introducing Volk, the wolf Ranger!
Wolf Ranger (Shapeshifter) 4
N Medium Animal
Init +4; Senses low-light vision, scent; Perception +17
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Defense
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AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 natural)
hp 66 (4d10+2d8+14)
Fort +9 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +9, Will +6
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Offense
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Speed 35 ft.
Melee Bite (Wolf) +13 (1d8+7/x2) and
. . Claw x2 (Aspect of the Beast (Claws of the Beast)) +13 x2 (1d6+7/x2)
Special Attacks favored enemy (evil outsiders +2), trip
Ranger (Shapeshifter) Spells Prepared (CL 1):
1 (1/day) Feather Step (DC 15)
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Statistics
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Str 18, Dex 14, Con 15, Int 10, Wis 18, Cha 8
Base Atk +6; CMB +10; CMD 22 (26 vs. Trip)
Feats Aspect of the Beast (Claws of the Beast), Combat Reflexes (3 AoO/round), Endurance, Improved Natural Attack (Bite [Wolf]), Improved Natural Attack (Claw x2 [Aspect of the Beast [Claws of the Beast]]), Skill Focus (Perception)
Traits Reactionary, Suspicious
Skills Acrobatics +5, Bluff -1 (+1 vs. evil outsiders), Escape Artist -1, Fly -1, Intimidate +7, Knowledge (dungeoneering) +4 (+6 vs. evil outsiders), Knowledge (nature) +5 (+7 vs. evil outsiders), Perception +17 (+19 vs. evil outsiders), Ride -1, Sense Motive +11 (+13 vs. evil outsiders), Stealth +8, Survival +14 (+16 vs. evil outsiders, +16 to track), Swim +1 (+5 to resist nonlethal damage from exhaustion); Racial Modifiers +4 to survival when tracking by scent
Languages
SQ combat styles (natural weapon), hunter's bonds (companions), shifter's blessing (8 rds) (1/day), shifter's blessing forms (form of the dragon), track, wild empathy
Other Gear +1 Agile breastplate, Amulet of mighty fists +3, Bag of holding I (11 @ 30.9 lbs), Trail rations (10), 1045 GP
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Special Abilities
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Form of the Dragon (Su) The ranger’s skin becomes rough and scaly. While in this form, the ranger gains a +2 natural armor bonus to AC.
Master Shifter: The ranger’s skin becomes rough and scaly. While in this form, the ranger gains a +4 natural armor bonus to AC a
Hunting Companions (4 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shifter's Blessing (8 rds) (1/day) (Ex) Temporarily gain characteristics of various dreatures.
Track +2 Add the listed bonus to survival checks made to track.
Trip (Ex) You can make a trip attempt on a successful attack.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Lincoln Hills
|
No, it's generally easier to smash open the door, tear off the trousers, and terrorize the villagers into running into the trap instead. Hey, wait - that's a barbarian!
Me, I'd like to see an orangutan oracle. (Is there a Fruit mystery?)
As far as natural affinities - well, badgers and boars are halfway to Barbarian anyway. For some reason I see bears as more of a defender class - which of course recalls the armored bears of Golden Compass to mind. Kangaroo rangers*. Wolves are so teamwork-oriented that I'd be tempted to say inquisitor just so they can provide teamwork feats - though they also feel right for ranger.
*Bush rangers. Get it? Never mind, I think only the Australians and I will get it.
| Swashbucklersdc |
Here is Snowclaw, the former Animal Companion of a deceased halfling ranger working for a Boreal Dryad in Irrisen. Snowclaw was Awakened by the dryad after her mentors death to continue his good works. She is found by the party working for the Milani Resistance group in the Reign of Winter AP and possibly available as a cohort at the end of the adventure (since the PCs will be 7th by then...)
Snow Claw CR 5
XP 1600
Female Snow Leopard (Former AC)
CG Medium Magical Beast (augmented animal)
Init +9; Senses low-light vision, scent; Perception +8
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Defense
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AC 17, touch 15, flat-footed 12 (+5 Dex, +2 natural)
hp 35 (3d8+10)
Fort +8, Ref +10, Will +3
Resist cold 2
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Offense
--------------------
Speed 60 ft., climbing (30 feet), sprint (1/hour)
Melee Bite +8 (1d6+3 plus grab/x2) and
Claw x2 +8 x2 (1d3+3/x2) and
Rake x2 +8 x2 (1d3+3/x2)
Special Attacks pounce, trip
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 15, Int 15, Wis 13, Cha 8
Base Atk +3; CMB +6 (+10 Grappling); CMD 21 (25 vs. Trip)
Feats Combat Reflexes (6 AoO/round), Improved Initiative, Rugged Northerner, Skill Focus (Stealth), Weapon Finesse
Traits Northern Ancestry, Winter Warrior (Irrisen)
Skills Acrobatics +10 (+22 jump), Climb +15, Knowledge (nature) +3, Perception +8, Profession (Scout)
+3, Stealth +15, Survival +5, Swim +10
Languages Common, Halfling, Sylvan
SQ +4 stealth and survival in icy or snowy terrains, +8 to acrobatics when jumping, snow walking
Combat Gear Quick runner's shirt (1/day), Ring of swarming stabs (2/day); Other Gear Amulet of natural armor +1, Cloak of resistance +1, Belt pouch (5 @ 0 lbs), Carnivore feed (per day) (4), Carnivore feed
(per day) (4), Pack saddle, exotic, Saddlebags (8 @ 40 lbs), Gemstones (5), 250 GP of Valuables
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Special Abilities
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+4 Stealth and Survival in icy or snowy terrains (Ex) +4 Stealth and Survival in icy or snowy terrains
+8 to Acrobatics when jumping +8 to Acrobatics checks when jumping.
Climbing (30 feet) You have a Climb speed.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Resistance, Cold (2) You have the specified Damage Resistance against Cold attacks. Grab (Bite) (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Quick runner's shirt (1/day) As swift action, take an extra move action to move on your turn. Ring of swarming stabs (2/day) Activate to deal 1d6 sneak attack dam vs a flanked foe. Rugged Northerner Frostbite, hypothermia, and extreme cold effects lessened
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Snow Walking (Ex) With your large spread out paws, you can walk on snow or thin sheets of ice as though affected by water walk, but still leaves a trail on such surfaces.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Trip (Ex) You can make a trip attempt on a successful attack.
Winter Warrior (Irrisen) +1 trait bonus on Stealth and Survival checks in ice- or snow-covered terrain.
Marc Radle
|
A topic near and dear to my heart! :)
You might want to check out the Beast Masters article in Kobold-Quarterly 18
The article talks quite a bit about awakened animals, how they can work as animal cohorts and even includes advice on good classes to use.
| Der Origami Mann |
I like awakened animals...they really make for interesting NPCs, and I'd like to 'collect' a few.
In our campaigne we have a awakened dire wolf and I hope that we can get him for our group - perhaps as a "horse" for my Elf-Barbarian. I think that a dire wolf would be a good druid with shapeshifting in humanform like a werewolf...
LazarX
|
Hmmm...does nobody like Awakened Animals as NPCs?
The Furry Forums are two hallways down, second door to the right.
The problem with Awakened animals is that giving them sentience doesn't change what they're lacking in equipment. Outside of monkey type critters, you're still limited to being what you are physically as a critter. Which means you don't have hands, and can't really use much, and most other sentients will still regard you as an animal at worst, a curiosity at best.
They're gimmick characters which might be good to spice up an encounter but rarely have much to offer over the long term.
An owl might make a good oracle, most animals would make good rangers especially if they went the natural attack route, but not even being able to manipulate a backpack hampers muchly.
Your crocodile is an excellent illustration of the problem. Crocodiles are exceptionally good at one thing and one thing only.... riverbank assassination. It's a very good trick that's kept them around for a quarter billion years. But it's the only thing going for them.
| MrSin |
The Furry Forums are two hallways down, second door to the right.
Exclaiming "Furries!" is a good way to bring up problems.
Side note, in a world with dragons and wizards, who's to say someone hasn't invented magic mittens for kittens? I've always thought it would be awesome to have a giant tiger teammate wielding a greatsword in his mouth and heavily armored... Fantasy gaming is fantasy after all.
| Xaratherus |
The physical limitations are a possible hindrance, true - but they can be worked around in many cases.
As for social issues: In a world where there are bipedal cats and ravens and frogs walking around, where humans often turn into animals and can still speak, and where there might be corpses walking around buying new pants from a clothier, would an awakened animal really face a stiff social penalty?
I think it would depend wholly on the setting. If you walk into a major city, you might raise eyebrows or even get run out of town - or they might just assume you're a Druid using Wild Shape. And for a campaign taking place more on the fringes of uncivilized regions, at best you'll probably raise a few eyebrows.
Oh, as for furries - viva la fur. :P
LazarX
|
LazarX wrote:The Furry Forums are two hallways down, second door to the right.Exclaiming "Furries!" is a good way to bring up problems.
Side note, in a world with dragons and wizards, who's to say someone hasn't invented magic mittens for kittens? I've always thought it would be awesome to have a giant tiger teammate wielding a greatsword in his mouth and heavily armored... Fantasy gaming is fantasy after all.
A classic example of bad fantasy writing, is to say that anything can work because "a wizard can make it happen".
This is where verisimilitude comes in. Try going on all fours some day and wielding a longish stick in your mouth. Let me know how well you can swing, and how long you can keep it up. And keep in mind that as a tiger that's the only way you're going to be carrying it as well.
| MrSin |
MrSin wrote:LazarX wrote:The Furry Forums are two hallways down, second door to the right.Exclaiming "Furries!" is a good way to bring up problems.
Side note, in a world with dragons and wizards, who's to say someone hasn't invented magic mittens for kittens? I've always thought it would be awesome to have a giant tiger teammate wielding a greatsword in his mouth and heavily armored... Fantasy gaming is fantasy after all.
A classic example of bad fantasy writing, is to say that anything can work because "a wizard can make it happen".
This is where verisimilitude comes in. Try going on all fours some day and wielding a longish stick in your mouth. Let me know how well you can swing, and how long you can keep it up. And keep in mind that as a tiger that's the only way you're going to be carrying it as well.
Rule of Cool has always far overpowered my reason and logic. I blame years of indoctrination by anime. Its all about fun after all.
LazarX
|
LazarX wrote:Rule of Cool has always far overpowered my reason and logic. I blame years of indoctrination by anime. Its all about fun after all.MrSin wrote:LazarX wrote:The Furry Forums are two hallways down, second door to the right.Exclaiming "Furries!" is a good way to bring up problems.
Side note, in a world with dragons and wizards, who's to say someone hasn't invented magic mittens for kittens? I've always thought it would be awesome to have a giant tiger teammate wielding a greatsword in his mouth and heavily armored... Fantasy gaming is fantasy after all.
A classic example of bad fantasy writing, is to say that anything can work because "a wizard can make it happen".
This is where verisimilitude comes in. Try going on all fours some day and wielding a longish stick in your mouth. Let me know how well you can swing, and how long you can keep it up. And keep in mind that as a tiger that's the only way you're going to be carrying it as well.
Rule of Cool can only go so far before it becomes Rule of Silly.
Lincoln Hills
|
It's true; everybody's threshold of 'suspension of disbelief' is slightly different. Gygax and many other early tables had a very high threshold - if a character wound up on Barsoom or in Wonderland everybody just accepted that things had gotten strange again and carried on killing things and taking their stuff. But many of the more recent GMs prefer a more plausible and internally consistent world, in which bipedal tiger using 'kitten mittens' to wield greatswords disrupt the accepted level of 'reality' they're trying to emulate.
| MrSin |
It's true; everybody's threshold of 'suspension of disbelief' is slightly different. Gygax and many other early tables had a very high threshold - if a character wound up on Barsoom or in Wonderland everybody just accepted that things had gotten strange again and carried on killing things and taking their stuff. But many of the more recent GMs prefer a more plausible and internally consistent world, in which bipedal tiger using 'kitten mittens' to wield greatswords disrupt the accepted level of 'reality' they're trying to emulate.
Ogre strength claw guards made of adamantine wielding a large great sword in mouth with a level in barbarian for rage. Guy has pounce at level one and unbreakium claws. That all sounds pretty cool to me.
Regardless, its best not to call others fun "Stupid".
| Oceanshieldwolf |
| 1 person marked this as a favorite. |
As long as he can throw his greatsword into a purpose-built harness on his back ultra-deftly, or just turn his head around enough to slide it into said scabbard/sheath. The latter probably better for getting it out again...
Unbreakium claws sound cool. Especially with the adamantium claw guards...
Would make for an interesting campaign that had the party comprised of enchanted/morphed PC's as awakened animals that were trying yo return to their true forms. Which begs the following question:
[threadjack]If we have class by animal, what transformed humanoid race by animal? Are all elves coyotes and cats, humans wolves, half-orcs boars, dwarves wolverines etc???[/threadjack]
Hyena as bard completely works for me - their strange cries are perfectly suitable for audio effects - especially any spookier archetypes...
As for pangolins - definitely some sooperdooper Armored Hulk, or Inquisitor for some reason.
But as for my favorite animals:
Crab: Monk for flurry of click-clack strikes; or Synthesist Summoner riding giant crab-mechaeidolon. Or a gauntlet-witch with super gclawntlet/pincers ;) (Crabs have two little feeder limbs near their mouth called maxillae - these would also be perfect for spellcasting/somatics...)
Sloth: Oracle with slow motion curse, Ranger or Ninja. Just coz nobody expects Slothninja!!!!
| Lumiere Dawnbringer |
Lumiere Dawnbringer wrote:Ew.EldonG wrote:yes, but that would be inappropriate to discuss on these boards without an 18+ section.Lincoln Hills wrote:Octopus rogue?Sweet! Have you ever seen what an octopus can do with 'escape artist'? Houdini would be embarrassed. ;)
that is why i suggested not to discuss it.
Lincoln Hills
|
Bonelessness, natural camoflage, suckers for easy climbing, easy qualification for Multi-Weapon fighting, good problem-solving abilities, and a certain... sneakiness made the octopus seem a natural for the job. On the downside, you have to get the party to carry around a tank of seawater, but floating disk is good for that.