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True20 Anthropomorphs

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True20 Anthropomorphs

Postby True20Chick » Thu Jan 25, 2007 1:14 am

I promised this a long time ago, so...

These are the Backgrounds for my Fauna campaign setting, which is a medieval fantasy world of anthropomorphic animals.

I created these using the guidelines set down on page 16 of the True20 core book.

Note: I have greatly updated my list of animals. I went on and made up a bunch of bird and reptile backgrounds. Since it would be quite a task, now, to go through and add the bold and italic tags to all the backgrounds for presentation on this board, I'll post them as is.

Alligator
Size: Medium (6-8 ft. tall)
Example: Alligator, crocodile
Abilities: Str +1, Con +1, Dex −1, Cha −1
Speed: 30 ft., swim 30 ft.
Bonus Feats: Improved Grab, Improved Initiative, Improved Strike (bite)
Favored Feats: Seize Initiative, Tough
Special: An alligator has the following special traits.
Armored Hide: +2 natural armor bonus.
Cold-Blooded: −2 penalty on Fortitude saves to resist the effects of environmental cold and heat.
Hold Breath: +4 bonus on Constitution checks to resist the effects of suffocation.
Swim Speed: +8 bonus on Swim checks; can take the run action while swimming; can take 10 on Swim checks even if rushed or threatened.

Amphibian
Size: Small (2-3 ft. tall); −1 size penalty on Toughness, −4 size penalty on grapple checks, +1 size bonus on attack rolls and defense, +4 size bonus on Stealth checks.
Example: Frog, newt, salamander, toad
Abilities: +1 Dex
Speed: 20 ft., swim 20 ft. (frog and salamander only)
Bonus Skills: Climb, Jump
Bonus Feats: Skill Focus (Climb), Skill Focus (Jump)
Favored Feats: Slow Fall, Tough
Special: An amphibian has the following special traits.
Cold-Blooded: −2 penalty on Fortitude saves to resist the effects of environmental cold and heat.
Swim Speed: +8 bonus on Swim checks; can take the run action while swimming; can take 10 on Swim checks even if rushed or threatened.
Tongue: Can use tongue retrieve Diminutive or smaller items from up to 5 ft. away.

Ape
Size: Medium (5-7 ft. tall)
Example: Chimpanzee, Gorilla, Orangutan
Abilities: Str +1, Dex −1, Int +1, Cha −1
Speed: 30 ft.
Bonus Skills: Any one skill of the player’s choice.
Bonus Feats: Any one General feat of the player’s choice.
Favored Feats: Rage, Tough

Armadillo
Size: Medium (4-5 ft. tall)
Example: Armadillo, pangolin
Speed: 30 ft.
Bonus Feats: Great Fortitude, Improved Defense, Improved Strike (claws)
Favored Feats: Defensive Roll, Tough
Special: An armadillo hast the following special traits.
Armored Hide: +1 natural armor bonus.

Bird
Size: Small (2-3 ft. tall); −1 size penalty on Toughness, −4 size penalty on grapple checks, +1 size bonus on attack rolls and defense, +4 size bonus on Stealth checks.
Example: Blue jay, hawk, duck, owl, robin, woodpecker
Abilities: Con −2, Dex +2
Speed: 20 ft., fly 30 ft. (average)
Bonus Skills: Depends on species.
Bonus Feats: Depends on species.
Predatory Bird: Benefit (Keen vision, +4 bonus on sight-based Notice checks) or Night Vision, Improved Grab, Improved Strike (claw)
Typical Bird: Improved Defense, Improved Initiative, Lightning Reflexes
Waterfowl: Challenge (Accelerated Swim), Improved Initiative, Skill Focus (Swim)
Favored Feats: Depends on species.
Predatory Bird: Evasion, Sneak Attack
Typical Bird: Acrobatic Bluff, Evasion
Waterfowl: Acrobatic Bluff, Evasion
Special: A bird has the following special traits.
Flight: Must use feet to wield weapons and items; cannot use two-handed weapons or shields; cannot fly if wearing any type of armor or carrying more than a light load.

Bird, Flightless
Size: Medium (6-7 ft. tall)
Example: Cassowary, emu, ostrich
Abilities: Str +1, Cha −1
Speed: 35 ft. (bonus for the Improved Speed feat is already included)
Bonus Feats: Improved Speed, Improved Strike (kick), Run
Favored Feats: Attack Specialization (kick), Tough

Bird, Raptor
Size: Medium (4-6 ft. tall)
Example: Eagle
Abilities: Con −1, Dex +1
Speed: 30 ft., fly 40 ft. (average)
Bonus Feats: Benefit (Keen vision, +4 bonus on sight-based Notice checks) or Night Vision, Improved Grab, Improved Strike (claw)
Favored Feats: Evasion, Sneak Attack
Special: A bird has the following special traits.
Flight: Must use feet to wield weapons and items; cannot use two-handed weapons or shields; cannot fly if wearing any type of armor or carrying more than a light load.

Bird, Sea
Size: Medium (5-6 ft. tall)
Example: Albatross, pelican
Speed: 30 ft., fly 20 ft. (poor)
Bonus Feats: Improved Grab, Move-by action, Tireless
Favored Feats: Slow Fall, Tough
Special: A bird has the following special traits.
Flight: Must use feet to wield weapons and items; cannot use two-handed weapons or shields; cannot fly if wearing any type of armor or carrying more than a light load.

Bovine
Size: Medium (6-8 ft. tall)
Example: Bull, Bison, Ox
Abilities: Str +2, Dex −1, Int −1
Speed: 30 ft.
Bonus Skills: Any one skill of the player’s choice.
Bonus Feats: Great Fortitude, Improved Strike (hooves and horns)
Favored Feats: Spirited Charge, Tough

Camel
Size: Medium (6-8 ft. tall)
Example: Camel
Abilities: Dex −1, Con +2, Cha −1
Speed: 30 ft.
Bonus Skills: Any one bonus skill of the player’s choice.
Bonus Feats: Great Fortitude, Endurance
Favored Feats: Diehard, Tough

Canine
Size: Medium (5-6 ft. tall)
Example: Bloodhound, Labrador, Wolf, St. Bernard
Abilities: None for most species, but big canine breeds (St. Bernard, etc.) have Str +1, Dex −1
Speed: 30 ft.
Bonus Feats: Benefit (Keen nose, +4 bonus on Survival checks when tracking by scent) or Run, Improved Grab, Improved Strike (Bite)
Favored Feats: Chokehold, Elusive Target
Special: A canine has the following special traits.
Scent: 30 ft.; 15 ft. upwind; 60 ft. downwind.

Canine, Small
Size: Small (3-4 ft. tall); −1 size penalty on Toughness, −4 size penalty on grapple checks, +1 size bonus on attack rolls and defense, +4 size bonus on Stealth checks.
Example: Chihuahua, Dachshund, Pekingese
Abilities: Str −1, Dex +1
Speed: 20 ft.
Bonus Feats: Improved Initiative, Improved Strike (Bite), Run
Favored Feats: Chokehold, Elusive Target
Special: A canine has the following special traits.
Scent: 30 ft.; 15 ft. upwind; 60 ft. downwind.

Deer
Size: Medium (6-7 ft. tall, not including antlers)
Example: Antelope, Deer, Gazelle
Abilities: Dex +1, Wis −1
Speed: 35 ft. (bonus for the Improved Speed feat is already included)
Bonus Skills: Any one skill of the player’s choice.
Bonus Feats: Improved Speed, Improved Strike (antlers)
Favored Feats: Seize Initiative, Spirited Charge

Equine
Size: Medium (6-7 ft. tall)
Example: Horse, Donkey, Zebra
Abilities: Str +1, Dex −1, Con +1, Wis −1
Speed: 35 ft. (bonus for the Improved Speed feat is already included)
Bonus Feats: Improved Speed, Improved Strike (hooves), Run
Favored Feats: Spirited Charge, Tough

Feline
Size: Medium (4-5 ft. tall)
Example: Cheetah, Housecat, Lynx
Abilities: Str −1, Con −1, Dex +2
Speed: 30 ft.
Bonus Feats: Depends on species.
Cheetah: Improved Speed, Improved Strike (bite, claw), Run
Typical cat: Night Vision, Talented (Climb and Jump)
Favored Feats: Skill Mastery (Acrobatics, Climb, Jump, Stealth), Slow Fall
Special: A feline has the following special traits.
Scent: 30 ft.; 15 ft. upwind; 60 ft. downwind.

Feline, Big Cat
Size: Medium (6-8 ft. tall)
Example: Lion, Panther, Tiger
Abilities: Str +1, Dex −1
Speed: 30 ft.
Bonus Feats: Improved Grab, Improved Strike (bite, claw), Night Vision
Favored Feats: Chokehold, Sneak Attack
Special: A feline has the following special traits.
Scent: 30 ft.; 15 ft. upwind; 60 ft. downwind.

Kangaroo
Size: Medium (5-6 ft. tall)
Example: Grey Kangaroo, Red Kangaroo, Wallaby
Abilities: Dex +1, Wis −1
Speed: 30 ft.
Bonus Skills: Any one skill of the player’s choice.
Bonus Feats: Move By Action, Skill Focus (Jump)
Favored Feats: Evasion, Elusive Target or Improved Evasion (choose at character creation)
Special: A female kangaroo has the following special traits.
Marsupial Pouch: Capacity equivalent to a backpack.

Lizard
Size: Medium (4-5 ft. tall)
Example: Gila monster, goanna, monitor lizard
Abilities: Str +1, Dex −1
Speed: 30 ft.
Bonus Skills: Climb, Stealth
Bonus Feats: Great Fortitude, Lightning Reflexes
Favored Feats: Seize Initiative, Tough
Special: A lizard has the following special traits.
Armored Hide: +1 natural armor bonus.
Cold-Blooded: −2 penalty on Fortitude saves to resist the effects of environmental cold and heat.
Poison Bite: The bite of some lizards is poisonous. The Fortitude save to resist the poison is equal to 10 + twice the lizard’s Constitution; initial damage 1 Constitution, secondary damage 1 Constitution. A lizard with a poisonous bite has a level lag of 1.

Lizard, Giant Monitor
Size: Medium (6-7 ft. tall)
Example: Komodo dragon
Abilities: Str +1, Con +1, Dex −1, Cha −1
Speed: 30 ft.
Bonus Skills: Climb, Stealth
Bonus Feats: Great Fortitude, Lightning Reflexes
Favored Feats: Seize Initiative, Tough
Special: A giant monitor lizard has the following special traits.
Armored Hide: +1 natural armor bonus.
Cold-Blooded: −2 penalty on Fortitude saves to resist the effects of environmental cold and heat.
Poison Bite: The bite of a giant monitor lizard is poisonous. The Fortitude save to resist the poison is equal to 10 + twice the lizard’s Constitution; initial damage 1 Constitution, secondary damage 1 Constitution. Because of his poisonous bite, a giant monitor lizard has a level lag of 1.

Lizard, Small
Size: Small (2-4 ft. tall)
Example: Chameleon, gecko, tree lizard
Abilities: Str −1, Dex +2, Con −1
Speed: 20 ft., climb 20 ft.
Bonus Feats: Improved Initiative, Lightning Reflexes, Uncanny Dodge (chameleon) or Run (gecko, tree lizard)
Favored Feats: Evasion, Seize Initiative
Special: A small lizard has the following special traits.
Climb Speed: +8 bonus on climb checks; can take 10 on climb checks even if rushed or threatened.
Cold-Blooded: −2 penalty on Fortitude saves to resist the effects of environmental cold and heat.

Monkey
Size: Medium (5-6 ft. tall)
Example: Howler Monkey, Spider Monkey
Speed: 30 ft.
Bonus Skills: Acrobatics and Climb
Bonus Feats: Talented (Acrobatics and Climb), Skill Focus (Climb)
Favored Feats: Elusive Target, Skill Mastery (Acrobatics, Climb, Jump, Stealth)
Special: A monkey has the following special traits.
Prehensile Tail: Can manipulate Tiny or smaller objects up to 3 ft. away; can hold own weight.

Monkey, Small
Size: Small (3-4 ft. tall); −1 size penalty on Toughness, −4 size penalty on grapple checks, +1 size bonus on attack rolls and defense, +4 size bonus on Stealth checks.
Example: Capuchin, Macaque, Rhesus
Abilities: Str −1, Dex +1
Speed: 20 ft.
Bonus Skills: Acrobatics and Climb
Bonus Feats: Talented (Acrobatics and Climb), Skill Focus (Climb)
Favored Feats: Elusive Target, Skill Mastery (Acrobatics, Climb, Jump, Stealth)
Special: A small monkey has the following special traits.
Prehensile Tail: Can manipulate Tiny or smaller objects up to 3 ft. away; can hold own weight.

Moose
Size: Medium (6-8 ft. tall, not including antlers)
Example: Caribou, Elk, Moose
Abilities: Str +2, Dex −1, Cha −1
Speed: 30 ft.
Bonus Skills: Any one skill of the player’s choice.
Bonus Feats: Great Fortitude, Improved Strike (antlers)
Favored Feats: Spirited Charge, Tough

Mustelid
Size: Medium (4-6 ft. tall)
Example: Ferret, Otter, Skunk, Stoat, Weasel
Speed: 30 ft.
Bonus Feats: Depends on species.
Otter: Challenge 2 (Accelerated Swim), Skill Focus (Swim)
Skunk: Improved Initiative, Night Vision, Skill Focus (Intimidate)
Weasel: Improved Pin, Improved Grab, Night Vision
Favored Feats: Acrobatic Bluff, Sneak Attack
Special: A skunk has the following special traits. A skunk has a level lag of 1.
Poor Eyesight: −2 penalty on sight-based Notice checks.
Spray: Can emit a foul-smelling spray a number of times per day equal to Constitution (minimum 1); spray can be aimed at a specific target within 20 ft.; requires an attack roll to hit; living creatures within 30 ft. of the target must succeed on a Fortitude save (Difficulty 10 + twice the skunk’s Con) or be nauseated for as long as they remain within that range; target must succeed on the Fortitude save or be nauseated for 1 day; target also has a −4 penalty on social skills for 1 day, regardless of whether or not he succeed on the Fortitude save.

Mustelid, Fierce
Size: Medium (5-6 ft. tall)
Example: Badger, Wolverine
Abilities: Con +1, Cha −1
Speed: 30 ft.
Bonus Feats: Improved Strike (bite, claw), Tireless, Track
Favored Feats: Die Hard, Rage

Opossum
Size: Medium (5-6 ft. tall)
Example: Opossum
Abilities: Dex +1, Cha −1
Speed: 30 ft.
Bonus Skills: Bluff, Climb
Bonus Feats: Night Vision, Skill Focus (Climb)
Favored Feats: Seize Initiative, Rage
Special: An opossum has the following special traits.
Marsupial Pouch: Capacity equivalent to a belt pouch.
Prehensile Tail: Can manipulate Tiny or smaller objects up to 3 ft. away; can hold own weight.

Pachyderm
Size: Large (8-10 ft. tall); +2 size bonus on Toughness, +4 size bonus on grapple checks, −1 size penalty on attack rolls and defense, −4 size penalty on Stealth checks.
Example: Elephant, Rhinoceros, Hippopotamus
Abilities: Str +2, Dex −2
Speed: 20 ft.
Bonus Skills: Any one skill of the player’s choice.
Bonus Feats: Depends on species.
Elephant: Improved Grab (trunk), Improved Strike (tusk)
Hippopotamus: Endurance, Improved Strike (bite)
Rhinoceros: Endurance, Improved Strike (horn)
Favored Feats: Spirited Charge, Stunning Attack
Special: A pachyderm has the following special traits.
Armored Hide: +2 natural armor bonus.
Poor Eyesight: −2 penalty on all sight-based Notice checks.
Prehensile Trunk: An elephant has a prehensile trunk; trunk Strength equal to elephant’s Strength −2; can make unarmed attacks and grapple with his trunk for +0 non-lethal damage.
Level Lag: 1

Porcine
Size: Medium (5-6 ft. tall)
Example: Boar, Pig, Warthog
Abilities: Con +1, Cha −1
Speed: 30 ft.
Bonus Skills: Any one skill of the player’s choice.
Bonus Feats: Endurance, Great Fortitude
Favored Feats: Rage, Spirited Charge

Raccoon
Size: Medium (4-6 ft. tall)
Example: Coati, Raccoon, Red Panda
Abilities: Dex +1, Wis −1
Speed: 30 ft.
Bonus Feats: Improved Initiative, Night Vision, Skill Focus (Climb)
Favored Feats: Acrobatic Bluff, Elusive Target

Rodent
Size: Medium (4-5 ft. tall)
Example: Beaver, Groundhog, Porcupine, Rabbit
Speed: 30 ft.
Bonus Skill: Any one skill of the player’s choice.
Bonus Feats: Depends on species.
Beaver: Great Fortitude, Skill Focus (Swim)
Groundhog: Dodge Focus, Night Vision
Porcupine: Improved Initiative, Improved Strike (quills)
Rabbit: Run, Skill Focus (Jump)
Favored Feats: Depends on species.
Beaver: Improvised Tools, Master Plan
Groundhog: Defensive Roll, Evasion
Porcupine: Attack Specialization (unarmed), Seize Initiative
Rabbit: Elusive Target, Evasion
Special: A porcupine has the following special traits.
Quills: Any creature striking or struck by a porcupine with an unarmed or natural melee attack must succeed on Reflex save (Difficulty 10 + porcupine’s combat bonus) or strike its quills for +1 damage; cannot use this ability while wearing armor.

Rodent, Small
Size: Small (2-4 ft. tall); −1 size penalty on Toughness, −4 size penalty on grapple checks, +1 size bonus on attack rolls and defense, +4 size bonus on Stealth checks.
Example: Mouse, Rat, Squirrel
Abilities: Str −1, Dex +1
Speed: 20 ft.
Bonus Skills: Depends on species.
Bat: Notice, Search
Hedgehog: Any one skill of the player’s choice.
Mouse: Any one skill of the player’s choice.
Rat: Any one skill of the player’s choice.
Squirrel: Acrobatics, Climb
Bonus Feats: Depends on species.
Bat: Improved Defense, Uncanny Dodge
Hedgehog: Improved Initiative, Improved Strike (quills)
Mouse: Improved Initiative, Night Vision
Rat: Night Vision, Talented (Climb, Stealth)
Squirrel: Skill Focus (Climb), Talented (Acrobatics, Climb)
Favored Feats: Depends on species.
Bat: Defensive Roll, Elusive Target
Hedgehog: Attack Specialization (unarmed), Seize Initiative
Mouse: Seize Initiative, Elusive Target
Rat: Elusive Target, Skill Mastery (Acrobatics, Climb, Jump, Stealth)
Squirrel: Elusive Target, Skill Mastery (Acrobatics, Climb, Jump, Stealth)
Special: A bat has the following special traits. A bat has a level lag of 1.
Blindsight: 60 ft.
Flight: Can fly at 20 ft. with average maneuverability; cannot fly if wearing any type of armor or carrying more than a light load.
Special: A hedgehog has the following special traits.
Quills: Any creature striking or struck by a hedgehog with an unarmed or natural melee attack must succeed on Reflex save (Difficulty 10 + hedgehog’s combat bonus) or strike its quills for +1 damage; cannot use this ability while wearing armor.

Turtle
Size: Medium (4-5 ft. tall)
Example: Giant tortoise, snapping turtle
Abilities: Str +1, Con +1, Dex −2
Speed: 20 ft.
Bonus Feats: Depends on species.
Giant Tortoise: Improved Grab, Improved Strike (bite), Tireless
Snapping Turtle: Improved Grab, Improved Strike (bite), Skill Focus (Swim)
Favored Feats: Diehard, Tough
Special: A turtle has the following special traits.
Cold-Blooded: −2 penalty on Fortitude saves to resist the effects of environmental cold and heat.
Shell: +4 natural armor; cannot wear manufactured armor; all out movement is only triple speed (the Run feat increases this to quadruple speed).

Turtle, Small
Size: Small (2-4 ft. tall); −1 size penalty on Toughness, −4 size penalty on grapple checks, +1 size bonus on attack rolls and defense, +4 size bonus on Stealth checks.
Example: Box turtle, common tortoise
Abilities: Con +1, Dex −1
Speed: 15 ft.
Bonus Skills: Any one skill of the player’s choice.
Bonus Feats: Depends on species.
Tortoise: Improved Grab, Improved Strike (bite)
Turtle: Challenge (Accelerated Swim), Skill Focus (Swim)
Favored Feats: Diehard, Tough
Special: A turtle has the following special traits.
Cold-Blooded: −2 penalty on Fortitude saves to resist the effects of environmental cold and heat.
Hold Breath: +4 bonus on Constitution checks to resist the effects of suffocation.
Shell: +4 natural armor; cannot wear manufactured armor; all out movement is only triple speed (the Run feat increases this to quadruple speed); can withdraw into the shell (must drop any held object and fall prone, becoming an immobile object with a Defense of 6; immune to finesse attacks while withdrawn; can take no actions other than a move action to come back out).

Ungulate
Size: Medium
Example: Goat, Llama, Sheep
Speed: 30 ft.
Bonus Skills: Any one skill of the player’s choice.
Bonus Feats: Great Fortitude, Improved Strike (horns)
Favored Feats: Spirited Charge, Tough

Ursine
Size: Medium (5-8 ft. tall)
Example: Black Bear, Brown Bear, Polar Bear
Abilities: Str +2, Dex −2
Speed: 20 ft.
Bonus Feats: Improved Grab, Improved Pin, Improved Strike (bite, claw)
Favored Feats: Attack Specialization (claw), Tough
Special: An ursine has the following special traits.
Scent: 30 ft.; 15 ft. upwind; 60 ft. downwind.
Last edited by True20Chick on Sun Oct 14, 2007 1:36 pm, edited 27 times in total.
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Postby cthughua » Thu Jan 25, 2007 1:36 am

Consider having the target of the skunk's stink ability also take a penalty to interaction skills for that day as well.

The Canines; no scent ability?

The Small Mustelid have a +2 total ability modifier total, did you mean for them to have -1 CHA rather than +1? (Although some Ferret fans would say they have tons of charisma!)

All the Kangaroo (Marsupial?) species have a net +1 Ability mod as well, consider giving them -1 WIS? They're known for being very curious to a fault.

Also what cultures if any are the different races associated with? Do they all coexist in the same culture or are rabbits french and bloodhounds english? (Just made that up.) I ask because as they're presented I don't get any sense of culture all their bonus and favored feats seem directly related to their animal sides.

Finally, shouldn't most if not all animals have night vision?
Bluntly ridiculous!
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Postby cthughua » Thu Jan 25, 2007 1:45 am

Also I present for your review:

Ursine
Size:
Large; +2 size bonus on Toughness, +4 size bonus on grapple checks, −1 size penalty on attack rolls and defense, −4 size penalty on Stealth checks.
Example: Brown Bear, Polar Bear
Abilities: Str +2, Dex −2, Con +1, Int −1
Speed: 30 ft.
Bonus Skills: Any one skill of the player’s choice.
Bonus Feats: Improved Grab, Improved Strike (bite, claw)
Favored Feats: Rage, Tough
Level Lag: 1
Special: Poor Vision: Bears have poor vision, they suffer a -2 penalty to all spot checks and a -4 penalty to ranged attack for each range increment (rather than the normal -2).
Bluntly ridiculous!
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Postby cthughua » Thu Jan 25, 2007 1:47 am

Also, Kodiak and Grizzly are both just names for brown bears.
Bluntly ridiculous!
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Postby True20Chick » Thu Jan 25, 2007 1:53 am

cthughua wrote:Consider having the target of the skunk's stink ability also take a penalty to interaction skills for that day as well.


Not a bad idea!

The Canines; no scent ability?


I'm on the fence about this one. It's been my experience that when players have access to the Scent ability, they use it as an excuse to never have to make a Notice check to detect a hidden opponent. Although that's realistic, it becomes problematic in a game. I'm considering some sort of balancing factor, but overall, I agree that the canines should have Scent.

The Small Mustelid have a +2 total ability modifier total, did you mean for them to have -1 CHA rather than +1? (Although some Ferret fans would say they have tons of charisma!)


That's one that's bugging me. I may penalize Strength, since they are Small, but that still leaves a net +1 in ability mods. Maybe a -1 to Wisdom to reflect how weasels and such are always getting into trouble? EDIT: Done.

All the Kangaroo (Marsupial?) species have a net +1 Ability mod as well, consider giving them -1 WIS? They're known for being very curious to a fault.


Sounds fair. EDIT: Done.

Also what cultures if any are the different races associated with? Do they all coexist in the same culture or are rabbits french and bloodhounds english? (Just made that up.) I ask because as they're presented I don't get any sense of culture all their bonus and favored feats seem directly related to their animal sides.


The short answer is: all their bonus and favored feats are indeed based purely on their animal species.

The long answer is that, plus: When I ran this campaign wayyy back at the dawn of time when I was in my late teens, the setting was never any more fleshed out than "medieval fantasy." I didn't go into great details as to the nature of the societies. We only played a few sessions, but I've always wanted to get back to it. This (and the web page) are my attempts to do so.

Finally, shouldn't most if not all animals have night vision?


Yes, but in True20 it's a feat, and I've already cashed in all of the available bonus feats for each of the species. And since not *all* animal species would have it, I can't hand it out as an extra bonus to those that would without affecting the balance of the backgrounds. It's a quandary. I'll figure something out. :D
Last edited by True20Chick on Thu Jan 25, 2007 2:05 am, edited 1 time in total.
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Postby True20Chick » Thu Jan 25, 2007 1:59 am

cthughua wrote:Abilities: Str +2, Dex −2, Con +1, Int −1


That's not a bad array for a big bear, but I generally dislike penalizing the Intelligence score. I can't really say way. It's just a matter of personal taste for me, I guess.

And although there may appear to be a need for a Con bonus for a big creature like this, they already get a +2 size bonus to Toughness for being Large. The Con bonus isn't really needed to make them tougher than normal.

Special: Poor Vision: Bears have poor vision, they suffer a -2 penalty to all spot checks and a -4 penalty to ranged attack for each range increment (rather than the normal -2).


The Elephant and Rhino should get this as well, as should the Skunk. And it should read "sight-based Notice checks." There are no "Spot" checks in True20. :P I know... those d20 wording habits die hard sometimes!

EDIT: I linke the Notice penalty. I might go through and do more fine tuning like that. Every little bit of flavor helps!

EDIT: Added Raccoons and Medium Rodents.

EDIT: Need ideas for the bonus and favored feats of the Groundhog (aka gopher, aka whisle-pig).

EDIT: I've given it some thought, and I'm going to consolidate the size categories some. There's no need for some of my Tiny species to be Tiny. The same goes for some of my Large ones.

EDIT: Elephants are going to get a prehensile trunk, and monkeys a prehensile tail.
Last edited by True20Chick on Thu Jan 25, 2007 3:13 am, edited 2 times in total.
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Postby iwatt » Thu Jan 25, 2007 4:40 am

True20Chick wrote:
I'm on the fence about this one. It's been my experience that when players have access to the Scent ability, they use it as an excuse to never have to make a Notice check to detect a hidden opponent. Although that's realistic, it becomes problematic in a game. I'm considering some sort of balancing factor, but overall, I agree that the canines should have Scent.


Ah scent. Since Notice isn't necessarily eiher spot or listen, I would just allow Scent to give a bonus to Notice checks (+4)
"When in doubt, set something on fire." - Belkar
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Postby True20Chick » Thu Jan 25, 2007 5:03 am

Ok... I've streamlined the sizes and I like this much better. It cut down on a lot of redundant species entries. I figured that each size category has a wide range of possible heights, so I didn't need to have mice be Tiny to show how small they were. I just them on the small end of Small. This works much better, IMO. It's a lot cleaner to me, and nixes 99% of the level lags.

Given all that, I couldn't justify making the Pachyderms anything but Large. They are just too big.

I also added in the Opossum, and rules for things like prehensile tails and trunks.

I took a good look at my list, and actually most of the nocturnal animals already had Night-Vision. Those that didn't, got it. They are the Mustelid, the Rat, and the Mouse. The rest of the animals either already have it, or are diurnal and don't need it.

I removed the porcupine's level lag, since there are so many instances in which the quills wouldn't come into play. I figure its not a powerful enough ability to warrant a drastic thing like level lag.
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Postby cthughua » Thu Jan 25, 2007 9:28 am

The opposum has the ability to "play dead" and exuded a chemical from it's mouth that is quite similar to a skunk's spray. It causes similar effects but only to those right next to it.

Glad you like the bear, it was a conversion of the d20 modern Overt Bear Moreau. Sorry about the spot check reference, was paraphrasing from the book...
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Postby True20Chick » Thu Jan 25, 2007 2:46 pm

Opossums get Bluff as a bonus skill. That's how they play dead. I suppose I could beef it up a bit.

I've updated my Fauna True20 web page, if you'd like to check it out.

And as an added bonus... a site that's an excellent resource for characater pictures!

http://greywolf.critter.net/gallery/ironclawgallery.htm
Last edited by True20Chick on Thu Jan 25, 2007 5:17 pm, edited 2 times in total.
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Postby cthughua » Thu Jan 25, 2007 2:47 pm

Oh well I was just stating how they do it in nature, if you wanted to emulate it as you have with a porcupune's quills and a skunk's spray. Opposums actually stink when they play dead, it's really gross.
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Postby True20Chick » Thu Jan 25, 2007 2:52 pm

cthughua wrote:Oh well I was just stating how they do it in nature, if you wanted to emulate it as you have with a porcupune's quills and a skunk's spray. Opposums actually stink when they play dead, it's really gross.


The only problem with detailing this Opossum ability is that in a world of intelligent, anthropomorphic animals, everyone would know this trick and not be so easily fooled by it.

So... what goodies should we give the Groundhog? This one's got me stumped.
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Postby True20Chick » Thu Jan 25, 2007 3:05 pm

Here are the guidelines I follow to make Backgrounds, set down in straightforward language as based on the guidelines on pg. 16 of the core book.

Ability Bonuses
*Whatever seems most appropriate. Try to make the net ability bonuses equal 0, or at the very most not more than a -1 or +1.

Bonus Skills
*2 bonus skills, determined by the Narrator. They cannot be changed.
--OR--
*1 bonus skill of the player's choice
*If the background gets no bonus skills, it gets another bonus feat (see below)

Bonus Feats
Bonus feats can only be General feats or Favored Feats for the background
*2 bonus feats, determined by the Narrator. They cannot be changed.
--OR--
*1 bonus feat of the player's choice
--PLUS--
*1 more bonus feat IF the background gets no bonus skills

Favored Feats
Favored feats cannot be General feats. They must come from the Adept, Expert, or Warrior feats.
*2 favored feats, either determined by the Narrator or chosen by the player.
--OR--
*1 supernatural power

And that's it! If you follow these general guidelines, your background should be balanced with others and with those in the core book. There are always exceptions, of course, but overall this is how the core book describes background design.

My Thoughts: Basically, player-chosen bonus skill is a bit like having Skill Training as a bonus feat in that it essentially gives you 4 extra skill points. Swapping out a player-chosen bonus skill for an extra bonus feat makes sense in that context. The fact that a Narrator can determine 2 bonus skills whereas a player can only choose 1 indicates the "price of freedom." The same holds true for a Narrator able to give a background 2 bonus feats when designing a background, whereas a player can only choose 1.
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Postby True20Chick » Thu Jan 25, 2007 3:28 pm

And since I know that eventually someone will complain that I don't have reptiles in Fauna, I'll walk through designing a monitor lizard background.

Ability Bonuses
*Whatever seems most appropriate. Try to make the net ability bonuses equal 0, or at the very most not more than a -1 or +1.
:arrow: Monitor lizards should be strong, but perhaps a little slow. I'll go with Str +1, Dex -1

Bonus Skills
*2 bonus skills, determined by the Narrator. They cannot be changed.
--OR--
*1 bonus skill of the player's choice
*If the background gets no bonus skills, it gets another bonus feat of (see below)
:arrow: Monitor lizards are proficient climbers, and tend to be ambush predators. With that in mind, I think I'll give them Climb and Stealth as bonus skills.

Bonus Feats
Bonus feats can only be General feats or Favored Feats for the background
*2 bonus feats, determined by the Narrator. They cannot be changed.
--OR--
*1 bonus feat of the player's choice
--PLUS--
*1 more bonus feat IF the background gets no bonus skills
:arrow: To reflect a reptile's slow metabolism, I'll give the monitor lizard Great Fortitude. Since reptilian ambush predators can react in a flash, Lightning Reflexes. Since it does have bonus skills, it only gets two bonus feats. Had I not given it bonus skills, it would have three bonus feats.

Favored Feats
Favored feats cannot be General feats. They must come from the Adept, Expert, or Warrior feats.
*2 favored feats, either determined by the Narrator or chosen by the player.
--OR--
*1 supernatural power
:arrow: In order to represent the scaly hide of a monitor lizard, I give it Tough as a favored feat. That alleviates any need to provide a natural armor bonus; if the player wants to invest the feats in toughening up his hide, he can. For the other favored feat, Seize Initiative. That fairly well duplicates the sudden, strike-like reactive attack of an ambush predator.

Special: To further call out the animal features of an anthropomorphic animal background, I often like to give certain species a little something extra. In the case of the monitor lizard, they are cold-blooded, and therefore have a -2 penalty on Fortitude saves to resist the effects of environmental cold and heat. Reptiles cannot let themselve get too hot or too cold, as either one can be detrimental to them.

So, here is the complete entry for the Monitor Lizard backgrond.
Monitor Lizard
Size:
Medium (5-6 ft. tall)
Example: Goana, Monitor
Abilities: Str +1, Dex −1
Speed: 30 ft.
Bonus Skills: Climb, Stealth
Bonus Feats: Great Fortitude, Lightning Reflexes
Favored Feats: Seize Initiative, Tough
Special: Monitor lizards have a −2 penalty on Fortitude saves to resist the effects of environmental cold and heat.
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Postby cthughua » Thu Jan 25, 2007 3:52 pm

True20Chick wrote:So... what goodies should we give the Groundhog? This one's got me stumped.


How's this?

Favored Feats: same as rabbit (or perhaps Defensive Roll instead of Elusive Target)
Bonus Feats: None, instead Groundhogs get a Burrow Speed of 10'.

And since I know that eventually someone will complain that I don't have reptiles in Fauna, I'll walk through designing a monitor lizard background.


Hmm I can't see why anyone would complain, you stated why they aren't in your setting and this is the setting section. If they don't like it they can make their own, it's not THAT hard.
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