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The Demented One
2006-10-06, 10:30 PM
True Beast
True Beasts are lords of animalkind, dire animals and monstrous vermin gifted with lordship over their brethren. Gifted with speech, intelligence, and the loyalty of their kind, True Beasts guard their habitat and species as no mortal druid ever could.

Creating a True Beast
True Beast is an inherited template that can be added to any dire animal or monstrous vermin.

Hit Dice
A True Beast gains additional HD equal to a half of its normal HD.

Size and Type
Type changes to magical beast, and the creature gains the augmented subtype. Size may increase, according to the amount of HD gained and the creature’s advancement listing.

Speed
Any movement speeds of a True Beast are increased by 10 ft.

Armor Class
A True Beast’s natural armor bonus to AC increases by 4.

Attacks
A True Beast retains all attack forms of the base creature, and gains no additional attacks.

Damage
The damage of a True Beast’s natural weapons may increase with its size. In addition, the damage dice of their primary natural attack is increased by one step.

Special Attacks
A True Beast retains all the special attacks of the base creature and also gains the following attacks.

Spell-Like Abilities
A True Beast has spell-like abilities depending on its Hit Dice, as indicated on the table. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Wisdom-based.

{table]
HDAbilities
1-2Magic Fang
3-4Animal Messenger 3/day
5-6Bull’s Strength*
7-8Greater Magic Fang
9-10Awaken
11-12Animal Growth
13-14Mass Bull’s Strength*
15-16Heal 3/day
17-18Summon Nature’s Ally VII 3/day
19-20Summon Nature’s Ally IX
[/table]
*These abilities may be swapped out for other abilities of the same group (cat’s grace, fox’s cunning, and so on) as long as the ability chosen is thematically fitting for the base creature.

Special Qualities
A True Beast retains all the special qualities of the base creature and also gains the following qualities.

* Damage reduction: 5/magic (If HD 6 or less), 10/magic (If HD 7-11), or 15/magic (If HD 12+)
* Resistance 5 to one energy type (If HD 6 or less), 10 to two energy types, (If HD 7-11), or 15 to three energy types (If HD 12+). The energy types resisted are chosen by the True Beast.

Beastblooded (Ex)
For all effects related to type, a True Beast is considered an animal.

Gift of Tongues (Ex)
A True Beast can speak Common and Sylvan, and any bonus languages it is entitled to based on its Int score. In addition, a True Beast can speak to all animals, as the speak with animals spell.

Lord of Beasts (Ex)
All animals of a True Beast’s species, whether dire or normal, automatically have a base attitude of Helpful towards it. In addition, a True Beast automatically succeeds on all Handle Animal checks made to influence animals of its species.

Abilities
Increase from the base creature as follows: Str +4, Dex +2, Con +2, Wis +4, Cha. A True Beast gains both an Int and a Cha score equal to 4d6, dropping the lowest dice (10 on average).

Skills
A True Beast gains additional skill points for the extra HD it gains. In addition, it gains a +5 racial bonus on all Knowledge (Nature) and Survival checks.

Feats
A True Beast gains additional feats with its extra HD.

Challenge Rating
As base creature plus one, and plus one for every two extra HD.

Alignment
Any

Level Adjustment
+5. The total ECL of a True Beast equals its HD, including the extra HD, plus 5.
[hr]
Sample True Beasts

Moro, Queen of Wolves
True Beast Dire Wolf
Size/Type: Large Magical Beast (Augmented Animal)
Hit Dice: 9d8+36 (76 hp)
Initiative: +3
Speed: 60 ft. (12 squares)
Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: +6/+19
Attack: Bite +15 melee (2d6+12)
Full Attack: Bite +15 melee (2d6+12)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spell-like abilities, trip
Special Qualities: Beastblooded, damage reduction 10/magic, darkvision 60 ft., gift of tongues, lord of wolves, low-light vision, resistance to cold 10 and electricity 10, scent
Saves: Fort +10, Ref +9, Will +9
Abilities: Str 29, Dex 17, Con 19, Int 10, Wis 16, Cha 10
Skills: Hide +6, Knowledge (Nature) +5, Listen +10, Move Silently +10, Spot +10, Survival +12
Feats: Alertness, Run, TrackB, Weapon Focus (bite), Power Attack
Challenge Rating: 8
Treasure: None
Alignment: True Neutral
Advancement: 10-18 HD (Large)
Level Adjustment: +5

Spell-Like Abilities
3/day–animal messenger; 1/day–awaken, bull’s strength, greater magic fang, magic fang. Caster level 9th.

Trip (Ex)
Whenever Moro hits with a bite attack, she can attempt to trip her opponent (+13 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the Moro.

Beastblooded (Ex)
For all effects related to type, Moro is considered an animal.

Gift of Tongues (Ex)
Moro can speak Common and Sylvan. In addition, Moro can speak to all animals, as the speak with animals spell.

Lord of Wolves (Ex)
All wolves, whether dire or normal, automatically have a base attitude of Helpful towards Moro. In addition, Moro automatically succeeds on all Handle Animal checks made to influence wolves.

Skills
Moro has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks, and a +5 racial bonus on all Knowledge (Nature) and Survival checks.
[hr]
Anansi, The Trickster
True Beast Large Monstrous Web-Spinner Spider
Size/Type: Large Magical Beast (Augmented Vermin)
Hit Dice: 6d8+12 (39 hp)
Initiative: +4
Speed: 40 ft. (8 squares), climb 30 ft.
Armor Class: 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15
Base Attack/Grapple: +4/+12
Attack: Bite +7 melee (2d6+5 plus poison)
Full Attack: Bite +7 melee (2d6+5 plus poison)
Space/Reach: 10 ft./5 ft.
Special Attacks: Poison, spell-like abilities, web
Special Qualities: Beastblooded, damage reduction 5/magic, darkvision 60 ft., gift of tongues, lord of spiders, resistance to acid 5, tremorsense 60 ft.
Saves: Fort +6, Ref +3, Will +4
Abilities: Str 19, Dex 19, Con 14, Int 18, Wis 14, Cha 10
Skills: Bluff +9, Climb +21, Hide +13 (+17 on webs), Jump +13, Knowledge (Nature) +9, Move Silently +13 (+21 on webs), Spot +15, Survival +7
Feats: Dodge, Mobility, Spring Attack
Challenge Rating: 4
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Chaotic Good
Advancement: 7 HD (Large)
Level Adjustment: +5

Poison (Ex)
Injury–Bite, DC 15, initial and secondary damage 1d6 Str.

Spell-Like Abilities
3/day–animal messenger; 1/day–fox’s cunning, magic fang. Caster level 6th

Web (Ex)
Anansi often waits in his webs or in trees, then lowers himself silently on silk strands and leaps onto prey passing beneath. A single strand is strong enough to support Anansi and one creature other large creature. Anansi can throw a web eight times per day. This is similar to an attack with a net, but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to Huge size. An entangled creature can escape with a successful DC 15 Escape Artist check or burst it with a DC 19 Strength check. Both are standard actions.

Anansi often creates sheets of sticky webbing of 20 square feet. He usually positions these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hp, and sheet webs have damage reduction 5/—.

Anansi can move across his own web at its climb speed and can pinpoint the location of any creature touching its web.

Beastblooded (Ex)
For all effects related to type, Anansi is considered an animal.

Gift of Tongues (Ex)
Anansi can speak Common, Draconic, Elven, Gnoll, Gnome, and Sylvan. In addition, Moro can speak to all animals, as the speak with animals spell.

Lord of Spiders (Ex)
All spiders, whether monstrous or normal, automatically have a base attitude of Helpful towards Anansi. In addition, Anansi automatically succeeds on all Handle Animal checks made to influence spiders.

Skills
Anansi has a +4 racial bonus on Hide and Spot checks, a +5 racial bonus on all Knowledge (Nature) and Survival checks, and a +8 racial bonus on Climb checks. Anansi can always choose to take 10 on Climb checks, even if rushed or threatened. Anansi has a +8 racial bonus on Hide and Move Silently checks when using their webs.
[hr]
Rajah, the Burning Sultan
Size/Type: Large Magical Beast (Augmented Animal)
Hit Dice: 24d8+96 (204 hp)
Initiative: +7
Speed: 50 ft. (10 squares)
Armor Class: 22 (-1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: +18/+32
Attack: Claw +28 melee (2d6+10)
Full Attack: 2 claws +28 melee (2d6+10) and bite +22 melee (2d6+5)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 2d6+5, spell-like abilities
Special Qualities: Beast-blooded, damage reduction 20/magic, darkvision 60 ft., gift of tongues, lord of tigers, low-light vision, resistance to cold 20, fire 20, and electricity 20, scent
Saves: Fort +18, Ref +17, Will +17
Abilities: Str 31, Dex 17, Con 19, Int 14, Wis 16, Cha 16
Skills: Hide +30 (+34 in undergrowth), Jump +37, Knowledge (Nature) +7, Listen +30, Move Silently +34, Spot +30, Survival +8, Swim +37
Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw), Power Attack, Improved Overrun, Improved Initiative
Challenge Rating: 13
Treasure: None
Alignment: Lawful Evil
Advancement: 25-32 HD (Large); 33-48 (Huge)
Level Adjustment: +5

Improved Grab (Ex)
To use this ability, Rajah must hit with its bite attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, it establishes a hold and can rake.

Pounce (Ex)
If Rajah charges, he can make a full attack, including two rake attacks.

Rake (Ex)
Attack bonus +26 melee, damage 2d6+5.

Spell-Like Abilities
3/day–animal messenger, heal, summon nature’s ally VII; 1/day–animal growth, awaken, bull’s strength, greater magic fang, magic fang, mass bull’s strength, summon nature’s ally IX. Caster level 24th.

Beastblooded (Ex)
For all effects related to type, Rajah is considered an animal.

Gift of Tongues (Ex)
Rajah can speak Abyssal, Common, Infernal, Sylvan. In addition, Rajah can speak to all animals, as the speak with animals spell.

Lord of Tigers (Ex)
All tigers, whether dire or normal, automatically have a base attitude of Helpful towards Rajah. In addition, Rajah automatically succeeds on all Handle Animal checks made to influence spiders.

Skills
Rajah a +4 racial bonus on Hide and Move Silently checks, and a a +5 racial bonus on all Knowledge (Nature) and Survival checks. In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.
[hr]
Okoto, Tusked Lord
True Beast Dire Boar
Size/Type: Large Magical Beast (Augmented Animal)
Hit Dice: 10d8+40 (62 hp)
Initiative: +1
Speed: 50 ft. (10 squares)
Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: +7/+21
Attack: Gore +16 melee (2d6+14)
Full Attack: Gore +16 melee (2d6+14)
Space/Reach: 10 ft./5 ft.
Special Attacks: Ferocity, spell-like abilities
Special Qualities: Beastblooded, damage reduction 10/magic, darkvision 60 ft., gift of tongues, lord of boars, low-light vision, resistance to fire 10 and electricity 10, scent
Saves: Fort +11, Ref +8, Will +12
Abilities: Str 31, Dex 12, Con 19, Int 8, Wis 17, Cha 8
Skills: Knowledge (Nature) +4, Listen +11, Spot +11, Survival +10
Feats: Alertness, Endurance, Iron Will, Power Attack
Challenge Rating: 6
Treasure: None
Alignment: Chaotic Neutral
Advancement: 11-16 HD (Large); 17-21 HD (Huge)
Level Adjustment: +5

Ferocity (Ex)
Okoto is such a tenacious combatant that he continues to fight without penalty even while disabled or dying.

Spell-Like Abilities
3/day–animal messenger; 1/day–awaken, bull’s strength, greater magic fang, magic fang. Caster level 10th.

Beastblooded (Ex)
For all effects related to type, Okoto is considered an animal.

Gift of Tongues (Ex)
Okoto can speak Common, and Sylvan. In addition, Okoto can speak to all animals, as the speak with animals spell.

Lord of Boars (Ex)
All boars, whether dire or normal, automatically have a base attitude of Helpful towards Okoto. In addition, Okoto automatically succeeds on all Handle Animal checks made to influence boars.

Skills
Okoto has a +5 racial bonus on Knowledge (Nature) checks and Survival checks.
[hr]
Rafiki, Watcher in the Branches
True Beast Dire Ape
Size/Type: Large Magical Beast (Augmented Animal)
Hit Dice: 7d8+24 (55 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 25 ft.
Armor Class: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
Base Attack/Grapple: +5/+15
Attack: Claw +10 melee (1d8+8)
Full Attack: 2 claws +10 melee (1d8+8) and bite +5 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d8+12, spell-like abilities
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +8, Will +8
Abilities: Str 26, Dex 17, Con 16, Int 12, Wis 16, Cha 12
Skills: Climb +22, Knowledge (Nature) +12, Listen +11, Move Silently +9, Spot +11, Survival +8
Feats: Alertness, Toughness, Power Attack
Challenge Rating: 5
Treasure: None
Alignment: Lawful Neutral
Advancement: 8-15 HD (Large)
Level Adjustment: +5

Rend (Ex)
If Rafikiki hits with both claw attacks, he latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d8+12 points of damage.

Spell-Like Abilities
3/day–animal messenger; 1/day–bull’s strength, greater magic fang, magic fang. Caster level 7th.

Beastblooded (Ex)
For all effects related to type, Rafiki is considered an animal.

Gift of Tongues (Ex)
Rafiki can speak Common, Elven, and Sylvan. In addition, Rafiki can speak to all animals, as the speak with animals spell.

Lord of Apes (Ex)
All apes, whether dire or normal, automatically have a base attitude of Helpful towards Rafiki. In addition, Rafiki automatically succeeds on all Handle Animal checks made to influence apes.

Skills
Rafiki has a +5 racial bonus on Knowledge (Nature) and Survival checks, and a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

kanachi
2006-10-07, 05:08 AM
This is great stuff!!

I would however add though that they should be able to inspire the power of speach to their brothers as long as they remain within a set distance. This would probably be best represented in miles acording to HD.

This power is important as it allows for an army of animals "on the march" no only to comunicate with one another inteligently, but with the enemys and allies as well.

In the film (Princess Mononoke) Moro and Okkoto can comunicate with not only one anoher but with the followers of each others tribes. Remember that both wolf and boar go to war together.

In general a true beasts brothers would be of lesser interlect (probable once again dependant on HD in comparison with their true beast lord).

This would allow you to stage a campaign where a kingdom of animals exists and acts inteligently.

Really excellent stuff though :)

Lord Iames Osari
2006-10-07, 07:33 AM
I really like this template - especially the fact that you included Moro. :)

kanachi
2006-10-07, 09:39 AM
having Okkoto (the blind lord of the boars) and a lord of the apes (who were also in the film) would be ace as well :)

Also lets not forget a massive lord of the wild whos a stag that can give or take life with but a touch of its lips!! In addition he/she could possibly creating a trail of entageling plants in its wake witch perish after 1 round?

Evil_Pacifist
2006-10-07, 11:15 AM
Ooh! Ooh! And Anansi as well!

Were-Sandwich
2006-10-07, 11:16 AM
Err. I think I'm missing something here.

The Vorpal Tribble
2006-10-07, 11:40 AM
*applauds*

This is pretty derned good. Especially like Lord of Beasts. Beastblooded is also a nice touch.

My only thoughts are about the energy resistances. Don't quite seem to go very well with the theme and comes too close to the Paragon template in my mind.

I_Got_This_Name
2006-10-07, 11:53 AM
The average on 4d6 drop lowest is 12, I think, not 10. Statistics isn't my thing, though, so I could be a bit off (for their ability scores).

Also, there should be a note that these creatures stop aging after a certain point, but exactly which point varies from creature to creature (some are adult forever, some middle-aged, some old, and some venerable).

paddyfool
2006-10-07, 12:06 PM
You've made a small copy-and-paste error with Lord of Tigers.

I like the idea very much. And not just because I liked the film, although that helps.

Paddy

Were-Sandwich
2006-10-07, 12:07 PM
WHAT FILM??

The Demented One
2006-10-07, 12:30 PM
having Okkoto (the blind lord of the boars) and a lord of the apes (who were also in the film) would be ace as well
Wish granted.


WHAT FILM??
Princess Mononoke

kanachi
2006-10-07, 01:00 PM
Excellent work!

I still think they should inspire gift of tongues to their brothren. Its more of a campaign issue than anything else (as well as sticking to the film).

You could effectivly have a whole adventure (probably low level) based around your a True Beast Wolf (moro) mobalising her army, with numerious characters that could comunicate with the PC's whom are animals. It would make for a very differnt and interesting adventure.

My first post covers why this is important in more detail however.

Mr._Blinky
2006-10-11, 09:18 PM
Nice. I really like the abilities. One thing though. In the Beastblooded entry you say that they are always treated as an animal. But what if the base creature is a vermin? You need to clarify that.

The Demented One
2006-10-11, 09:28 PM
Nice. I really like the abilities. One thing though. In the Beastblooded entry you say that they are always treated as an animal. But what if the base creature is a vermin? You need to clarify that.
They remain treated as an animal, so that all those neat druid spells, like enlarge animal or avatar of nature work with them.