ideasmith
2011-09-20, 10:31 PM
FANTASY GENETICS
To determine the stats for a newborn baby:
1. Determine the baby’s kindred. Use common sense, the amalgam template from Green Ronin Advanced Bestiary, or some other template that can combine the two kindreds.
2. Roll 1d90 on the inherited ability score table.
3. For each ability score:
3a. If the baby’s kindred has a fixed score, use that.
3b. Otherwise, check the result from the Inherited Abilities Table. If the ability is in the ‘Mothers Score – Mother’s Racial Modifier’ column or the ‘Fathers Score – Father’s Racial Modifier’ column, calculate accordingly. If the ability is in the ‘Other’ column, calculate as described under ‘Determining Other Scores’, below.
4. Apply the baby’s race modifiers. If the kindred’s base score is below 10, use the Monster Player Characters’ Ability Scores table or the Monster Player Characters’ Intelligence Scores table, as appropriate. (These tables can be found in the DMG or the SRD.) If the result is higher or lower than is allowed by the rules, adjust until the result is appropriate.
5. Apply the baby template.
INHERITED ABLILITY SCORE TABLE
die roll Mothers Score – Mother’s Racial Modifier Father’s Score – Father’s Racial Modifier Other
1 Constitution, Charisma Dexterity, Intelligence Strength, Wisdom
2 Constitution, Charisma Dexterity, Wisdom Strength, Intelligence
3 Constitution, Charisma Intelligence, Wisdom Strength, Dexterity
4 Constitution, Charisma Strength, Dexterity Intelligence, Wisdom
5 Constitution, Charisma Strength, Intelligence Dexterity, Wisdom
6 Constitution, Charisma Strength, Wisdom Dexterity, Intelligence
7 Constitution, Intelligence Dexterity, Charisma Strength, Wisdom
8 Constitution, Intelligence Dexterity, Wisdom Strength, Charisma
9 Constitution, Intelligence Strength, Charisma Dexterity, Wisdom
10 Constitution, Intelligence Strength, Dexterity Wisdom, Charisma
11 Constitution, Intelligence Strength, Wisdom, Dexterity, Charisma
12 Constitution, Intelligence Wisdom, Charisma Strength, Dexterity
13 Constitution, Wisdom Dexterity, Charisma Strength, Intelligence
14 Constitution, Wisdom Dexterity, Intelligence Strength, Charisma
15 Constitution, Wisdom Intelligence, Charisma Strength, Dexterity
16 Constitution, Wisdom Strength, Charisma Dexterity, Intelligence
17 Constitution, Wisdom Strength, Dexterity Intelligence, Charisma
18 Constitution, Wisdom Strength, Intelligence Dexterity, Charisma
19 Dexterity, Charisma Constitution, Intelligence Strength, Wisdom
20 Dexterity, Charisma Constitution, Wisdom Strength, Intelligence
21 Dexterity, Charisma Intelligence, Wisdom Strength, Constitution
22 Dexterity, Charisma Strength, Constitution Intelligence, Wisdom
23 Dexterity, Charisma Strength, Intelligence Constitution, Wisdom
24 Dexterity, Charisma Strength, Wisdom Constitution, Intelligence
25 Dexterity, Constitution Intelligence, Charisma Strength, Wisdom
26 Dexterity, Constitution Intelligence, Wisdom Strength, Charisma
27 Dexterity, Constitution Strength, Charisma Intelligence, Wisdom
28 Dexterity, Constitution Strength, Intelligence Wisdom, Charisma
29 Dexterity, Constitution Strength, Wisdom Intelligence, Charisma
30 Dexterity, Constitution Wisdom, Charisma Strength, Intelligence
31 Dexterity, Intelligence Constitution, Charisma Strength, Wisdom
32 Dexterity, Intelligence Constitution, Wisdom Strength, Charisma
33 Dexterity, Intelligence Strength, Charisma Constitution, Wisdom
34 Dexterity, Intelligence Strength, Constitution Wisdom, Charisma
35 Dexterity, Intelligence Strength, Wisdom Constitution, Charisma
36 Dexterity, Intelligence Wisdom, Charisma Strength, Constitution
37 Dexterity, Wisdom Constitution, Charisma Strength, Intelligence
38 Dexterity, Wisdom Constitution, Intelligence Strength, Charisma
39 Dexterity, Wisdom Intelligence, Charisma Strength, Constitution
40 Dexterity, Wisdom Strength, Charisma Constitution, Intelligence
41 Dexterity, Wisdom Strength, Constitution Intelligence, Charisma
42 Dexterity, Wisdom Strength, Intelligence Constitution, Charisma
43 Intelligence, Charisma Constitution, Wisdom Strength, Dexterity
44 Intelligence, Charisma Dexterity, Constitution Strength, Wisdom
45 Intelligence, Charisma Dexterity, Wisdom Strength, Constitution
46 Intelligence, Charisma Strength, Constitution Dexterity, Wisdom
47 Intelligence, Charisma Strength, Dexterity Constitution, Wisdom
48 Intelligence, Charisma Strength, Wisdom Dexterity, Constitution
49 Intelligence, Wisdom Constitution, Charisma Strength, Dexterity
50 Intelligence, Wisdom Dexterity, Charisma Strength, Constitution
51 Intelligence, Wisdom Dexterity, Constitution Strength, Charisma
52 Intelligence, Wisdom Strength, Charisma Dexterity, Constitution
53 Intelligence, Wisdom Strength, Constitution Dexterity, Charisma
54 Intelligence, Wisdom Strength, Dexterity Constitution, Charisma
55 Strength, Charisma Constitution, Intelligence Dexterity, Wisdom
56 Strength, Charisma Constitution, Wisdom Dexterity, Intelligence
57 Strength, Charisma Dexterity, Constitution Intelligence, Wisdom
58 Strength, Charisma Dexterity, Intelligence Constitution, Wisdom
59 Strength, Charisma Dexterity, Wisdom Constitution, Intelligence
60 Strength, Charisma Intelligence, Wisdom Dexterity, Constitution
61 Strength, Constitution Dexterity, Charisma Intelligence, Wisdom
62 Strength, Constitution Dexterity, Intelligence Wisdom, Charisma
63 Strength, Constitution Dexterity, Wisdom Intelligence, Charisma
64 Strength, Constitution Intelligence, Charisma Dexterity, Wisdom
65 Strength, Constitution Intelligence, Wisdom Dexterity, Charisma
66 Strength, Constitution Wisdom, Charisma Dexterity, Intelligence
67 Strength, Dexterity Constitution, Charisma Intelligence, Wisdom
68 Strength, Dexterity Constitution, Intelligence Wisdom, Charisma
69 Strength, Dexterity Constitution, Wisdom Intelligence, Charisma
70 Strength, Dexterity Intelligence, Charisma Constitution, Wisdom
71 Strength, Dexterity Intelligence, Wisdom Constitution, Charisma
72 Strength, Dexterity Wisdom, Charisma Constitution, Intelligence
73 Strength, Intelligence Constitution, Charisma Dexterity, Wisdom
74 Strength, Intelligence Constitution, Wisdom Dexterity, Charisma
75 Strength, Intelligence Dexterity, Charisma Constitution, Wisdom
76 Strength, Intelligence Dexterity, Constitution Wisdom, Charisma
77 Strength, Intelligence Dexterity, Wisdom Constitution, Charisma
78 Strength, Intelligence Wisdom, Charisma Dexterity, Constitution
79 Strength, Wisdom Constitution, Charisma Dexterity, Intelligence
80 Strength, Wisdom Constitution, Intelligence Dexterity, Charisma
81 Strength, Wisdom Dexterity, Charisma Constitution, Intelligence
82 Strength, Wisdom Dexterity, Constitution Intelligence, Charisma
83 Strength, Wisdom Dexterity, Intelligence Constitution, Charisma
84 Strength, Wisdom Intelligence, Charisma Dexterity, Constitution
85 Wisdom, Charisma Constitution, Intelligence Strength, Dexterity
86 Wisdom, Charisma Dexterity, Constitution Strength, Intelligence
87 Wisdom, Charisma Dexterity, Intelligence Strength, Constitution
88 Wisdom, Charisma Strength, Constitution Dexterity, Intelligence
89 Wisdom, Charisma Strength, Dexterity Constitution, Intelligence
90 Wisdom, Charisma Strength, Intelligence Dexterity, Constitution
If either parent has lacks the relevant score, treat it as 0 for averaging.
Ignore temporary changes to scores.
If a permanent score changes during the pregnancy, use the lower score.
Kindred Baby1 Child2 Adult3
Human 0 4 15
Dwarf 0 9 40
Elf 0 23 110
Gnome 0 9 40
Half Elf 0 5 20
Half Orc 0 4 14
Halfling 0 3 20
1 Apply Baby template.
2 Replace Baby template with Child template
3 Remove Child template, remember that most character classes have a minimum age.
Determining Other Scores
1. Note how you would normally determine abilities for such an NPC.
2a. If you would roll each abilities separately: Do so.
2b. If you would make a number of rolls and then assign rolls to abilities:
2bi. Note how many abilities you are determining.
2bii. Multiply the number of rolls you would make by that number, divide by six, and round.
2biii. Assign the rolls to the abilities you are determining.
2c. If you would use a point buy system:
2ci. Subtract the points needed for already determined abilities from the number of points.
2cii. If the remaining points are insufficient to buy a 3 in all remaining scores, then place a 3 in all remaining abilities.
2ciii. If the remaining points are sufficient to buy an 18 in all remaining abilities, then place an 18 in all remaining abilities.
2civ. Otherwise, distribute remaining points amongst remaining abilities.
2d. If you would use an array:
2di. For each already determined score, in order if decreasing distance from 10.5, 'cross out' the closest score in the array.
2dii. Assign the remaining scores to the remaining abilities.
BABY
CREATING A BABY
“Baby” is an inherited template that can be added to any living creature (referred to hereafter as the base creature).
Note that this template can be lost by means of ‘growth’. When this happens, undo the effects of this template and (probably) apply the effects of the “child” template.
A baby uses all the base creature’s statistics and special abilities except as noted here.
Size: Reduce by two categories.
Hit Dice: Adjust for size by dividing by four.
Speed: The baby’s movement speed is divided by four, rounding up to the next multiple of 5 feet. The baby’s flight maneuverability drops two categories. If this makes it worse than clumsy, the baby cannot fly.
Armor Class: First divide natural armor by 4. Then adjust for size by reducing natural armor by 3 if base form Huge, or by 2 if base form Large, Gargantuan, or Colossal.
Attack Reduce damage of attacks by two steps each.
Special Qualities: The baby retains all the base creature’s special qualities, and gains the one described below.
Growing:
Abilities: Adjust from the base creature as follows:
Base Creature Size Adjustments
Colossal -18 Str. -6 Dex, +2 Con, -8 Int, -4 Wis, -6 Cha
Gargantuan -18 Str. -4 Dex, +2 Con, -8 Int, -4 Wis, -6 Cha
Huge -18 Str. -2 Dex, +2 Con, -8 Int, -4 Wis, -6 Cha
Large -14 Str. -2 Dex, +4 Con, -8 Int, -4 Wis, -6 Cha
Medium -10 Str. -2 Dex, +8 Con, -8 Int, -4 Wis, -6 Cha
Small -8 Str. -2 Dex, +10 Con, -8 Int, -4 Wis, -6 Cha
Tiny -4 Str. -2 Dex, +10 Con, -8 Int, -4 Wis, -6 Cha
Diminutive -2 Str. -4 Dex, +10 Con, -8 Int, -4 Wis, -6 Cha
Fine -2 Str. -6 Dex, +10 Con, -8 Int, -4 Wis, -6 Cha
Advancement: Babies do not advance by character class, even if the base creature does.
Challenge Rating: As base creature -2.
CHILD
CREATING A CHILD
“Child” is an acquired template that can be added to any living creature (referred to hereafter as the base creature).
Note that this template can be lost by means of ‘growth’. When this happens, undo the effects of this template.
A child uses all the base creature’s statistics and special abilities except as noted here.
Size: Reduce by one category.
Hit Dice: Adjust for size by dividing by two.
Speed: The child’s movement speed is divided by two, rounding up to the next multiple of 5 feet. The baby’s flight maneuverability drops one category. If this makes it worse than clumsy, the baby cannot fly.
Armor Class: First divide natural armor by 2. Then adjust for size by reducing natural armor by if the base form is Medium, or by 1 if the base form is Large, Huge, Gargantuan, or Colossal.
Special Qualities: The child retains all the base creature’s special qualities, and gains the one described below.
Growing:
Abilities: Adjust from the base creature as follows:
Base Creature Size Adjustments
Colossal -10 Str. -4 Dex, +2 Con, -6 Int, -2 Wis, -4 Cha
Gargantuan -10 Str. -4 Dex, +2 Con, -6 Int, -2 Wis, -4 Cha
Huge -10 Str. -2 Dex, +2 Con, -6 Int, -2 Wis, -4 Cha
Large -10 Str. -2 Dex, +2 Con, -6 Int, -2 Wis, -4 Cha
Medium -6 Str. -2 Dex, +4 Con, -6 Int, -2 Wis, -4 Cha
Small -6 Str. -2 Dex, +6 Con, -6 Int, -2 Wis, -4 Cha
Tiny -4 Str. -2 Dex, +6 Con, -6 Int, -2 Wis, -4 Cha
Diminutive -2 Str. -2 Dex, +6 Con, -6 Int, -2 Wis, -4 Cha
Fine -2 Str. -4 Dex, +6 Con, -6 Int, -2 Wis, -4 Cha
Advancement: Children do not advance by character class, even if the base creature does.
Challenge Rating: As base creature -1.
To determine the stats for a newborn baby:
1. Determine the baby’s kindred. Use common sense, the amalgam template from Green Ronin Advanced Bestiary, or some other template that can combine the two kindreds.
2. Roll 1d90 on the inherited ability score table.
3. For each ability score:
3a. If the baby’s kindred has a fixed score, use that.
3b. Otherwise, check the result from the Inherited Abilities Table. If the ability is in the ‘Mothers Score – Mother’s Racial Modifier’ column or the ‘Fathers Score – Father’s Racial Modifier’ column, calculate accordingly. If the ability is in the ‘Other’ column, calculate as described under ‘Determining Other Scores’, below.
4. Apply the baby’s race modifiers. If the kindred’s base score is below 10, use the Monster Player Characters’ Ability Scores table or the Monster Player Characters’ Intelligence Scores table, as appropriate. (These tables can be found in the DMG or the SRD.) If the result is higher or lower than is allowed by the rules, adjust until the result is appropriate.
5. Apply the baby template.
INHERITED ABLILITY SCORE TABLE
die roll Mothers Score – Mother’s Racial Modifier Father’s Score – Father’s Racial Modifier Other
1 Constitution, Charisma Dexterity, Intelligence Strength, Wisdom
2 Constitution, Charisma Dexterity, Wisdom Strength, Intelligence
3 Constitution, Charisma Intelligence, Wisdom Strength, Dexterity
4 Constitution, Charisma Strength, Dexterity Intelligence, Wisdom
5 Constitution, Charisma Strength, Intelligence Dexterity, Wisdom
6 Constitution, Charisma Strength, Wisdom Dexterity, Intelligence
7 Constitution, Intelligence Dexterity, Charisma Strength, Wisdom
8 Constitution, Intelligence Dexterity, Wisdom Strength, Charisma
9 Constitution, Intelligence Strength, Charisma Dexterity, Wisdom
10 Constitution, Intelligence Strength, Dexterity Wisdom, Charisma
11 Constitution, Intelligence Strength, Wisdom, Dexterity, Charisma
12 Constitution, Intelligence Wisdom, Charisma Strength, Dexterity
13 Constitution, Wisdom Dexterity, Charisma Strength, Intelligence
14 Constitution, Wisdom Dexterity, Intelligence Strength, Charisma
15 Constitution, Wisdom Intelligence, Charisma Strength, Dexterity
16 Constitution, Wisdom Strength, Charisma Dexterity, Intelligence
17 Constitution, Wisdom Strength, Dexterity Intelligence, Charisma
18 Constitution, Wisdom Strength, Intelligence Dexterity, Charisma
19 Dexterity, Charisma Constitution, Intelligence Strength, Wisdom
20 Dexterity, Charisma Constitution, Wisdom Strength, Intelligence
21 Dexterity, Charisma Intelligence, Wisdom Strength, Constitution
22 Dexterity, Charisma Strength, Constitution Intelligence, Wisdom
23 Dexterity, Charisma Strength, Intelligence Constitution, Wisdom
24 Dexterity, Charisma Strength, Wisdom Constitution, Intelligence
25 Dexterity, Constitution Intelligence, Charisma Strength, Wisdom
26 Dexterity, Constitution Intelligence, Wisdom Strength, Charisma
27 Dexterity, Constitution Strength, Charisma Intelligence, Wisdom
28 Dexterity, Constitution Strength, Intelligence Wisdom, Charisma
29 Dexterity, Constitution Strength, Wisdom Intelligence, Charisma
30 Dexterity, Constitution Wisdom, Charisma Strength, Intelligence
31 Dexterity, Intelligence Constitution, Charisma Strength, Wisdom
32 Dexterity, Intelligence Constitution, Wisdom Strength, Charisma
33 Dexterity, Intelligence Strength, Charisma Constitution, Wisdom
34 Dexterity, Intelligence Strength, Constitution Wisdom, Charisma
35 Dexterity, Intelligence Strength, Wisdom Constitution, Charisma
36 Dexterity, Intelligence Wisdom, Charisma Strength, Constitution
37 Dexterity, Wisdom Constitution, Charisma Strength, Intelligence
38 Dexterity, Wisdom Constitution, Intelligence Strength, Charisma
39 Dexterity, Wisdom Intelligence, Charisma Strength, Constitution
40 Dexterity, Wisdom Strength, Charisma Constitution, Intelligence
41 Dexterity, Wisdom Strength, Constitution Intelligence, Charisma
42 Dexterity, Wisdom Strength, Intelligence Constitution, Charisma
43 Intelligence, Charisma Constitution, Wisdom Strength, Dexterity
44 Intelligence, Charisma Dexterity, Constitution Strength, Wisdom
45 Intelligence, Charisma Dexterity, Wisdom Strength, Constitution
46 Intelligence, Charisma Strength, Constitution Dexterity, Wisdom
47 Intelligence, Charisma Strength, Dexterity Constitution, Wisdom
48 Intelligence, Charisma Strength, Wisdom Dexterity, Constitution
49 Intelligence, Wisdom Constitution, Charisma Strength, Dexterity
50 Intelligence, Wisdom Dexterity, Charisma Strength, Constitution
51 Intelligence, Wisdom Dexterity, Constitution Strength, Charisma
52 Intelligence, Wisdom Strength, Charisma Dexterity, Constitution
53 Intelligence, Wisdom Strength, Constitution Dexterity, Charisma
54 Intelligence, Wisdom Strength, Dexterity Constitution, Charisma
55 Strength, Charisma Constitution, Intelligence Dexterity, Wisdom
56 Strength, Charisma Constitution, Wisdom Dexterity, Intelligence
57 Strength, Charisma Dexterity, Constitution Intelligence, Wisdom
58 Strength, Charisma Dexterity, Intelligence Constitution, Wisdom
59 Strength, Charisma Dexterity, Wisdom Constitution, Intelligence
60 Strength, Charisma Intelligence, Wisdom Dexterity, Constitution
61 Strength, Constitution Dexterity, Charisma Intelligence, Wisdom
62 Strength, Constitution Dexterity, Intelligence Wisdom, Charisma
63 Strength, Constitution Dexterity, Wisdom Intelligence, Charisma
64 Strength, Constitution Intelligence, Charisma Dexterity, Wisdom
65 Strength, Constitution Intelligence, Wisdom Dexterity, Charisma
66 Strength, Constitution Wisdom, Charisma Dexterity, Intelligence
67 Strength, Dexterity Constitution, Charisma Intelligence, Wisdom
68 Strength, Dexterity Constitution, Intelligence Wisdom, Charisma
69 Strength, Dexterity Constitution, Wisdom Intelligence, Charisma
70 Strength, Dexterity Intelligence, Charisma Constitution, Wisdom
71 Strength, Dexterity Intelligence, Wisdom Constitution, Charisma
72 Strength, Dexterity Wisdom, Charisma Constitution, Intelligence
73 Strength, Intelligence Constitution, Charisma Dexterity, Wisdom
74 Strength, Intelligence Constitution, Wisdom Dexterity, Charisma
75 Strength, Intelligence Dexterity, Charisma Constitution, Wisdom
76 Strength, Intelligence Dexterity, Constitution Wisdom, Charisma
77 Strength, Intelligence Dexterity, Wisdom Constitution, Charisma
78 Strength, Intelligence Wisdom, Charisma Dexterity, Constitution
79 Strength, Wisdom Constitution, Charisma Dexterity, Intelligence
80 Strength, Wisdom Constitution, Intelligence Dexterity, Charisma
81 Strength, Wisdom Dexterity, Charisma Constitution, Intelligence
82 Strength, Wisdom Dexterity, Constitution Intelligence, Charisma
83 Strength, Wisdom Dexterity, Intelligence Constitution, Charisma
84 Strength, Wisdom Intelligence, Charisma Dexterity, Constitution
85 Wisdom, Charisma Constitution, Intelligence Strength, Dexterity
86 Wisdom, Charisma Dexterity, Constitution Strength, Intelligence
87 Wisdom, Charisma Dexterity, Intelligence Strength, Constitution
88 Wisdom, Charisma Strength, Constitution Dexterity, Intelligence
89 Wisdom, Charisma Strength, Dexterity Constitution, Intelligence
90 Wisdom, Charisma Strength, Intelligence Dexterity, Constitution
If either parent has lacks the relevant score, treat it as 0 for averaging.
Ignore temporary changes to scores.
If a permanent score changes during the pregnancy, use the lower score.
Kindred Baby1 Child2 Adult3
Human 0 4 15
Dwarf 0 9 40
Elf 0 23 110
Gnome 0 9 40
Half Elf 0 5 20
Half Orc 0 4 14
Halfling 0 3 20
1 Apply Baby template.
2 Replace Baby template with Child template
3 Remove Child template, remember that most character classes have a minimum age.
Determining Other Scores
1. Note how you would normally determine abilities for such an NPC.
2a. If you would roll each abilities separately: Do so.
2b. If you would make a number of rolls and then assign rolls to abilities:
2bi. Note how many abilities you are determining.
2bii. Multiply the number of rolls you would make by that number, divide by six, and round.
2biii. Assign the rolls to the abilities you are determining.
2c. If you would use a point buy system:
2ci. Subtract the points needed for already determined abilities from the number of points.
2cii. If the remaining points are insufficient to buy a 3 in all remaining scores, then place a 3 in all remaining abilities.
2ciii. If the remaining points are sufficient to buy an 18 in all remaining abilities, then place an 18 in all remaining abilities.
2civ. Otherwise, distribute remaining points amongst remaining abilities.
2d. If you would use an array:
2di. For each already determined score, in order if decreasing distance from 10.5, 'cross out' the closest score in the array.
2dii. Assign the remaining scores to the remaining abilities.
BABY
CREATING A BABY
“Baby” is an inherited template that can be added to any living creature (referred to hereafter as the base creature).
Note that this template can be lost by means of ‘growth’. When this happens, undo the effects of this template and (probably) apply the effects of the “child” template.
A baby uses all the base creature’s statistics and special abilities except as noted here.
Size: Reduce by two categories.
Hit Dice: Adjust for size by dividing by four.
Speed: The baby’s movement speed is divided by four, rounding up to the next multiple of 5 feet. The baby’s flight maneuverability drops two categories. If this makes it worse than clumsy, the baby cannot fly.
Armor Class: First divide natural armor by 4. Then adjust for size by reducing natural armor by 3 if base form Huge, or by 2 if base form Large, Gargantuan, or Colossal.
Attack Reduce damage of attacks by two steps each.
Special Qualities: The baby retains all the base creature’s special qualities, and gains the one described below.
Growing:
Abilities: Adjust from the base creature as follows:
Base Creature Size Adjustments
Colossal -18 Str. -6 Dex, +2 Con, -8 Int, -4 Wis, -6 Cha
Gargantuan -18 Str. -4 Dex, +2 Con, -8 Int, -4 Wis, -6 Cha
Huge -18 Str. -2 Dex, +2 Con, -8 Int, -4 Wis, -6 Cha
Large -14 Str. -2 Dex, +4 Con, -8 Int, -4 Wis, -6 Cha
Medium -10 Str. -2 Dex, +8 Con, -8 Int, -4 Wis, -6 Cha
Small -8 Str. -2 Dex, +10 Con, -8 Int, -4 Wis, -6 Cha
Tiny -4 Str. -2 Dex, +10 Con, -8 Int, -4 Wis, -6 Cha
Diminutive -2 Str. -4 Dex, +10 Con, -8 Int, -4 Wis, -6 Cha
Fine -2 Str. -6 Dex, +10 Con, -8 Int, -4 Wis, -6 Cha
Advancement: Babies do not advance by character class, even if the base creature does.
Challenge Rating: As base creature -2.
CHILD
CREATING A CHILD
“Child” is an acquired template that can be added to any living creature (referred to hereafter as the base creature).
Note that this template can be lost by means of ‘growth’. When this happens, undo the effects of this template.
A child uses all the base creature’s statistics and special abilities except as noted here.
Size: Reduce by one category.
Hit Dice: Adjust for size by dividing by two.
Speed: The child’s movement speed is divided by two, rounding up to the next multiple of 5 feet. The baby’s flight maneuverability drops one category. If this makes it worse than clumsy, the baby cannot fly.
Armor Class: First divide natural armor by 2. Then adjust for size by reducing natural armor by if the base form is Medium, or by 1 if the base form is Large, Huge, Gargantuan, or Colossal.
Special Qualities: The child retains all the base creature’s special qualities, and gains the one described below.
Growing:
Abilities: Adjust from the base creature as follows:
Base Creature Size Adjustments
Colossal -10 Str. -4 Dex, +2 Con, -6 Int, -2 Wis, -4 Cha
Gargantuan -10 Str. -4 Dex, +2 Con, -6 Int, -2 Wis, -4 Cha
Huge -10 Str. -2 Dex, +2 Con, -6 Int, -2 Wis, -4 Cha
Large -10 Str. -2 Dex, +2 Con, -6 Int, -2 Wis, -4 Cha
Medium -6 Str. -2 Dex, +4 Con, -6 Int, -2 Wis, -4 Cha
Small -6 Str. -2 Dex, +6 Con, -6 Int, -2 Wis, -4 Cha
Tiny -4 Str. -2 Dex, +6 Con, -6 Int, -2 Wis, -4 Cha
Diminutive -2 Str. -2 Dex, +6 Con, -6 Int, -2 Wis, -4 Cha
Fine -2 Str. -4 Dex, +6 Con, -6 Int, -2 Wis, -4 Cha
Advancement: Children do not advance by character class, even if the base creature does.
Challenge Rating: As base creature -1.