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Gamebird
2007-02-02, 10:30 AM
BAT, FRUIT

Small Animal
Hit Dice:
1d8 (5 hp)
Initiative:
+2
Speed:
5 ft (1 square), fly 40 ft. (good)
Armor Class:
16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple:
+0/–8
Attack:
Bite –2 melee (d4-2)
Full Attack:
Bite –2 melee (d4-2)
Space/Reach:
2 ½ ft./0 ft.
Special Attacks:
—
Special Qualities:
Low-light vision
Saves:
Fort +2, Ref +4, Will +2
Abilities:
Str 6, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills:
Hide +4, Listen +9, Move Silently +6, Spot +9
Feats:
Alertness
Environment:
Temperate areas or jungle
Organization:
Colony (10–40) or crowd (10–50)
Challenge Rating:
Ό

Bats are nocturnal flying mammals. The statistics presented here describe large fruit eating bats. They have a wingspan of up to six feet, but rarely weigh over 20 pounds. Fruit bats usually sleep by hanging upside down in dense trees during the day.
Combat
Fruit bats attempt to flee any attackers. If cornered, they will scratch and bite.

BEAVER

Small Animal
Hit Dice:
1d8+1 (5 hp)
Initiative:
+3
Speed:
40 ft. (8 squares), swim 20 ft.
Armor Class:
15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple:
+0/–4
Attack:
Bite +4 melee (1d4)
Full Attack:
Bite +4 melee (1d4)
Space/Reach:
5 ft./5 ft.
Special Attacks:
—
Special Qualities:
Low-light vision, scent
Saves:
Fort +3, Ref +5, Will +3
Abilities:
Str 10, Dex 17, Con 12, Int 2, Wis 12, Cha 4
Skills:
Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats:
Alertness, Weapon FinesseB
Environment:
Aquatic
Organization:
Solitary or family (3–6)
Challenge Rating:
1/3
Treasure:
None
Alignment:
Always neutral

Beavers are vegetarians, but will attack to defend their nests and territories. Their pelts are very valuable.
A beaver can grow to be up to 4 feet long and weigh over 50 pounds.
Combat
Beavers attempt to flee, but if cornered they will fight ferociously, biting and chewing with their sharp incisors.
Skills: Beavers have a +8 racial bonus on Swim checks. Beavers can always choose to take 10 on Swim checks, even if rushed or threatened.
Beavers use their Dexterity modifier for Swim checks.

BIRD (SONGBIRD)

Diminutive Animal
Hit Dice:
Ό d8 (1 hp)
Initiative:
+3
Speed:
5 ft. (1 squares), fly 40 ft. (average)
Armor Class:
19 (+3 size, +4 Dex, +2 natural), touch 17, flat-footed 15
Base Attack/Grapple:
+0/–14
Attack:
—
Full Attack:
—
Space/Reach:
1 ft./0 ft.
Special Attacks:
—
Special Qualities:
Low-light vision
Saves:
Fort +2, Ref +6, Will +2
Abilities:
Str 1, Dex 19, Con 10, Int 1, Wis 14, Cha 6
Skills:
Listen +4, Spot +14
Feats:
Alertness
Environment:
Temperate forests
Organization:
Solitary or flock (2-1,000)
Challenge Rating:
—

These creatures are any of many common song birds. They have no effective attack.
Skills: Birds have a +8 racial bonus on Spot checks.

CATTLE, SYDER

Medium Animal
Hit Dice:
2d8+2 (11 hp)
Initiative:
+0
Speed:
30 ft. (6 squares)
Armor Class:
14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple:
+1/+11
Attack:
Slam –1 melee (1d6+0*)
Full Attack:
Slam –1 melee (1d6+0*)
Space/Reach:
10 ft./5 ft.
Special Attacks:
—
Special Qualities:
Low-light vision, scent
Saves:
Fort +4, Ref +3, Will +1
Abilities:
Str 13, Dex 10, Con 12, Int 2, Wis 11, Cha 4
Skills:
Listen +5, Spot +5
Feats:
—
Environment:
Temperate plains
Organization:
Solitary or herd (6–30)
Challenge Rating:
1

These herd animals are similar to Guernsey cattle. They are Medium sized (500 pound max gross weight) cattle kept by gnomes and Halflings, often purchased communally. They are gentle and docile, light brown with large, dark eyes. They produce very cream-heavy milk. Bulls have ridiculously large horns, although they never use them for fighting. Even if attacked they are able to do only a crude slam attack.

CHICKEN

Tiny Animal
Hit Dice:
1/4 d8 (1 hp)
Initiative:
+2
Speed:
20 ft. (4 squares), fly 20 ft. (poor)
Armor Class:
14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:
+0/–13
Attack:
Claws –5 melee (1d2–5)
Full Attack:
Claws –5 melee (1d2–5)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:
—
Special Qualities:
Low-light vision
Saves:
Fort +2, Ref +4, Will +0
Abilities:
Str 1, Dex 15, Con 10, Int 1, Wis 10, Cha 4
Skills:
Listen +3, Spot +5
Feats:
—
Environment:
Temperate forests
Organization:
Solitary or flock (3-20)
Challenge Rating:
—

These domesticated birds are about 1 foot long and have wingspans of about 2 feet. They attack only as a last resort, preferring to flee rather than confront anything of Small size or larger. They come in several varieties: laying chickens (light buff colored, produce many eggs), Caps (several varieties of fancily feathered birds), game birds (used for sport fighting in some areas, very hardy) and range birds (mixed colors, reproduce rapidly, hardy and used mostly for meat). The statistics for chickens can also be used for guineas, jungle fowl and pheasants.
Game Chickens
Gamecocks are specially bred to fight one another, though their aggressiveness sometimes leads them to attack other creatures as well. A gamecock has +1 to hit due to Weapon Finesse (spurs) and has 2 hit points instead of 1. Hens are treated as normal chickens.



Want more?

Gamebird
2007-02-02, 10:36 AM
got a squirrel stated up in there?

Later on, yes. I'm listing them alphabetically right now, and avoiding the ones already mentioned in the MM, or unique to my game world.

CRAYFISH

Diminutive Vermin
Hit Dice:
1/8 d8 (1 hp)
Initiative:
+2
Speed:
Swim 5 ft.
Armor Class:
15 (+4 size, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple:
+0/-12
Attack:
Claw +1 melee (1d2-4)
Full Attack:
2 claws +1 melee (1d2-4)
Space/Reach:
1 ft./0 ft.
Special Attacks:
Constrict, improved grab
Special Qualities:
Amphibious, Darkvision, sprint
Saves:
Fort +2, Ref +1, Will +1
Abilities:
Str 2, Dex 12, Con 10, Int -, Wis 12, Cha 2
Skills:
Hide +21, Listen +2, Spot +2
Feats:
Weapon Finesse
Environment:
Aquatic
Organization:
Solitary
Challenge Rating:
--

Crayfish are amphibious creatures that can live in marshes, ponds, streams, rivers and lakes. They range in size from Fine to Medium. They come in a score of species differentiated by the color of their shells and the shape of their claws. Most are colored blue, green or brownish grey. They are omnivorous scavengers.
Combat
Crayfish hunt in a solitary fashion, attacking from surprise. They only attack things of their own size or smaller.
Constrict (Ex): A crayfish deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.
Improved Grab (Ex): To use this ability, a crayfish must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Crayfish have a +4 racial bonus on grapple checks.
Sprint (Ex): Even though they do not have a racial Swim trait, crayfish can do the Run action while swimming, provided they swim in a straight line.
Skills: A crayfish’s coloration gives it a +4 racial bonus on Hide checks.

DEER, KEY

Small Animal
Hit Dice:
Ό d8+1 (3 hp)
Initiative:
+3
Speed:
30 ft. (6 squares)
Armor Class:
15 (+3 DEX, +1 size +1 natural), touch 14, flat-footed 12
Base Attack/Grapple:
+1/+2
Attack:
Gore +2 melee (1d3-1)
Full Attack:
Gore +2 melee (1d3-1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
—
Special Qualities:
Low-light vision, scent
Saves:
Fort +1, Ref +6, Will +1
Abilities:
Str 8, Dex 16, Con 13, Int 2, Wis 12, Cha 10
Skills:
Hide +7, Listen +4, Move Silently +7, Spot +4
Feats:
Alertness, Run
Environment:
Any forests or plains
Organization:
Solitary, pair or herd (6–30)
Challenge Rating:
1/8

These common herbivores are mainly nocturnal. During the day they find a brushy spot to hide in. Adult males are about 2 feet tall at the shoulder and 2 feet long. The males feature single spike antlers that allow them a gore attack for 9 months out of the year. Females are usually not antlered. Deer fight only if cornered. An average deer yields four pounds of edible meat per hit point, plus four pounds of usable tripe (bones, ligaments, hooves, antlers, intestine, etc.) per hit point. The tripe has 1/10th the nutritional value as the meat. Deer hides can also be cured and tanned to make average quality leather.

DEER, MULE

Medium Animal
Hit Dice:
3d8+3 (17 hp)
Initiative:
+3
Speed:
50 ft. (10 squares)
Armor Class:
14 (+3 DEX, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple:
+1/+2
Attack:
Gore +2 melee (1d8+1) or hoof +0 (d3)
Full Attack:
Gore +2 melee (1d8+1) 2 hooves +0 (d3), or for females: 2 hooves +2 (d3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
—
Special Qualities:
Low-light vision, scent
Saves:
Fort +1, Ref +6, Will +1
Abilities:
Str 12, Dex 16, Con 13, Int 2, Wis 12, Cha 10
Skills:
Hide +3, Jump +4, Listen +4, Move Silently +3, Spot +4
Feats:
Alertness, Multiattack, Run
Environment:
Any forests or plains
Organization:
Solitary, pair or herd (6–30)
Challenge Rating:
1

These common herbivores are mainly nocturnal. During the day they find a brushy spot to hide in. Adult males are about 4 feet tall at the shoulder and 4 feet long. The males feature antlers that allow them a gore attack for 9 months out of the year. Females are usually not antlered. Deer fight only if cornered. Statistics here should be used for white tail or red deer. An average deer yields four pounds of edible meat per hit point, plus four pounds of usable tripe (bones, ligaments, hooves, antlers, intestine, etc.) per hit point. The tripe has 1/10th the nutritional value as the meat. Deer hides can also be cured and tanned to make average quality leather.

DEER, MUSK

Small Animal
Hit Dice:
½ d8+1 (6 hp)
Initiative:
+3
Speed:
40 ft. (8 squares)
Armor Class:
15 (+3 DEX, +1 size +1 natural), touch 14, flat-footed 12
Base Attack/Grapple:
+1/+2
Attack:
Bite +2 melee (1d4-1), females +2 melee (d2-1)
Full Attack:
Bite +2 melee (1d4-1), females +2 melee (d2-1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
—
Special Qualities:
Low-light vision, scent
Saves:
Fort +1, Ref +6, Will +1
Abilities:
Str 9, Dex 16, Con 13, Int 2, Wis 12, Cha 10
Skills:
Hide +7, Jump +2, Listen +4, Move Silently +7, Spot +4
Feats:
Alertness, Run
Environment:
Any forests or plains
Organization:
Solitary, pair or herd (6–30)
Challenge Rating:
Ό

These common herbivores are mainly nocturnal. During the day they find a brushy spot to hide in. Adult males are about 2 1/2 feet tall at the shoulder and 3 feet long. The males feature ivory tusks that allow them to inflict a nasty bite attack. Females have smaller teeth. Neither sex has antlers. Deer fight only if cornered. An average deer yields four pounds of edible meat per hit point, plus four pounds of usable tripe (bones, ligaments, hooves, intestine, etc.) per hit point. The tripe has 1/10th the nutritional value as the meat. Deer hides can also be cured and tanned to make average quality leather.

DEER, WHITE TAIL or RED

Medium Animal
Hit Dice:
2d8+2 (11 hp)
Initiative:
+3
Speed:
50 ft. (10 squares)
Armor Class:
14 (+3 DEX, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple:
+1/+2
Attack:
Gore +2 melee (1d8+1) or hoof +0 (d3)
Full Attack:
Gore +2 melee (1d8+1) 2 hooves +0 (d3), or for females: 2 hooves +2 (d3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
—
Special Qualities:
Low-light vision, scent
Saves:
Fort +1, Ref +6, Will +1
Abilities:
Str 12, Dex 16, Con 13, Int 2, Wis 12, Cha 10
Skills:
Hide +3, Jump +4, Listen +4, Move Silently +3, Spot +4
Feats:
Alertness, Multiattack, Run
Environment:
Any forests or plains
Organization:
Solitary, pair or herd (6–30)
Challenge Rating:
½

These common herbivores are mainly nocturnal. During the day they find a brushy spot to hide in. Adult males are about 4 feet tall at the shoulder and 4 feet long. The males feature antlers that allow them a gore attack for 9 months out of the year. Females are usually not antlered. Deer fight only if cornered. Statistics here should be used for white tail or red deer. An average deer yields four pounds of edible meat per hit point, plus four pounds of usable tripe (bones, ligaments, hooves, antlers, intestine, etc.) per hit point. The tripe has 1/10th the nutritional value as the meat. Deer hides can also be cured and tanned to make average quality leather.

DOG, HOUND

Medium Animal
Hit Dice:
2d8+4 (13 hp)
Initiative:
+2
Speed:
50 ft. (10 squares)
Armor Class:
14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple:
+1/+2
Attack:
Bite +3 melee (1d6+1)
Full Attack:
Bite +3 melee (1d6+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Trip
Special Qualities:
Low-light vision, scent
Saves:
Fort +5, Ref +5, Will +1
Abilities:
Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills:
Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats:
TrackB, Weapon Focus (bite)
Environment:
Temperate forests
Organization:
Solitary, pair, or pack (7–16)
Challenge Rating:
1

Hounds are pack hunters known for their persistence and cunning. They are tall, fast sight animals. There are several kinds, all usually big. A single noble house is usually in charge of a single breed. They will not sell females to anyone outside the house.
Combat
A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.
Trip (Ex): A hound that hits with a bite attack can attempt to trip the opponent (+1 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 hound.
Skills: *Hounds have a +4 racial bonus on Survival checks when tracking by scent.

DOG, LAP

Tiny Animal
Hit Dice:
½ d8 (2 hp)
Initiative:
+3
Speed:
20 ft. (4 squares)
Armor Class:
17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:
+0/–10
Attack:
Bite +3 melee (1d3-2)
Full Attack:
Bite +3 melee (1d3-2)
Space/Reach:
5 ft./5 ft.
Special Attacks:
—
Special Qualities:
Low-light vision, scent
Saves:
Fort +4, Ref +5, Will +1
Abilities:
Str 6, Dex 17, Con 15, Int 3, Wis 12, Cha 8
Skills:
Jump +7, Listen +5, Spot +5, Survival +1*
Feats:
Alertness, TrackB, Weapon Finesse
Environment:
Temperate plains
Organization:
Solitary or pack (5–12)
Challenge Rating:
1/8

The statistics presented here describe a very small dog of about 1 to 5 pounds in weight. They are intelligent and take to training easily. They are kept as pets, for ratting and/or barking at strangers.
Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.


Lap dogs are also suitable as familiars.

Gamebird
2007-02-02, 10:38 AM
Oh, there's also a Tiny and Small version of crayfish. Essentially, fresh water lobsters.

DOG, WAR

Medium Animal
Hit Dice:
2d8+4 (13 hp)
Initiative:
+2
Speed:
40 ft. (8 squares)
Armor Class:
16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple:
+1/+3
Attack:
Bite +3 melee (1d6+3)
Full Attack:
Bite +3 melee (1d6+3)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +5, Ref +5, Will +1
Abilities:
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills:
Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats:
Alertness, TrackB
Environment:
Temperate plains
Organization:
Solitary or pack (5–12)
Challenge Rating:
1

War dogs look like a cross between wolves and pit bulls, or like a large Irish Wolfhound. They are bred to fight and kill, not to bark or obey complicated commands. They form strong bonds of affection with their pack mates and handlers.
Combat
These animals can make trip attacks just as wolves do (see the Wolf entry). They can not carry a rider.
Skills: War dogs have a +4 racial bonus on Jump checks. *War dogs have a +4 racial bonus on Survival checks when tracking by scent.

DUCK

Tiny Animal
Hit Dice:
1/4 d8 (1 hp)
Initiative:
+2
Speed:
15 ft. (3 squares), fly 40 ft. (average), swim 30 ft.
Armor Class:
14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:
+0/–13
Attack:
Wing buffet +4 melee (1d2–5)
Full Attack:
Wing buffet +4 melee (1d2–5)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:

Special Qualities:
Low-light vision
Saves:
Fort +2, Ref +4, Will +0
Abilities:
Str 2, Dex 15, Con 10, Int 1, Wis 10, Cha 4
Skills:
Listen +3, Spot +5
Feats:

Environment:
Aquatic
Organization:
Solitary or flock (3-20)
Challenge Rating:


These domesticated birds are about 1 foot long and have wingspans of about 3 feet. They attack only as a last resort, preferring to flee rather than confront anything of Small size or larger. They are often raised away from water, as the waterways are too dangerous for most waterfowl.

ELK

Large Animal
Hit Dice:
4d8+12 (30 hp)
Initiative:
+2
Speed:
50 ft. (10 squares)
Armor Class:
14 (-1 size, +1 DEX, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple:
+3/+10
Attack:
Gore +6 melee (1d8+6) or hoof +6 melee (d6+6)
Full Attack:
Gore +6 melee (1d8+6), 2 hooves +0 melee (d6+6), or for females: 2 hooves +6 (d6+6)
Space/Reach:
10 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +7, Ref +5, Will +1
Abilities:
Str 16, Dex 12, Con 16, Int 2, Wis 11, Cha 6
Skills:
Hide +1, Listen +8, Move Silently +2, Spot +4, Swim +2
Feats:
Alertness, Improved Bull Rush
Environment:
Cold and temperate forests or mountains
Organization:
Solitary or herd (4-24)
Challenge Rating:
2

Adult males are about 4 to 7 feet tall at the shoulder and weigh from 400 to 1,200 pounds. The males feature antlers that allow them a gore attack for 9 months out of the year. Females are usually not antlered. Elk try to retreat from all threatening creatures (including Tiny ones), fighting only if cornered. An average elk yields four pounds of edible meat per hit point, plus four pounds of usable tripe (bones, ligaments, hooves, antlers, intestine, etc.) per hit point. The tripe has 1/10th the nutritional value as the meat. Hides can also be cured and tanned to make average quality leather.

FISH

Diminutive Vermin
Hit Dice:
1/8 d8 (1 hp)
Initiative:
+2
Speed:
Swim 15 ft.
Armor Class:
17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:
+0/Not applicable
Attack:

Full Attack:

Space/Reach:
1 ft./0 ft.
Special Attacks:

Special Qualities:
Aquatic, darkvision
Saves:
Fort +2, Ref +3, Will +1
Abilities:
Str -, Dex 17, Con 10, Int -, Wis 12, Cha 4
Skills:
Hide +24, Listen +4, Spot +4, Swim +12
Feats:
Alertness
Environment:
Aquatic
Organization:
School (10–100)
Challenge Rating:


A fish is an aquatic creature that can live in ponds, streams, rivers and lakes. Fish range in size from Fine minnows to Large fish. They come in a wide array of species, numbering over 100 in the Kingdom of Mirram alone. Some are vegetarian. Others are carnivorous. Many are omnivores or scavengers. Most of the kindred races pay little attention to the details of ichthyic life, focusing only on the ones big enough to catch and eat.
Skills: A fish’s coloration gives it a +4 racial bonus on Hide checks. A fish uses its Dexterity modifier instead of its Strength modifier for Swim checks. A fish has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Bears With Lasers
2007-02-02, 10:39 AM
...may I ask, um, why?

Rumda
2007-02-02, 10:40 AM
verisimilitude and lycans

Gamebird
2007-02-02, 10:41 AM
FROG

Diminutive Animal
Hit Dice:
1/4 d8 (1 hp)
Initiative:
+1
Speed:
10 ft. (2 squares), swim 10 ft.
Armor Class:
16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack/Grapple:
+0/–17
Attack:

Full Attack:

Space/Reach:
1 ft./0 ft.
Special Attacks:

Special Qualities:
Amphibious, low-light vision
Saves:
Fort +2, Ref +4, Will +2
Abilities:
Str 1, Dex 15, Con 10, Int 1, Wis 12, Cha 4
Skills:
Hide +22, Jump +10, Listen +5, Spot +5, Swim +10
Feats:
Alertness
Environment:
Temperate marshes
Organization:
Swarm (10–100)
Challenge Rating:
1/10
These diminutive amphibians are innocuous and beneficial, since they eat insects.
Skills: A frog’s coloration gives it a +4 racial bonus on Hide checks. They also receive a +8 racial bonus to Jump and Swim checks and use their Dexterity modifier to Swim checks instead of Strength.

GEESE

Tiny Animal
Hit Dice:
1/4 d8 (2 hp)
Initiative:
+2
Speed:
10 ft. (2 squares), fly 40 ft. (poor), swim 30 ft.
Armor Class:
14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:
+0/–13
Attack:
Wing buffet +2 melee (1d2–5)
Full Attack:
Wing buffet +2 melee (1d2–5)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:

Special Qualities:
Low-light vision
Saves:
Fort +2, Ref +4, Will +0
Abilities:
Str 4, Dex 15, Con 10, Int 1, Wis 10, Cha 4
Skills:
Listen +3, Spot +5
Feats:
Weapon Finesse (wing buffet)
Environment:
Aquatic
Organization:
Solitary or flock (3-20)
Challenge Rating:
1/8

These domesticated birds are about 2 feet long and have wingspans of about 4 feet. They attack only as a last resort, preferring to flee rather than confront anything of Small size or larger. Geese can be raised entirely independent of a waterway and are thus much more common than their more comely brethren. The statistics for geese can also be used for swans.
Swans
Swans have +4 CHR and are only common in the most civilized of areas, as the waterways are too dangerous for most waterfowl.

GOAT

Small Animal
Hit Dice:
1d8+1 (5 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
13 (+1 size, +1 DEX, +1 natural), touch 12, flat-footed 12
Base Attack/Grapple:
+0/-5
Attack:
Bite +0 melee (1d4-1)
Full Attack:
Bite +0 melee (1d4-1) and bite –5 melee (1)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +3, Ref +3, Will +0
Abilities:
Str 8, Dex 13, Con 13, Int 2, Wis 11, Cha 5
Skills:
Balance +2, Escape Artist +2, Hide +3, Listen +2, Spot +2
Feats:
Alertness
Environment:
Warm and temperate hills and plains
Organization:
Solitary or herd (2–12)
Challenge Rating:
1/3

Goats can grow to 3 feet tall at the shoulder and weigh up to 300 pounds. Wild goats are usually a solid color like buff, cream or brown, or they are brindled. They are non-aggressive. If attacked, the billy goats usually turn and fight while the rest flee.

HUMMINGBIRD

Diminutive Animal
Hit Dice:
1/4 d8 (1 hp)
Initiative:
+2
Speed:
5 ft (1 square), fly 40 ft. (perfect)
Armor Class:
17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple:
+0/–17
Attack:

Full Attack:

Space/Reach:
1 ft./0 ft.
Special Attacks:

Special Qualities:
Low-light vision
Saves:
Fort +2, Ref +5, Will +1
Abilities:
Str 1, Dex 17, Con 10, Int 2, Wis 12, Cha 8
Skills:
Hide +12, Move Silently +6, Spot +14
Feats:
Alertness
Environment:
Non-arctic terrestrial
Organization:
Solitary or pair
Challenge Rating:


Hummingbirds are vividly colored birds that drink nectar and eat small insects.
Combat
Hummingbirds have no effective combat skills.
Skills: A hummingbird has a +8 racial bonus on Spot checks.

INSECT SWARM

Fine Vermin (Swarm)
Hit Dice:
1 HD per 5x5 square they fill
Initiative:
+3
Speed:
10 ft. (2 squares), fly 10 ft.

Swarms of insects sometimes gather to feed or mate. When they do, they can be a nuisance to other creatures, imposing circumstance penalties or in rare cases (bees, wasps, spiders, scorpions) even doing damage. While members of an insect swarm may be targeted individually, a swarm typically numbers in the hundreds and so this has little effect. Area of effect damage spells immediately disperse every section of the swarm they include.

Individual insects do not do any damage under most circumstances.

MOOSE

Large Animal
Hit Dice:
5d8+15 (37 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
14 (-1 size, +1 DEX, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple:
+3/+11
Attack:
Gore +7 melee (1d8+6) or hoof +7 melee (d6+6)
Full Attack:
Gore +7 melee (1d8+6), 2 hooves +2 melee (d6+6), or for females: 2 hooves +7 (d6+6)
Space/Reach:
10 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +7, Ref +5, Will +1
Abilities:
Str 18, Dex 12, Con 16, Int 2, Wis 11, Cha 6
Skills:
Hide +1*, Listen +3, Move Silently +2, Swim +8
Feats:
Alertness
Environment:
Cold and temperate forests or wetland
Organization:
Solitary or pair
Challenge Rating:
2

Adult males are about 4 ½ to 8 feet tall at the shoulder and weigh from 500 to 1,500 pounds. The males feature antlers that allow them a gore attack for 9 months out of the year. Females are usually not antlered. Moose may fight if threatened by any creature of Medium or Small size. They retreat from all other threatening creatures (including Tiny ones), fighting those creatures only if cornered. An average moose yields four pounds of edible meat per hit point, plus four pounds of usable tripe (bones, ligaments, hooves, antlers, intestine, etc.) per hit point. The tripe has 1/10th the nutritional value as the meat. Hides can also be cured and tanned to make average quality leather and the antlers are large enough that they can be carved into a number of products.
Skills: A moose has a +2 racial bonus to Hide and Move Silently checks. In forested areas, the Hide bonus increases to +4. They have a +4 racial bonus to Swim checks.


Insect swarms - nuisance value only. But next time your adventurers camp in the woods without tents or good gear, have a gnat swarm descend on them and impose distraction penalties ALL NIGHT LONG. Oh, the smell of Fatigue in the morning!

Gamebird
2007-02-02, 10:44 AM
...may I ask, um, why?

So that when PCs shoot a deer, or a rabbit or a squirrel, or try to spear a fish, I know how many hit points the creature has, how fast it runs, what its chance of spotting the PC first is, etc.

Important stuff for 1st and 2nd level characters, especially if the DM wants to play out a few of the Survival checks rather than saying "Okay, you get some generic food of unspecified type."

It's the same reason why some people like their treasure detailed out, with descriptions, rather than just "Okay, you get 8,451 gold worth of stuff."

Not that there's anything wrong with the generic way - whatever rocks your boat. But some people enjoy the detail.

Bears With Lasers
2007-02-02, 10:47 AM
Fair enough, I guess. I just think it's a lot of work when "small animal", "medium herbivore", "medium carnivore", "large herbivore", "large carnivore" or improvisation would do just as well, but it's not my time or effort, so if it increases fun (or just brings chuckles), why not.

Plus, now a PC could have a pet duck. I want a pet duck. Well, two; they take a lot less effort/attention when they've got each other for company.


Edit: or, to translate that into internet-speak, "stfu&diaf, im right, ur wrong, stupid doody-head!!!111one".

Gamebird
2007-02-02, 10:48 AM
MOUSE

Diminutive Animal
Hit Dice:
1/8 d8 (1 hp)
Initiative:
+4
Speed:
10 ft. (2 squares), climb 10 ft.
Armor Class:
18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple:
+0/–16
Attack:

Full Attack:

Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +2, Ref +6, Will +1
Abilities:
Str 1, Dex 19, Con 10, Int 2, Wis 12, Cha 2
Skills:
Balance +12, Climb +12, Hide +24, Move Silently +24
Feats:
Weapon Finesse
Environment:
Any
Organization:
Nest (2–20)
Challenge Rating:

These omnivorous rodents thrive almost anywhere. Use these statistics for any diminutive ground rodent, such as a mole or shrew.
Combat
Mice usually run away. They bite only as a last resort.
Skills: Mice have a +8 racial bonus on Balance, Climb, and Move Silently and Hide checks. A mouse can always choose to take 10 on Climb checks, even if rushed or threatened. A mouse uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.
OTTER

Small Animal
Hit Dice:
1/2 d8 (2 hp)
Initiative:
+3
Speed:
20 ft. (4 squares), swim 30 ft.
Armor Class:
14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple:
+0/–7
Attack:
Bite +3 melee (1d4–3)
Full Attack:
Bite +3 melee (1d4-3)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +2, Ref +5, Will +1
Abilities:
Str 4, Dex 16, Con 10, Int 3, Wis 13, Cha 6
Skills:
Hide +8, Listen +3, Move Silently +5, Spot +3, Swim +5
Feats:
Alertness, Weapon Finesse (bite)
Environment:
Warm and temperate aquatic
Organization:
Solitary or pair
Challenge Rating:
Ό

These little mammals are aggressive predators. They eat shellfish, fish, amphibians and any Tiny creature that wanders into the water. An adult otter measures 3 to 4 feet long and weighs 15 to 20 pounds. Their fur is valuable.
Combat
Otters will attempt to flee any threatening creature larger than themselves by diving deep underwater and swimming far away. If this fails, they will bite.
Skills: An otter can always choose to take 10 on a Swim check, even if rushed or threatened.

OX

Large Animal
Hit Dice:
4d8+12 (30 hp)
Initiative:
+0
Speed:
30 ft. (6 squares)
Armor Class:
13 (–1 size, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple:
+2/+12
Attack:
Gore/Butt +6 melee (1d6+5)
Full Attack:
Gore/Butt +6 melee (1d6+5)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Improved Bull Rush
Special Qualities:
Low-light vision, scent
Saves:
Fort +7, Ref +4, Will +1
Abilities:
Str 20, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills:
Listen +7, Spot +5
Feats:
Alertness, Endurance
Environment:
Temperate plains
Organization:
Solitary or herd (6–30)
Challenge Rating:
2

Oxen are placid beasts used for draft work. They do not fight unless threatened or provoked, though when attacked, they will generally stand and fight rather than flee. They have difficulty running and can not work more than 8 hours a day. An ox stands more than 5 feet tall at the shoulder and is 6 to 10 feet long. It weighs 1,200 to 2,000 pounds.

PARTRIDGE

Tiny Animal
Hit Dice:
Ό d8 (1 hp)
Initiative:
+3
Speed:
15 ft. (3 squares), fly 40 ft. (average)
Armor Class:
17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple:
+0/–10
Attack:

Full Attack:

Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:

Special Qualities:
Low-light vision
Saves:
Fort +2, Ref +5, Will +2
Abilities:
Str 1, Dex 17, Con 10, Int 1, Wis 14, Cha 6
Skills:
Listen +2, Spot +14
Feats:
Endurance
Environment:
Temperate forests
Organization:
Solitary or flock (2-20)
Challenge Rating:


These creatures are common game birds that weigh up to 2 pounds. If held and allowed to bite, they can peck and scratch for 1 hp of damage, but under normal circumstances they have no effective attack.
Skills: Partridges have a +8 racial bonus on Spot and Hide checks.
Chukar
A chukar uses the same statistics as a partridge but they weigh from 1 to 1.5 pounds. They are found only in flocks of 6-30 birds in mountainous country.
Quail
A quail uses the same statistics as a partridge but they weigh only 1 pound at most. They are found only in flocks of 6-30 birds in forested country.

PEAFOWL

Tiny Animal
Hit Dice:
1/4 d8 (2 hp)
Initiative:
+2
Speed:
10 ft. (2 squares), fly 40 ft. (poor), swim 30 ft.
Armor Class:
13 (+2 size, +1 Dex), touch 13, flat-footed 12
Base Attack/Grapple:
+0/–13
Attack:
Spurs +4 melee (1d2–5)
Full Attack:
Spurs +4 melee (1d2–5)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:
Shriek
Special Qualities:
Low-light vision
Saves:
Fort +2, Ref +4, Will +0
Abilities:
Str 3, Dex 13, Con 10, Int 1, Wis 10, Cha 8
Skills:
Listen +3, Spot +5
Feats:

Environment:
Temperate forests or jungle
Organization:
Solitary or flock (2-20)
Challenge Rating:
1/6

These domesticated birds stand 2-3 feet tall and have wingspans of about 4 feet. They attack only as a last resort, preferring to flee rather than confront anything of Small size or larger. They have elaborate and colorful tail feathers that are highly prized by nobility and courtesans. They are also edible.
Shriek (Ex): At night they sometimes emit a shriek that sounds unearthly and similar to the scream of a wounded animal. Those unaccustomed to the sound have a Will save, DC 10, or become shaken for 2d4 rounds. After hearing this shriek on three different occasions, a creature becomes immune to the effect.

PECCARY

Small Animal
Hit Dice:
1d8+5 (10 hp)
Initiative:
+0
Speed:
30 ft. (6 squares)
Armor Class:
14 (+1 size, +3 natural), touch 11, flat-footed 14
Base Attack/Grapple:
+0/+1
Attack:
Gore +1 melee (1d4+1)
Full Attack:
Gore +1 melee (1d4+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +4, Ref +2, Will +1
Abilities:
Str 12, Dex 10, Con 15, Int 2, Wis 13, Cha 4
Skills:
Listen +7, Spot +5
Feats:
Alertness, Toughness
Environment:
Temperate lands
Organization:
Solitary or herd (5–8)
Challenge Rating:
½

These wild swine are omnivorous scavengers. They are often bad-tempered and usually charge anything of Small size that disturbs them, though they try to flee from larger creatures. Peccaries are covered in coarse, grayish-brown fur. Adult males are about 3 feet long and 2 feet high at the shoulder. For females, use a slam attack that does the same damage as the gore.

PORCUPINE

Small Animal
Hit Dice:
1d8+1 (5 hp)
Initiative:
+3
Speed:
10 ft. (2 squares)
Armor Class:
15 (+1 size, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple:
+0/–4
Attack:
d6 quills +0 (d3+1 each) or bite +0 melee (1d4)
Full Attack:
d6 quills +0 (d3+1 each) or bite +0 melee (1d4)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Quills
Special Qualities:
Scent
Saves:
Fort +3, Ref +0, Will +3
Abilities:
Str 10, Dex 10, Con 12, Int 2, Wis 12, Cha 11
Skills:
Climb +2, Hide +4, Listen +4, Move Silently +2, Spot +3, Swim +3
Feats:
Alertness, Weapon FinesseB
Environment:
Temperate, warm and cold forest, plains and hills
Organization:
Solitary or family (3–5)
Challenge Rating:
1/3

Porcupines are slow, awkward-appearing vegetarians, but they are not hesitant to attack anything that approaches them threateningly.
A porcupine can grow to be up to 3 feet long and weigh over 40 pounds.
Combat
Porcupines do not attempt to flee. If an initial threatening display of their quills does not deter an attacker, they will fight tenaciously, slamming their quills into their opponent.
Quills (Ex): When the porcupine strikes with its tail, it dislodges a d6 quills that automatically break off and lodge in the opponent’s flesh. Any lodged quills impose a –1 circumstance penalty to attacks, saves and checks per hit die of the porcupine (-1 per hit die, not -1 per quill). Removing a quill takes 1 full round and deals 1 additional point of damage. A successful Heal check at DC 15 can negate the additional damage, but it must be performed separately for each quill and no retries are allowed. An unarmed to melee touch attack against a porcupine causes d4 quills to break off and lodge in the attacker, in addition to any that might be inflicted due to any applicable attack of opportunity. A porcupine can be assumed to have at least 100 quills at any given time.

Bears With Lasers
2007-02-02, 10:49 AM
Is there a hedgehog? Hedgehogs are cute.

Gamebird
2007-02-02, 10:50 AM
RABBIT

Tiny Animal
Hit Dice:
1/4 d8 (1 hp)
Initiative:
+2
Speed:
40 ft. (8 squares)
Armor Class:
15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple:
+0/–12
Attack:
Bite +4 melee (1d3–4)
Full Attack:
Bite +4 melee (1d3–4)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +2, Ref +5, Will +1
Abilities:
Str 2, Dex 17, Con 10, Int 2, Wis 12, Cha 2
Skills:
Hide +14, Move Silently +10
Feats:
Weapon Finesse
Environment:
Any
Organization:
Warren (10–100)
Challenge Rating:
1/8
These plant-eating rodents thrive almost anywhere.
Combat
Rabbits usually run away. They bite only as a last resort.
Skills: Rabbits have a +4 racial bonus on Hide and Move Silently checks.

RACCOON

Tiny Animal
Hit Dice:
1d8 (5 hp)
Initiative:
+4
Speed:
20 ft. (4 squares), climb 20 ft.
Armor Class:
16 (+2 size, +4 DEX), touch 14, flat-footed 12
Base Attack/Grapple:
+0/–8
Attack:
Bite +4 melee (d3-4)
Full Attack:
Bite +4 melee (d3-4)
Space/Reach:
2 1/2 ft./ 2 ½ ft.
Special Attacks:

Special Qualities:
Darkvision, Scent
Saves:
Fort +2, Ref +6, Will +1
Abilities:
Str 3, Dex 18, Con 10, Int 2, Wis 12, Cha 5
Skills:
Balance +12, Climb +15*, Hide +5, Listen +4, Move Silently +2, Spot +4, Swim +4, Wilderness Lore +4
Feats:
Alertness, Weapon Finesse (bite)
Environment:
Temperate forest
Organization:
Solitary or family (2-6)
Challenge Rating:
Ό

Raccoons can vary from 1 to 2 feet long and weigh from 10 to 50 pounds. They are omnivores that do not attack unless threatened or defending their young.
Skills: Raccoons use their Dexterity modifier for Climb checks and receive a +8 racial bonus to Balance checks.

SHEEP, BLACK or WHITE FACE

Medium Animal
Hit Dice:
1d8+1 (5 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
13 (+1 size, +1 DEX, +1 natural), touch 12, flat-footed 12
Base Attack/Grapple:
+0/-4
Attack:
Bite -4 melee (1d3)
Full Attack:
Bite -4 melee (1d3)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +3, Ref +3, Will –2
Abilities:
Str 10, Dex 12, Con 12, Int 2, Wis 6, Cha 4
Skills:
Balance +2, Hide +2, Listen +1, Spot +1
Feats:
Alertness
Environment:
Warm and temperate hills and plains
Organization:
Solitary or herd (6–30)
Challenge Rating:
1/3

These common herbivores are beardless and wooly. They are about 3 feet tall at the shoulder and weigh 75 to 200 pounds. Sheep fight only if cornered. They are often accompanied by shepherds and herding dogs to keep the herd from getting into trouble.

SHEEP, RIDING

Medium Animal
Hit Dice:
2d8+2 (11 hp)
Initiative:
+2
Speed:
30 ft. (6 squares)
Armor Class:
14 (+2 DEX, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple:
+1/+2
Attack:
Butt +2 melee (1d6+1)
Full Attack:
Butt +2 melee (1d6+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Overrun
Special Qualities:
Low-light vision, scent
Saves:
Fort +4, Ref +5, Will –1
Abilities:
Str 13, Dex 14, Con 12, Int 2, Wis 8, Cha 4
Skills:
Balance +3, Listen +3, Spot +3
Feats:
Alertness, Improved Bull Rush
Environment:
Any land
Organization:
Solitary
Challenge Rating:
1

These herbivores are about 4 feet tall at the shoulder and weigh around 250 pounds. The males can be war trained and often are (add 1 HD, +2 STR, +2 CON). They carry large, curving horns like bighorn sheep and have an excellent morale against everything (+4 racial morale bonus). They are unwise enough that a skilled rider can get his mount to charge walls and doors, repeatedly if necessary. Riding sheep can eat anything a goat can and do not interbreed with normal sheep. Female riding sheep can be used for limited milk production. An excellent cheese can be derived from this.

SKUNK

Tiny Animal
Hit Dice:
½ d8 (2 hp)
Initiative:
+1
Speed:
20 ft. (4 squares)
Armor Class:
13 (+2 size, +1 DEX), touch 13, flat-footed 12
Base Attack/Grapple:
+0/–8
Attack:
Bite +1 melee (d3-4)
Full Attack:
Bite +1 melee (d3-4)
Space/Reach:
2 1/2 ft./ 2 ½ ft.
Special Attacks:
Musk
Special Qualities:
Scent
Saves:
Fort +2, Ref +3, Will +1
Abilities:
Str 2, Dex 13, Con 10, Int 2, Wis 12, Cha 2
Skills:
Climb +2, Hide +15, Listen +4, Move Silently +2, Spot +2, Swim +1
Feats:
Alertness, Weapon Finesse (bite)
Environment:
Temperate forest and hills
Organization:
Solitary or family (2–5)
Challenge Rating:
1/6

A skunk can grow to be up to 1 foot long and weigh up to 20 pounds. They are distinctively colored in alternating black and white pattern, though their fur usually smells too foul to be saleable among the kindred races. Some humanoid shamans and rangers make capes of skunk fur to prove their ability to kill the creature before it can spray. There is still a faint, lingering scent to it though. Skunk flesh is generally inedible.
Combat
Skunks squirt musk at potential predators in hope of forcing the predator to flee. If this fails, the skunk looks for the quickest route possible for itself to escape. If cornered, a skunk bites opponents.
Musk (Ex): Once per round and no more than 5 times per day, a skunk can release a stinking musk in a 5 foot cloud. An affected creature must succeed at a Fortitude save, DC 10, or be nauseated for d4 rounds. A second save must also be made to avoid being blinded (as per the spell) for d4 rounds. Even if these saves are successful, most creatures will suffer an immediate morale check (Will save, DC 15). The stench is highly potent and short of magical means of cleaning, all cloth and such material continues to reek for d6 months. The odor imposes a –12 circumstance penalty on Hide checks and gives those tracking you by scent a +12 circumstance bonus. Flesh, leather goods and metal goods must be washed in concentrated vinegar for d3 days or else they will reek for at least 1 week.

Bears With Lasers
2007-02-02, 10:53 AM
Oh, man, that reminds me. After my old-WoD Werewolf game, we'd all go out and chase some rabbits outside the dorm. As a pack. :)

Gamebird
2007-02-02, 10:54 AM
No, no hedgehogs - they don't exist locally in my game world. I'm not familiar with them either.

And here's that squirrel:

SQUIRREL

Tiny Animal
Hit Dice:
1/4 d8 (1 hp)
Initiative:
+2
Speed:
15 ft. (3 squares), climb 30 ft.
Armor Class:
14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:
+0/–12
Attack:
Bite +4 melee (1d3–4)
Full Attack:
Bite +4 melee (1d3–4)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:

Special Qualities:
Low-light vision, scent
Saves:
Fort +2, Ref +4, Will +1
Abilities:
Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills:
Balance +10, Climb +12, Hide +14
Feats:
Weapon Finesse
Environment:
Any
Organization:
Nest (2–20)
Challenge Rating:
1/8

These rodents thrive almost anywhere there are trees.
Combat
Squirrels usually run away. They bite only as a last resort.
Skills: Squirrels have a +4 racial bonus on Hide checks and a +8 racial bonus on Balance and Climb checks. A squirrel can always choose to take 10 on Climb checks, even if rushed or threatened. A squirrel uses its Dexterity modifier instead of its Strength modifier for Climb checks.

TURKEY

Tiny Animal
Hit Dice:
1/4 d8+1 (2 hp)
Initiative:
+2
Speed:
10 ft. (2 squares), fly 30 ft. (poor)
Armor Class:
14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple:
+0/–13
Attack:
Spurs +2 melee (1d2–5)
Full Attack:
Spurs +2 melee (1d2–5)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:

Special Qualities:
Low-light vision
Saves:
Fort +3, Ref +4, Will +0
Abilities:
Str 2, Dex 15, Con 12, Int 1, Wis 10, Cha 4
Skills:
Listen +3, Spot +5
Feats:
Weapon Finesse (spurs)
Environment:
Temperate forests
Organization:
Solitary or flock (3-20)
Challenge Rating:
1/6

These domesticated birds are about 2 feet long and have wingspans of about 4 feet. They attack only as a last resort, preferring to flee rather than confront anything of Small size or larger. The statistics for turkeys apply to wild and domestic birds.

TURTLE

Tiny Animal
Hit Dice:
½ d8+3 (5 hp)
Initiative:
-2
Speed:
5 ft. (1 square)
Armor Class:
18 (+2 size, -2 Dex, +8 natural), touch 10, flat-footed 18
Base Attack/Grapple:
+0/–11
Attack:
Bite –3 melee (d2-3)
Full Attack:
Bite –3 melee (d2-3)
Space/Reach:
2 ½ ft./0 ft.
Special Attacks:
Attach
Special Qualities:
Damage Reduction 2/magic
Saves:
Fort +2, Ref -2, Will +2
Abilities:
Str 4, Dex 6, Con 11, Int 1, Wis 14, Cha 6
Skills:
Hide +10, Listen +4, Spot +4
Feats:
Toughness
Environment:
Temperate marshes
Organization:
Solitary
Challenge Rating:
1/6

Turtles are harmless vegetarians, slow moving and tough. When threatened, they retreat into their shell and hope their attacker isn’t large enough to get through their DR. The statistics shown here can be applied to tortoises.
Combat
Attach (Ex): If a turtle hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached turtle can be struck with a weapon or grappled itself. To remove an attached turtle through grappling, the opponent must achieve a pin against the creature.

TURTLE, SNAPPING

Medium Animal (Aquatic)
Hit Dice:
3d8+12 (26 hp)
Initiative:
-2
Speed:
10 ft. (2 squares), swim 30 ft.
Armor Class:
16 (-2 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple:
+1/+4
Attack:
Bite +4 melee (d8+3)
Full Attack:
Bite +4 melee (d8+3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Attach
Special Qualities:
Damage Reduction 5/magic, Hold breath
Saves:
Fort +6, Ref -1, Will +2
Abilities:
Str 16, Dex 6, Con 16, Int 2, Wis 12, Cha 4
Skills:
Hide +4*, Listen +2, Spot +2, Swim +8
Feats:
Toughness
Environment:
Any temperate aquatic
Organization:
Solitary
Challenge Rating:
2

Snapping turtles are aggressive predators that live in rivers, streams, lakes and swamps. They range from 5 to 1,500 pounds, rivaling the dragon turtles and wyrmling dragons they compete with. The statistics given here are for a 200 pound specimen.
Combat
Attach (Ex): If a turtle hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached turtle can be struck with a weapon or grappled itself. To remove an attached turtle through grappling, the opponent must achieve a pin against the creature.
Hold Breath: A turtle can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

That's all the ones that aren't campaign-specific or already in the MM.

Fax Celestis
2007-02-02, 10:54 AM
Plus, now a PC could have a pet duck. I want a pet duck. Well, two; they take a lot less effort/attention when they've got each other for company.

Or hell, play an awakened frog sorceror.

EDIT: OR AN AWAKENED SQUIRREL DUSKBLADE. Squirrels have opposable thumbs, and can therefore wield (small but functional) weaponry!

Bears With Lasers
2007-02-02, 10:56 AM
No, no hedgehogs - they don't exist locally in my game world. I'm not familiar with them either.



http://mfrost.typepad.com/photos/uncategorized/hedgeflower.jpg

Yuki Akuma
2007-02-02, 10:57 AM
Wait, how do squirrels have a climb speed faster than their land speed? Even squirrels shouldn't be able to scale a tree as fast as they can sprint along the ground!

(I am assuming the 'double-move-only' thing applies to climb speeds, I can't be bothered to look it up...)

Gamebird
2007-02-02, 10:58 AM
I also left off a half dozen variant breeds of cattle, herding dogs, a couple breeds of horses and a couple breeds of pigs. They have only minor changes from the MM versions.

Yuki Akuma
2007-02-02, 11:04 AM
..And why do fruit bats not have blindsense, but instead have low-light vision?

Bat vision is about on par with human vision. And bats have echolocation...

...Why do half of the animals (well, the cattle and chickens) have no feats?

Rumda
2007-02-02, 11:08 AM
fruit bats are more active during the day

Yuki Akuma
2007-02-02, 11:14 AM
fruit bats are more active during the day

...Huh. For some reason, fruit bats are freaks and don't echolocate.

You should give them scent, though, they apparently have good senses of smell. :smallwink:

(Actually, there's one species of fruit bat that uses echolocation, but that's not the point.)

Gamebird
2007-02-02, 11:15 AM
Yuki - Thanks!! Really. Fruit bats aren't supposed to be nocturnal, so I'll change the descriptive text. Despite putting together stats for a lot of animals, I'm not real familiar with how they should be statted out. Most got what I thought they deserved, not what the system said they should have. Do all animals have a feat? Even when they have less than one hit die?

If so, I'll give chickens Dodge and cattle Endurance.

Fax Celestis
2007-02-02, 11:17 AM
Yes, they do.

Yuki Akuma
2007-02-02, 11:18 AM
All creatures with an Intelligence score get a feat and quadruple skill points for their first hit die, even if it's a fractional hit die.


And even though they don't echolocate, fruit bats (well, actually, most bats who don't echolocate) still only have human-level eyesight. They tend to get by using their sense of smell a lot.

One last thing: Shouldn't this be in Homebrew?

Yakk
2007-02-02, 11:24 AM
Well, I guess this provides a means to get to L 2.

Simply do survial roles and kill fruit bats until you get enough XP.

:)

Yuki Akuma
2007-02-02, 11:28 AM
With a CR of 1/4, that would take... 53 fruit bats, or around that.

Fax Celestis
2007-02-02, 11:47 AM
With a CR of 1/4, that would take... 53 fruit bats, or around that.

So...toss a fireball (from a necklace of fireballs type 1 or a wand) into a cave?

Bears With Lasers
2007-02-02, 11:48 AM
You know, that means a city's ratcatchers must be horribly buff for the commoners they are.

Abardam
2007-02-02, 11:59 AM
verisimilitude and lycans
Like these?
http://bugs.bio.usyd.edu.au/Mycology/images/Topics/Plant_Interactions/Lichens/yellowLichen.jpg

But anyway, does all this mean you pay attention to every little thing in the forest? (or plains, or whatever)

Fhaolan
2007-02-02, 12:00 PM
At one time I had a huge number of animals stated out for 2nd edition, because I was something of a completist freak. I thought about upgrading them to 3rd, but the only copy I have left is electronic, and I don't have the equipment to read the file anymore. It was some unique wordprocessing program that my University had on their workstations.

Let this be a lesson to all: When storing data over time, try to use plaintext as much as possible. Propriatary file formats get changed far too often, and you'll never be able to retreive the data.

Gamebird
2007-02-02, 12:04 PM
Yes, it should probably be in Homebrew. But the request was made here, and it's not like other similar posts aren't made here.

Yeah - I know about the file problem. I have loads of Vampire stuff in Adobe Pagemaker 6.0, on an old Mac. But what the hell. One day I'll be obsolete too.

Yakk
2007-02-02, 12:07 PM
Or heck -- now I understand why poaching is illegal.

Each mule deer is a CR 1 encounter -- a peasant with a longbow could get up to a decently high level pretty damn quickly. That deer represents not only tasty food, but valueable experience for the noble's children and knights.

Fax Celestis
2007-02-02, 12:10 PM
At one time I had a huge number of animals stated out for 2nd edition, because I was something of a completist freak. I thought about upgrading them to 3rd, but the only copy I have left is electronic, and I don't have the equipment to read the file anymore. It was some unique wordprocessing program that my University had on their workstations.

Let this be a lesson to all: When storing data over time, try to use plaintext as much as possible. Propriatary file formats get changed far too often, and you'll never be able to retreive the data.

Toss me the file. I may be able to open it.

Fhaolan
2007-02-02, 12:13 PM
Toss me the file. I may be able to open it.

I'll see if I can find them this weekend. I've cleaned house several times after I realized I couldn't open them, so I may have tossed them completely. :smallsmile:

Gamebird
2007-02-02, 12:51 PM
Due to Yuki's comments, I'm going through the animals and "fixing" them. For one thing, the deer shouldn't be that dangerous. They didn't have the -5 to attack and 1/2 STR on damage. Plus they don't need Multiattack.

One thing though - how do you judge when a feat is racial (like Weapon Finesse is for many creatures) and when it is something they have to buy?

Gamebird
2007-02-02, 12:52 PM
And does the -5 for being a non-combative animal apply to Grapple checks as well, or just attack rolls?

Fax Celestis
2007-02-02, 01:00 PM
The -5 applies to both. As for feats, using an example: racial feats are something that every deer in existance will have, while actual feats are ones that most deer will have.

Gamebird
2007-02-02, 01:15 PM
The -5 applies to both. As for feats, using an example: racial feats are something that every deer in existance will have, while actual feats are ones that most deer will have.

Is there any way other than DM fiat to decide which feats are racial and which aren't?

Nearly all the animals have Alertness. Is there any reason why I shouldn't decide that Alertness is a racial trait for all animals (except for a few particularly dim ones)? Or Run is a racial trait for all hooved mammals? Or Endurance is a racial trait for all "tough" mammals? How many Toughness feats would be racial for something especially tough, like a boar? Other than game balance and silliness, is there any reason why it couldn't have 8 Toughness feats?


Another question: Most animals get their STR x 1.5 to damage with their primary weapon. The noncombative/herbivorous animal rule states that these animals do STR x 0.5 damage. Are they doing (STR x 1.5)x0.5 or just STR x 0.5?

Also, how do you apply this penalty on negative STR modifiers? Say a creature has a STR 4, penalty of -3. It bites. How much damage does it do?
STR x 1.5, round down = d3-4
STR x -1.5, round down = d3-2

Truwar
2007-02-02, 01:15 PM
Wait, how do squirrels have a climb speed faster than their land speed? Even squirrels shouldn't be able to scale a tree as fast as they can sprint along the ground!

Have you ever watched squirrels? The CAN go up a tree faster than they can clumsily lope along the ground.



You know, that means a city's ratcatchers must be horribly buff for the commoners they are.


Yeah, they would quite the horrendous lv 6 commoners… That is as good as you could ever get killing rats. Or anything with a CR of 1 or less. Given that the average lv 1 fighter could cut a lv 6 ratcatcher commoner to bloody chunks of quivering sushi, I don’t think you need to worry about them taking over the world.

Leush
2007-02-02, 01:19 PM
Gamebird is hereby declared master of the moose.

*Kneels and prays*

We are at your service oh master of the moose. We thankyou for the opportunity of having mooses pop up in our campaigns....

EDIT: What if the commoner faced multiple rats at a time? surely that would raise the cr at least a little?

Bears With Lasers
2007-02-02, 01:22 PM
Hmm.

Someone should make a Moose Swarm.

Truwar
2007-02-02, 01:24 PM
EDIT: What if the commoner faced multiple rats at a time? surely that would raise the cr at least a little?


I suppose if they faught of giant swarms of rats with regularity they would be getting xp, but then they would be earning it at that point.

Inyssius Tor
2007-02-02, 02:08 PM
Ooh; I'm imagining some sort of Order of the Exterminator, clad all in black, wearing leather armor with greaves (+6 AC against Tiny or smaller creatures with no fly speed, treat as full plate when determining run speed) and +1 verminbane long knives (everyone else except followers of Nerull call them short-swords)...

sktarq
2007-02-03, 04:35 PM
Wow - Gamebird- you just made my day. Thanks-my players may well smack their foreheads this week.

The_Pope
2007-02-03, 06:21 PM
http://mfrost.typepad.com/photos/uncategorized/hedgeflower.jpg

That is so damn cute it stings my eyes.

ColourDeaf
2007-02-03, 06:36 PM
http://www.calacademy.org/research/bmammals/afrotheria/golden_moles/images/Eremitalpa_157_Edited.jpg

Pah, the Golden Mole is the cutest thing alive!

Rumda
2007-02-03, 06:39 PM
http://www.calacademy.org/research/bmammals/afrotheria/golden_moles/images/Eremitalpa_157_Edited.jpg

Pah, the Golden Mole is the cutest thing alive!
cuter than this anyway
http://www.bio.davidson.edu/people/vecase/Behavior/Spring2004/lyons/Picture1.jpg

Bears With Lasers
2007-02-03, 07:10 PM
http://www.chem.ucla.edu/dept/Faculty/chanfreau/images/BabyManatee.jpg

Renloth
2007-02-04, 01:16 AM
Any thoughts on Foxes?

Jibar
2007-02-04, 03:45 AM
I am pleased to see that a single moose is harder to kill than a group of Goblins.
"You hear scuffling noises up ahead. A moose come charging out of the forest directly at you."
Party wipe by moose.
The funniest thing ever to be a part of?

And I'm sorry. Did someone mention Dugongs? (http://www.weebls-stuff.com/toons/dugong/)

Glooble Glistencrist
2007-02-04, 10:19 AM
Can I take your Crayfish and turn it into Giant Vermin (Small Monstrous Crayfish, Medium Monstrous Crayfish, etc.)?
Also, my girlfriend is playing a "sorority wizard" who flunked out of wizard college for partying too much, and she definately took the lap dog familiar.

Siberys
2007-02-04, 12:41 PM
Yeah, it'd be nice to see monstrous crayfish.

Also, why's the Fish of the Vermin type? All of the other fish I've seen in core (which is to say, sharks) are animals. Is the fish a vermin because you didn't want it to have an Int score? if so, you can just say it doesn't have one, but keep it an animal. Why does it have feats and skills? Without an intelligence, he should have no ranks in ANY skills, or ANY feats!

Otherwise you get wierd things like Charm Animal working on Sharks but not Big Mouth Bass, or your pet goldfish.

Are you going to make dire versions of some of these, and animal companion/familiar rules for them? that'd be great, methinks.

EDIT: You do realize that your lapdogs are sentient, right? As in, if they had a mouth structure that allowed for speaking, they could TALK? I'd suggest moving that down to a two.

I went through, and noticed these other things I'd change.

Chicken - needs 1 feat
Crayfish - as a vermin with no intelligence, it shouldn't have any feats or skills unless they are racial bonuses.
Duck - needs 1 feat
Peafowl - needs 1 feat
Sheep - I think this should have an Int of 1; I just don't see a sheep as having an animal cunning. I'd personally move that downfrom two.

Tussy the Druid
2007-02-04, 01:36 PM
I am pleased to see that a single moose is harder to kill than a group of Goblins.
"You hear scuffling noises up ahead. A moose come charging out of the forest directly at you."
Party wipe by moose.
The funniest thing ever to be a part of?

And I'm sorry. Did someone mention Dugongs? (http://www.weebls-stuff.com/toons/dugong/)

That made me laugh. Very hard.

Lemurs forever!

Jothki
2007-02-04, 02:13 PM
I'm fairly sure that geese can do a lot more than just wing buffets.

Actually, I'd like to see a swan statted up. Those things can be vicious.

Yakk
2007-02-04, 02:17 PM
Note that a Moose is a huge alpha herbavore animal -- a pack of wolves vs a healthy moose will result in probably one seriously injured or dead wolf.

Humans are good at fighting herbavores because we have ranged weapons, and only a few herbavores have the "charge when hurt" instincts.


Chicken - needs 1 feat

Most chickens have two feet, not 1.

;)

Jibar
2007-02-05, 11:07 AM
Note that a Moose is a huge alpha herbavore animal -- a pack of wolves vs a healthy moose will result in probably one seriously injured or dead wolf.

Humans are good at fighting herbavores because we have ranged weapons, and only a few herbavores have the "charge when hurt" instincts.


The story of some forest being infected by evil and all the animals going crazy is so old, and yet still there always only wolves and stuff?
What about the moose huh? Why don't the moose go crazy and kill stuff up!?
WHY MUST YOU DESPISE THE MOOSE!?



Most chickens have two feet, not 1.


*Ba Dum... Pish*

magic8BALL
2007-02-06, 06:08 AM
Why don't the moose go crazy and kill stuff up!?

Too busy fending off wolves...

...what about worgs? Wargs live in the crazy evil forrests of doom still... right...? They eat dire moose, surely...

why the focus on the moose..?

why not come back to the duck. Add the fiendish template and there's the demonic duck form that spell... wherever it went...

Xaspian
2007-02-06, 07:46 AM
No Pigeon?

Ah, well.

Altair_the_Vexed
2007-02-06, 07:57 AM
How about small cats? Lynx, bobcat, that sort of thing.
One up from moggies, but smaller than cheetahs and panthers.

In my game I just modified the leopard stats (we figured a small size category wild cat was a legitimate animal companion, so we needed stats for one).

Jibar
2007-02-06, 11:59 AM
Too busy fending off wolves...

...what about worgs? Wargs live in the crazy evil forrests of doom still... right...? They eat dire moose, surely...

why the focus on the moose..?

why not come back to the duck. Add the fiendish template and there's the demonic duck form that spell... wherever it went...

We don't have a dire moose.
I'm prepared to bet a dire moose could easily fight off a pack of wargs.
All shall hail to the power of da moose!

Chavik
2007-02-06, 12:14 PM
Doves would make a good addittion for messengers and such, and then you could make a pigeon sub-type as vermin.

also some more exotic animals... lemurs and such... maybe piranhas..

Rumda
2007-02-06, 12:19 PM
well there is a dire elk in the mm2, and since and lets just say worgs count as lvl 5 characters (4 HD and a +1 cohort LA) and an average pack of 8 worgs, a single dire elk would be an encounter of the same approximately the same CR

Gamebird
2007-02-06, 03:17 PM
Doves would make a good addittion for messengers and such, and then you could make a pigeon sub-type as vermin.

also some more exotic animals... lemurs and such... maybe piranhas..

The list was specific for my game world, so I left out animals not native to the area.


How about small cats? Lynx, bobcat, that sort of thing.
One up from moggies, but smaller than cheetahs and panthers.

In my game I just modified the leopard stats (we figured a small size category wild cat was a legitimate animal companion, so we needed stats for one).

CARACAL

Small Animal
Hit Dice:
2d8+4 (13 hp)
Initiative:
+3
Speed:
40 ft. (8 squares)
Armor Class:
15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple:
+1/–2
Attack:
Claw +5 melee (1d3+1)
Full Attack:
2 claws +5 melee (1d3+1) and bite +0 melee (1d3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Pounce, Improved Grab, Rake
Special Qualities:
Low-light vision, scent
Saves:
Fort +5, Ref +6, Will +1
Abilities:
Str 12, Dex 16, Con 15, Int 2, Wis 12, Cha 7
Skills:
Balance +8, Climb +7, Hide +15*, Jump +7, Listen +5, Move Silently +7, Spot +5
Feats:
Alertness, Weapon FinesseB
Environment:
Temperate plains
Organization:
Domesticated, solitary or pride (2-20)
Challenge Rating:
1

Gnomish caravans keep caracals domestically. The gnomes picked up the practice of domesticating them from the plainsmen. They act as guards and sometimes as hunters. Only the females can be trained with any success. Males are very territorial and will fight to the death over leadership of the pride. Each caravan that keeps caracals usually chains the male to one of the wagons, providing the male with a ledge on which to lay during moves. Females are allowed to roam freely. Caracals raised as domestic animals will recognize other long term companions as pride members and behave protectively towards them. This is primarily directed towards the gnomes or other kindred races that handle them, but may also include dogs, horses, and ponies. Caracals are very difficult to train to do anything other than hunt and be territorial, and even on the hunting they will sometimes attack their handler for trying to take away their kill.
Combat
Caracals, like all cats, prefer to sneak up on their prey. Pride females will work together to bring down prey of up to Medium size.
Improved Grab (Ex): To use this ability, the caracal must hit with its bite attack. If it gets a hold, it can rake.
Pounce (Ex): If the caracal leaps onto an opponent during the first round of combat, it can make a full attack even if it has already taken a move action.
Rake (Ex): A caracal that gets a hold can make two rake attacks (+4 melee) with its hind legs for d3+1 damage each. If the caracal pounces on an opponent, it can also rake.
Skills: Caracals have a +4 racial bonus on Balance, Climb, Hide, Jump, and Move Silently checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
Tree Cats
Tree cats include lynx, ocelots, and the larger wild cats.


CAT, WILD

Small Animal
Hit Dice:
1d8+2 (6 hp)
Initiative:
+2
Speed:
40 ft. (8 squares)
Armor Class:
14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple:
+1/–3
Attack:
Claw +4 melee (1d2-1)
Full Attack:
2 claws +4 melee (1d2-1) and bite -1 melee (1d3-1)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Pounce, Improved Grab, Rake
Special Qualities:
Low-light vision, scent
Saves:
Fort +4, Ref +4, Will +1
Abilities:
Str 8, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills:
Balance +10, Climb +6, Hide +14*, Jump +10, Listen +5, Move Silently +6, Spot +5
Feats:
Alertness, Weapon FinesseB
Environment:
Any land
Organization:
Solitary or family (2-6)
Challenge Rating:
½

The statistics presented here describe any of the small wild cats: bobcats, European wild cat, pampas cat, etc.
Combat
Cats prefer to sneak up on their prey.
Improved Grab (Ex): To use this ability, the cat must hit with its bite attack. If it gets a hold, it can rake.
Pounce (Ex): If the cat leaps onto an opponent during the first round of combat, it can make a full attack even if it has already taken a move action.
Rake (Ex): A cat that gets a hold can make two rake attacks (+4 melee) with its hind legs for d3+1 damage each. If the caracal pounces on an opponent, it can also rake.
Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.


No Pigeon?

Ah, well.

I'll add those. Here:

PIGEON

Tiny Animal
Hit Dice:
Ό d8 (1 hp)
Initiative:
+3
Speed:
5 ft. (1 square), fly 40 ft. (average)
Armor Class:
15 (+2 size, +3 Dex), touch 15, flat-footed 12
Base Attack/Grapple:
+0/–12
Attack:
—
Full Attack:
—
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:
—
Special Qualities:
Low-light vision, Homing
Saves:
Fort +2, Ref +5, Will +2
Abilities:
Str 1, Dex 17, Con 10, Int 1, Wis 14, Cha 6
Skills:
Hide +19, Spot +14
Feats:
Endurance
Environment:
Temperate forests
Organization:
Solitary or flock (2-200)
Challenge Rating:
—

These creatures are uncommon domesticated birds that weigh around 1 pound. They have no effective attack. They are kept in lofts and rooftop pens, raised for their meat and eggs, as well as their ability to carry messages back to their home roost.
Homing (Ex): Pigeons are able to return to their home roost if released up to 300 miles away, assuming the land between is flat. If the terrain is mountainous or the weather unusually bad, the distance should be reduced by half. Being able to return does not guarantee the pigeon will survive the trek, as they suffer normal encounters along the way. For critical messages, multiple pigeons are released.
Skills: Birds have a +8 racial bonus on Spot checks.
Dove
A dove uses the same statistics as a pigeon but they weigh from 1/4 to 1/2 pound and are diminutive. They are often kept in dovecotes of 20-200 by prosperous nobles.



I'm fairly sure that geese can do a lot more than just wing buffets.

Actually, I'd like to see a swan statted up. Those things can be vicious.

Read Geese again. Swan is a subtype and uses the same stats.


Yeah, it'd be nice to see monstrous crayfish.

Also, why's the Fish of the Vermin type? All of the other fish I've seen in core (which is to say, sharks) are animals. Is the fish a vermin because you didn't want it to have an Int score? if so, you can just say it doesn't have one, but keep it an animal. Why does it have feats and skills? Without an intelligence, he should have no ranks in ANY skills, or ANY feats!

Otherwise you get wierd things like Charm Animal working on Sharks but not Big Mouth Bass, or your pet goldfish.

Okay, I'll fix that and change Fish from Vermin to Animal.


Are you going to make dire versions of some of these, and animal companion/familiar rules for them? that'd be great, methinks.

I don't have dire animals in my campaign, though I do make frequent use of hit die advancement. I just couldn't see the ecosystem supporting that many different breeds. Plus, if a "better" version of the animal existed, with more hit dice and survivability, then why was the other version still around?


EDIT: You do realize that your lapdogs are sentient, right? As in, if they had a mouth structure that allowed for speaking, they could TALK? I'd suggest moving that down to a two.

No, that's another campaign-specific thing for me. I consider animal intelligence to range from 1 to 4, though the vast majority falls into INT 2. Pigs, dogs and specially bred "smart" animals (I didn't list any of them because they're also campaign-specific) have INT 3. There's one type of war horse with INT 4. This doesn't grant them the ability to talk, though they can be taught to understand a limited vocabulary (essentially, a lot of verbal commands no longer act as "tricks" and instead work as well as commanding a person).

For the use of others, just reduce the INT back to 2.


I went through, and noticed these other things I'd change.

Chicken - needs 1 feat
Crayfish - as a vermin with no intelligence, it shouldn't have any feats or skills unless they are racial bonuses.
Duck - needs 1 feat
Peafowl - needs 1 feat
Sheep - I think this should have an Int of 1; I just don't see a sheep as having an animal cunning. I'd personally move that downfrom two.

Thanks. Since posting this I've gone through the animals file three times fixing stuff. Pass 1: feats. Pass 2: attack/damage and size modifiers. Pass 3: skills. So a lot of things have changed. I know sheep are pretty stupid. I was trying to capture that with their low Wisdom (a 6, compared to most animals getting 10-14).


Can I take your Crayfish and turn it into Giant Vermin (Small Monstrous Crayfish, Medium Monstrous Crayfish, etc.)?
Also, my girlfriend is playing a "sorority wizard" who flunked out of wizard college for partying too much, and she definately took the lap dog familiar.

Sure, go for it. Take a look in Stormwrack if you have it though. They've already got stats for them, but I think they start at Medium and go up. I was essentially taking their creatures and extrapolating downward to smaller versions.

Glad to know people are finding this useful!


Any thoughts on Foxes?

See the other thread, but I'll also repost here:

FOX

Tiny Animal
Hit Dice:
½ d8+1 (3 hp)
Initiative:
+3
Speed:
30 ft. (6 squares)
Armor Class:
16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13
Base Attack/Grapple:
+0/–11
Attack:
Bite +5 melee (1d2-3)
Full Attack:
Bite +5 melee (1d2-3) and 2 claws +0 melee (d2-5)
Space/Reach:
2 ½ ft./0 ft.
Special Attacks:
—
Special Qualities:
Low-light vision, scent
Saves:
Fort +3, Ref +5, Will +1
Abilities:
Str 5, Dex 16, Con 12, Int 2, Wis 13, Cha 8
Skills:
Climb +3*, Escape Artist +6, Hide +15*, Listen +3, Move Silently +4, Spot +3
Feats:
Alertness, Weapon FinesseB
Environment:
Any land
Organization:
Solitary, pair or family (3–10)
Challenge Rating:
Ό

Foxes weigh from 5 to 20 pounds and have a body about 2 feet long, with a 1 to 2 foot tail.
Skills: Foxes use their Dexterity modifier on Climb checks. They also have a +4 racial bonus on Hide checks.

Chavik
2007-02-06, 03:33 PM
Would pigeons come in swarms too? Think of St.Peters in Venice....

"Take cover!!! the pigeons are releasing blasphemy from their behinds!!!"

Gamebird
2007-02-06, 03:51 PM
Anything can be made into a swarm, especially if they're diminutive or fine. Just apply the template.

Guys in my game are concerned that I'm going to attack them with a swarm of zombie squirrels next game. :smallbiggrin:

Chavik
2007-02-06, 03:54 PM
Goats can grow to 3 feet tall at the shoulder and weigh up to 300 pounds. Wild goats are usually a solid color like buff, cream or brown, or they are brindled. They are non-aggressive. If attacked, the billy goats usually turn and fight while the rest flee.

it would be nice for Gnomes and Halflings to have riding Goats, similar to your riding sheep posted earlier. the sheep would take the place of heavy mount and the goats would make a nice light mount

PS: I can just picture some of my players requesting zombie-squirrel familiars now....

maybe skeletal pigeons too... and half-fiend groundhogs..... WHOAH.... this could end up going way too far if you ran with it.

Gamebird
2007-02-06, 05:02 PM
Read the Riding Sheep. They're actually goats, but the local society believes all goats are fiendish. Since riding sheep aren't fiendish, then they can't possibly be goats. :smallwink:

magic8BALL
2007-02-07, 07:54 AM
Nice loop-hole!