PDA

View Full Version : Converting a Familiar Into a Regular Animal



supersonic29
2014-07-29, 02:21 PM
I had a dumb idea - a really dumb idea - to make a really fast battle jumping anthropomorphic hedgehog and name it Sanic, but the only stats for a hedgehog outside of homebrew content are for it as a familiar, (DMG pg. 203) which makes it have scalings based on its master for hp and it's a magic animal and all that jazz which just won't do. How would one go about cutting out the familiar exclusive bits to have a regular old hedgehog as WotC would have had it based on the familiar's stats?

Ilorin Lorati
2014-07-29, 02:26 PM
You can back-convert the Pathfinder hedgehog (http://www.d20pfsrd.com/bestiary/monster-listings/animals/hedgehog) to 3.5 pretty easily.

supersonic29
2014-07-29, 03:52 PM
So I tried comparing a Bat to a Bat Familiar to see what needed to be stripped away, and I got this.

HEDGEHOG
Diminutive Animal
Hit Dice: 1/4 d8 (1 hp)
Initiative:
Speed: 15ft
Armor Class: 16 (+1 Natural, +4 Size, +1 Dex)
Base Attack/Grapple: +0/-16
Attack: +5 Melee (1d3-4 bite)
Full Attack: +5 Melee (1d3-4 bite)
Space/Reach: 1ft/0ft
Special Attacks: Poison
Special Qualities: Defensive Ball
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 3, Dex 12, Con 10, Int 6, Wis 12, Cha 5
Skills: Hide +17, Listen +5, Spot +5
Feats: Weapon Finesse
Challenge Rating: -
Advancement: —
Level Adjustment: —

Poison (Ex): When in a defensive ball (see below), spines poison foes touching the hedgehog: injury, Fortitude DC 10, initial and secondary damage 1d2 Dex.

Defensive Ball (Ex): Rolls into a ball as a standard action, granting a +2 circumstance bonus on saves and AC. Unrolling is a free action.

This seems right, but the only part I can't figure out is where it's getting +5 to it's bite. I get +1 from weapon finesse, but wheres the +4? Size bonus to attack? :smalleek:

Forrestfire
2014-07-29, 04:58 PM
Yes, actually. The bonus scales 1 -> 2 -> 4 -> 8.

supersonic29
2014-07-29, 06:22 PM
Just in case anyone but me had interest in where this would go

ANTHROPOMORPHIC HEDGEHOG
Small Monstrous Humanoid
Hit Dice: 1d8 (5 hp)(Lost with class)
Initiative:
Speed: 15ft
Armor Class: 12 (+1 Natural, +1 Size)
Base Attack/Grapple: +1 (Lost with class)
Attack: +2 Melee (1d6-2 bite)
Full Attack: +2 Melee (1d6-2 bite)
Special Attacks: Poison
Special Qualities: Defensive Ball
Saves: Fort 0+1, Ref 2+0, Will 2+4 (Base Lost with class)
Abilities: Str 7, Dex 10, Con 12, Int 11, Wis 18, Cha 5 (adj Str -4, Con +2, Wis +8, Cha -6)
Feats: Weapon Finesse (Bite)
Challenge Rating: 1
Advancement: —
Level Adjustment: +0

Poison (Ex): When in a defensive ball (see below), spines poison foes touching the hedgehog: injury, Fortitude DC 10, initial and secondary damage 1d2 Dex.

Defensive Ball (Ex): Rolls into a ball as a standard action, granting a +2 circumstance bonus on saves and AC. Unrolling is a free action.

Sorry some of the formatting on things like the saves is weird, I just wanted to keep it easy for me to use as a PC.