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Danu
2007-04-01, 01:02 AM
ROYAL ANIMAL
Despite the claims of druids world-wide, ancient legends persist of animals that could talk and think like men. Animals capable of rational thought, speech, and extraordinary activities normally only associated with the more intelligent of creatures.
http://www.geocities.com/trebane2/pez/indent.gifIn truth, such creatures exist. A royal animal is just that: royalty amongst its kind. A royal animal is not a magical beast; it is not a creature that excels through magical might, it is not a supernatural creature, except perhaps in the sense of its advanced ability to think and reason.
http://www.geocities.com/trebane2/pez/indent.gifA royal animal is much like the other animals of its kind, except usually larger and vastly more intelligent. A royal animal, however, is of a different breed; royal animals do not interbreed with their lesser kin; such pairing usually result in grossly deformed or monstrous creatures which, thankfully, are always sterile.

CREATING A ROYAL ANIMAL
“Royal Animal” is an inherited template that can be added to any living corporeal animal of Tiny to Large size, hereafter referred to as the base animal. While this template may be applied to reptilian animals, it is most commonly found in mammals.
http://www.geocities.com/trebane2/pez/indent.gifSize and Type: While royal animals are notably larger then their unintelligent kin, the royal animal retains the base animal’s size category, unless it increased due to Hit Die advancement. A royal animal retains the animal type and gains the royal subtype. The royal subtype is described below.
http://www.geocities.com/trebane2/pez/indent.gifHit Dice: Increase the base animal’s Hit Dice by 4, using the standard advancement for that animal. If the animal does not possess an advancement entry, then its Hit Dice increases by 4 and it retains its normal size.
http://www.geocities.com/trebane2/pez/indent.gifIf an animal has less then 1 HD, then round up if the animal as 1/2 of a HD or greater, and round down if the animal has less then 1/2 a HD. A royal cat, for example, would have 5 HD, while a royal rat would have 4 HD.
http://www.geocities.com/trebane2/pez/indent.gifSpeed: As the base animal, except all movement speeds it possesses improve by 10 feet.
http://www.geocities.com/trebane2/pez/indent.gifArmor Class: The royal animal’s natural armor improves according to the table below.

http://www.geocities.com/trebane2/pez/indent.gif{table]Size|Natural Armor Increase
Tiny| +2
SmallSmall|+3
Medium| +5
Large| +7
[/table]

http://www.geocities.com/trebane2/pez/indent.gifAttacks: A royal animal retains the attack forms of the base animal, except it’s base attack increases due to its new Hit Dice. Animals have a base attack progression equal to 3/4 of their Hit Dice.
http://www.geocities.com/trebane2/pez/indent.gifDamage: As the base animal, excepted adjusted for the new size category if the royal animal’s Hit Die advancement increases its size category.
http://www.geocities.com/trebane2/pez/indent.gifSpecial Attacks and Special Qualities: As the base animal. Improve any save DCs according to the creature’s new Hit Dice, size, and any increases to ability scores.
http://www.geocities.com/trebane2/pez/indent.gifAbilities: Increase from base animal as follows if the base animal is a carnivore or insectivore: Str +4, Con +2. Increase from base animal as follows if the base animal is an herbivore: Dex +2, Con +4. Increase from base animal as follows if the base animal is omnivore: Str +2, Dex +2, Con +2. Unlike normal animals, all royal animals have an Intelligence score greater then 2 and are capable of rational thought. Increase from base animal as follows: Int +8.
http://www.geocities.com/trebane2/pez/indent.gifSkills: As the base animal, except the royal animal gains new skill points due to the royal animal subtype and due to its 4 extra Hit Dice. Treat any skills that the base animal possess as class skills. All other skills are cross-class skills.
http://www.geocities.com/trebane2/pez/indent.gifFeats: As the base animal, except that the royal animal gains Alertness as a bonus feat, and it may gain additional feats based on its Hit Dice. If the base animal already had Alertness from its racial Hit Die, replace it with a different feat for which it meets the prerequisites.
http://www.geocities.com/trebane2/pez/indent.gifChallenge Rating: As the base animal +2 if the animal remains the same size through Hit Die advancement. The animal gains a CR of +3 if it increases by one size category.
http://www.geocities.com/trebane2/pez/indent.gifAlignment: Royal animals are intelligent, rational creatures. They usually have a neutral component to their alignments, but they’re very rarely true neutral. Pack or herd animals tend towards lawful alignments, while largely solitary animals are often chaotic. Royal animals of all types are frequently good aligned.
http://www.geocities.com/trebane2/pez/indent.gifLanguages: A royal animal retains the ability to ‘speak’ with the base animal on a simplistic level, and all royal animals are capable of speaking a unified tongue (similar to Druidic, accept that this language is unnamed). Any royal animal is capable of learning the languages of other creatures, provided it has sufficient Intelligence or spends the necessary skill points in the Speak Language skill.
http://www.geocities.com/trebane2/pez/indent.gifAdvancement: A royal animal advances as the base animal, or by character class. A royal animal must complete its standard Hit Die advancement before it may enter a character class. Royal animals usually have either Barbarian or Fighter as their favored class.
http://www.geocities.com/trebane2/pez/indent.gifLevel Adjustment: Royal animals are not suitable as player characters. A royal animal would make a suitable cohort with a level adjustment of +3.

THE ROYAL ANIMAL SUBTYPE
Royal Subtype: A subtype that can only be applied to creatures of the animal type. Unlike a regular animal, an animal with the royal subtype has an Intelligence score greater then 2. Royal animals retain the animal type’s d8 HD and base attack progression, but instead have 4 skill points per HD (plus their Intelligence modifier).
http://www.geocities.com/trebane2/pez/indent.gifA royal animal is treated as an animal for all spells and effects that affect animals, except as follows: An animal with the royal subtype cannot be made an animal companion. A royal animal cannot become a familiar, unless the spellcaster possesses the Improved Familiar feat and is of at least 3rd level or greater (only animals that could become familiars before this subtype was applied can become familiars with the Improved Familiar feat). A royal animal can become a special mount, but the character’s level is treated as –3 for all effects that govern that character’s special mount.
http://www.geocities.com/trebane2/pez/indent.gifThe awaken spell effects a royal animal normally, except that it gains +1d6 Intelligence, rather then it’s currently existing Intelligence score being set to 3d6. It’s type still changes to magical beast, it gains the augmented animal subtype, and it loses the royal subtype.
http://www.geocities.com/trebane2/pez/indent.gif
It is impossible to become a royal animal through the use of spells or effects that change a creature's shape, such as the polymorph spell, or the alternate form and change shape special abilities. A royal animal that becomes a creature of any type other then an animal immediately loses all the benefits of this subtype.

INTRODUCING ROYAL ANIMALS
A royal animal may be introduced into a campaign in any number of ways. In any case, the DM must be careful of how he goes about it. For example, most players, when encountering an intelligent wolf, will assume the creature is a worg or winter wolf (depending on its coloration and size).
http://www.geocities.com/trebane2/pez/indent.gifWhile the template and subtype above assume that royal animals have always existed, some methods of introduction could include already existing magical effects. For example, rather then become a magical beast, a familiar could gain the royal subtype (but not the template), and increase in Intelligence as its master increases in power. If the master were to die, or the familiar released from service, the animal would simply lose the royal subtype.
http://www.geocities.com/trebane2/pez/indent.gifThe awaken spell could also be used to make royal animals. Rather then the animal becoming a magical beast, it instead gains the royal subtype (but not the template). A more powerful version of the awaken spell could be devised that would actually apply the royal animal template to a standard or awakened animal, thereby creating the much stronger royal animals.

WHY INTRODUCE ROYAL ANIMALS?
Many fantasy sources refer to animals that are intelligent beyond the normal ken of such creatures, but simply applying the ‘magical beast’ to any such creature is a terrible misnomer at best. Many of these creatures are no more magical then a standard rock, they’re simply more intelligent.
http://www.geocities.com/trebane2/pez/indent.gifTake the animals from the Narnia series of books by C.S. Lewis. While these animals are typically larger, braver, and fiercer then standard animals, they rarely possess any actual magical qualities that separate them from the dumb beasts.
http://www.geocities.com/trebane2/pez/indent.gifThe royal animals in this document are more directly based on the royal animals presented in Jane Lindskold’s Through the Wolf’s Eyes novel, and its sequels. The books detail the impact such creatures could have on not only a single campaign, but an actual setting or world.

Danu
2007-04-01, 01:03 AM
Takatuq
Medium Elemental (Earth, Extraplanar, Water)
Hit Dice: 9d8+18 (81 hp)
Initiative: +8
Speed: 30 ft. (6 squares), Swim 50 ft.
Armor Class: 19 (+4 dex, +6 natural), touch 14, flat-footed 16
Base Attack/ Grapple: +6/+10
Attack: Slam +10 melee (1d6+4) or water spout +10 ranged touch (2d6+4)
Full Attack: 2 slams +10 melee (1d6+4) or water spout +10 ranged touch (2d6+4)
Space/Reach: 5 ft./ 5 ft.
Special Attacks: Spells, water spout
Special Qualities: Darkvision 60 ft., elemental traits, earth glide, tremorsense 60 ft.
Saves: Fort +8, Ref +7, Will +6
Abilities: Str 18, Dex 19, Con 14, Int 12, Wis 16, Cha 16
Skills: Concentration +6, Diplomacy +8, Listen +8, Perform (Winds) +19, Sense Motive +8, Spellcraft +8, Spot +8
Feats: Combat Casting, Dodge, Improved Initiative {b}, Mobility, Point Blank Shot
Environment: Any aquatic or underground
Organization: Solitary, or nesting pack (2-10)
Challenge Rating: 8
Treasure: Standard
Alignment: Usually neutral
Advancement: 10-15 HD (Medium) 16-20 HD (Large)

Playfully peeking its fox-like head from a nearby stream, you catch sight of a stream-lined otter-like shape for the barest instant before it flits back into the water, leaving little more a wake in the slowly running water in its passing.

A takatuq is an elemental creature native to both elemental planes of water and earth. While perfectly at home in either environment, the takatuq prefers to live in boggy or swampy environments, so they can more easily pass from one element to the next.

A takatuq is about six feet long from snout to the tip of its tail. It's head is like that of a fox, except covered with sleek deep sapphire blue fur, with brilliant cobalt eyes and framed by expressive pointed ears. Finally, the takaruq's head is crowned with a delicate-looking horn, in appearance much like that of a unicorn, although their horns are actually hollow. A takatuq uses its horn to express itself musically through beautiful songs. Delicate scales of indigo arch down the takatuq's back, over its belly and tail. A lighter turquoise or aquamarine coloration is usually liberally splashed across its head, shoulders, and legs. Despite it's proclivity for living in dense marshes or more muddy regions, it always seems to be exceptionally clean, even sparkling.

In behavior, the creatures are peaceful yet highly excitable and quite playful, much like otters in personality. While they're usually solitary creatures, they tend to maintain friendships with other nearby takatuqs, fey, and even humanoids. Every fifteen months, the takatuq enters its breeding season. During this time they form groups called 'nesting packs' which consist of up to ten individuals. This is to protect the breeding takatuqs and then the young until full maturity. Takatuqs, despite their mammalian appearance, reproduce through an asexual budding process that requires 48 hours and produces 1d4 egg-buds. During this period the takatuq is completely helpless, depending on the protecting of it's nest mates. After another 2d6 days, the buds mature and ‘hatch’ into tiny 1 hit die takatuqs. A takatuq requires at least two months and plenty of food before it is capable of caring for itself.

Combat

Takatuqs dislike combat, and usually try to flee if so engaged. If fleeing, they may try to use their water spout to knock chasing opponents down before escaping into earth or stone. Takatuqs make use of their Dodge and Mobility feats freely, relying on the AC bonuses to get out of combat quickly. Rarely will a takatuq stay and fight a losing combat.

Earth Glide (Ex): A takatuq can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing takatuq flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. A takatuq uses it's swim speed instead of its base land speed to measure how fast it moves when earth gliding.

Elemental Traits: Immunity to poison, sleep effects, paralysis, and stunning. Not subject to critical hits or flanking. Cannot be raised or resurrected.

Spells: A takatuq casts divine spells as a 7th level druid.
Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level): 0—cure minor wounds x2, detect magic, guidance, light, resistance; 1st—cure light wounds, faerie fire, magic fang, obscuring mist, pass without trace; 2nd—barkskin, lesser restoration, resist energy, soften earth and stone; 3rd— cure moderate wounds, greater magic fang, protection from energy; 4th— control water.

Water Spout (Ex): A takatuq encountered in water can send a high-stream volley of water through its horn. This attack deals 2d6+4 points of bludgeoning damage, plus any creature affected must make a Strength check as though being bull-rushed directly back. The takatuq is treated as Large size and charging for the purpose of this bull rush attempt.

Skills: Takatuqs have a +4 racial bonus on Diplomacy and Sense Motive checks. Takatuqs are natural musicians, and gain a +6 racial bonus on Perform checks with wind instruments.

Fizban
2007-04-01, 01:30 AM
I can think of nothing to say besides the takatuq being awesome and the royal animal being a lot easier to apply than paragon.

Matthew
2007-04-04, 07:19 PM
I pretty much agree with Fizban (though I might not have used the word awesome). Reminds of Princess Mononoke. I would like to see some sort of corruption template associated with this and campaign related fluff.

Lord Iames Osari
2007-04-05, 05:00 PM
I swear I have seen a "royal animal" template before somewhere. I can't remember which one, but I know I have.

Fizban
2007-04-05, 07:38 PM
He probably posted it here before, and is now reposting it for MitP2.

Danu
2007-04-13, 04:02 PM
I've posted the royal animal template a total of 3x on these boards. I've recieved a lot of constructive critism and praise for the template, so it's actually one of my prized creations.

Thank you to everyone who voted! I appreciate it!