PDA

View Full Version : Won't somebody please think of the children?



Treguard
2007-12-18, 06:51 PM
Need to give your commoners a bit more variety? Tired of ten-year-olds out-grappling your new fighter? Well here's a simple idea for a child template.

Essentially, in addition to the three standard age categories beyond the neutral "adult" age, there are another three categories below adulthood: "juvenile", "pre-teen", "teenager". As with the other categories beyond adulthood these new age-brackets will also incur specific penalties, however given the lack of physical and mental development there are no stat bonuses; none of a character’s ability scores (or hitpoints) can be reduced below 1 in this way. Just to stress, these templates are for NPC commoners only!

So starting with initial stats which we take as "adult" statistics we work backward to generate the following (human age-brackets are included):

Teenager (12-14): -1 to Str, Dex, and Con; -1 to Int, Wis, and Cha. Treated as standard race size.

Pre-teen (8-11): -2 to Str, Dex, and Con; -1 to Int, Wis, and Cha. Treated as standard race size. -5' to racial move speed

Juvenile (3-7): -3 to Str, Dex, and Con; -1 to Int, Wis, and Cha. Treated as being one size category smaller than standard race size. -5' to racial move speed or new size category's move speed, whichever one is smaller.

All of the penalties, except for move speeds, are cumulative ie., a human juvenile commoner (3-7 years old) would have a -6 penalty to physical stats; a -3 penalty to mental stats; +1 to hit and AC; +4 to hide and 20' move speed.

And there you have it! I haven't considered the age bands of other races or any exotic racial abilities, but feel free to apply the most appropriate age category for an underaged npc and alter where you see fit. There's enough basic information here to cover things like combat and skill checks.

If anyone wants to explore the topic of child npcs further then feel free to make a discussion of it. :smallsmile:

RandomFellow
2007-12-18, 07:16 PM
Cool. I've never had any reason to have children characters but this definitely would fit the bill. =)

DraPrime
2007-12-18, 08:11 PM
I've always wanted WotC do include something like this in one of their books, but it looks like someone did it for them (again), and did it well. One little nitpick though. How is it that they physical penalties keep building up but mental ones don't? A teenager is smarter than a juvenile.

Charlie Kemek
2007-12-18, 08:13 PM
children wouldn't really get minuses to charisma or dex, more of the opposite. Most kids are quite dextorus, and teens should get normal scores to physical, but penalties to int, wis, and -2 char.

TheGrimace
2007-12-18, 09:19 PM
should teens really take a penalty to charisma?
I mean, 12-14, You should act more or less like you will the rest of your life, if, maybe a little less mature (he said fart, hehehe), but your ability to lift hasn't gotten as great as it will at age, say 16...

Treguard
2007-12-19, 07:52 AM
Hooray for feedback! Okay to clarify:


One little nitpick though. How is it that they physical penalties keep building up but mental ones don't? A teenager is smarter than a juvenile. Indeed, the teenager only gets a -1 penalty to mental stats, as opposed to the juvenile's -3 penalty. The mental stat penalties are also cumulative.


children wouldn't really get minuses to charisma or dex, more of the opposite. Haa I knew I'd get pulled up for these two so allow me to explain. Concerning dexterity, a child may be small and lithe but they tend to lack the grace and finesse of their elders. As an example compare an adult ballet dancer to a child dancer; both could give enjoyable performances but whilst one moves fluidly over a complicated routine, the other is slower, a bit more ponderous in her actions and is probably trying hard to not fall over as she is still learning new skills and movements.
Kids are, at the end of the day, quite clumsy in comparison to their elders. Also, a lot of the dex-based skill checks rely on a degree of practise or training; I don't see kids being inherently better at lock picking or riding than adults.

For charisma, this again comes down to looking at the skills and realising that most of them boil down to influencing others. A lack of life experience or social technique often implies difficulty in getting their message across. It's quite common in media to depict children having their claims being ignored or rebuffed by parents or whoever.
Of course kids and teens can be quite willful in their approach, but given how martial DnD is, would you be taken seriously by a big, scary bunch of warriors when you haven't even reached manhood yet? In fantasy, the passing into manhood is a much greater event than RL; the right to bear arms; the expectation to provide for and defend the homestead; a valid opinion in the community; the decision to leave home (adventure!) etc. All of these are examples of benefits/responsibilities upon reaching adulthood.

osyluth
2007-12-19, 03:01 PM
I think a way that ties nicely into the existing ability score system is to roll the first d6 at juvenile, the second at pre-teen, the third at teenager, and if you're doing 4d6 drop lowest then roll last d6 and drop the lowest at adulthood.

boomwolf
2007-12-19, 03:19 PM
I think a way that ties nicely into the existing ability score system is to roll the first d6 at juvenile, the second at pre-teen, the third at teenager, and if you're doing 4d6 drop lowest then roll last d6 and drop the lowest at adulthood.

That actually sound better. sad.

But your system prevents "Child Mastermind" effects. (insane mental scores on a small boy.)

Lord Iames Osari
2007-12-19, 03:40 PM
Glad to see some renewed interest in this. There've been at least three previous threads addressing this, here (http://www.giantitp.com/forums/showthread.php?t=40466), here (http://www.giantitp.com/forums/showthread.php?t=40466), and here (http://www.giantitp.com/forums/showthread.php?t=42468).


Stuff we had pretty much nailed down in the old thread:

Infant
Size two categories smaller than adult
Roll first d6 for ability scores
Apply a -3 age penalty to mental ability scores (minimum 1)

Child
Size one category smaller than adult
Roll second d6 for ability scores
Reduce age penalty to mental ability scores to -2 (minimum 1)

Youth
Size same category as adult
Choose a youth feat
Roll third d6 for ability scores
Reduce age penalty to mental ability scores to -1

Adult
Choose first class level
Roll final d6 for ability scores and drop lowest result
Remove age penalty to mental ability scores

Youth Feats
Arcane Talent [Youth] (formerly "Magic in the Blood")
you seemed different from the other younglings of your birthplace. you seemed to be able to make small things move just by pointing at them.
Benefit: You know 2 cantrips from the sorcerer/wizard list of your choice. You may cast these 3 times a day. The save DCs are Charisma-based, and your caster level is 1st.

You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Special: If your first class level is in the sorcerer class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat. you gain other benefits of the sorcerer class when you take 1st level in sorcerer.

Demonic Gift [Youth]
You were born with bizzare eldrich power, and were able to channel the unholy energy at a young age.
Benefit: You may use an eldritch blast a number of times per day equal to your charisma modifier. The blast is the same as the warlock class feature in every way except that it causes 1d4 nonlethal damage.

You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Bluff, Concentration, Disguise, Intimidate, Jump, and Sense Motive.
Special: If your first class level is in the warlock class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Destined [Youth]
The plan the gods have for you is a mystery, but it is there. Your luck, whatever it is, seems to be higher than normal.
Benefit: Your base saves are +1/+1/+1.

You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Climb (Str), Jump (Str), Sense Motive (Wis), Bluff (Cha), Listen (Wis), Spot (Wis).
Special: If your first level is in favored soul, this feat is subsided into that particular class and you may pick your first level feat as normal. If not, then this becomes your first level feat.

Draconic Devotion [Youth]
You have shown devotion to a particular kind of Dragon, and have gained a unique power through that devotion.
Benefit: You know one draconic aura. You can project it at a +1 bonus. You may use this ability once per day, and it lasts a number of rounds equal to your Charisma modifier + 3.

You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (nature) (Int), and Search (Int), plus others depending on your totem dragon.
Special: When you take this feat, you must choose a totem dragon form the list of true dragons. If your first level is in the dragon shaman class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Elemental Upbringing [Youth]
You are more in tune with the elements when you were six than most are their whole lives.
Benefit: You know 2 orisons drawn from the shugenja spell list, which are usable a number of times per day equal to your Charisma modifier (minimum 1 spell per day). You may also use the sense elements class ability the same way a shugenja does, except any spellcraft check you make with respect to the ability is at a -5 penalty.

You gain 4 + Int mod skill points, which you may assign as if the following skills were class skills: Concentration, Heal, Diplomacy, Knowledge (arcane, and one other of your choice), and Spellcraft.
Special: If your first class level is in the shugenja class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Esper Talent [Psionic, Youth]
You possess some psionic ability.
Benefit: You know 1 1st-level power of your choice and have 2 power points. If you choose a discipline power, the save DC of your power (if applicable) is based on Intelligence; if you choose your power from the general psion/wilder list, the save DC is based on Charisma, and if you choose a psychic warrior power, the save DC is based on Wisdom. You can manifest the power granted by this feat even if your Int, Wis, or Cha would normally be too low to manifest powers. Your manifester level is 1st.

If you chose a discipline power, you gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: [psion class skill list here, including discipline skills].

If you chose a general psion/wilder power, you gain 4 + Int mod skill points, which you may assign as if the following skills were class skills: [wilder class skill list here].

If you chose a psychic warrior power, you gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: [psychic warrior class skill list here].
Special: If your first class level is in a manifesting class that uses the same key ability (where applicable) specializes in the same discipline as the power you chose for the feat, the benefits of this feat are subsumed by the first level of that class and you may choose a first level feat as normal. If you take your first class level in any other class, this becomes your first level feat.

Friend of the Beast [Youth]
Spending your time amidst the creatures of the woods has earned you respect amongst them. They know who you are, and respect you.
Benefit: You gain the benefit of an animal companion, whos HD may not exceed 1. You may teach it a total of 3 tricks + your wisdom modifier

You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Handle Animal (Cha), Survival (Wis), Heal (Wis), Jump (Str), Listen (Wis), Spot (Wis).
Special: If your first class level is in the druid class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Healer's Protégé [Youth]
You have a knack for stemming wounds and treating a variety of illnesses. You know which plants can kill and which plants can heal.
Benefit: You gain a +2 bonus to all Heal (Wis), Knowledge (Nature) (Int), and Survival (Wis) rolls.

You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Int), Profession (Wis), Survival (Wis).
Special: If your first level is in the adept class, this feat is subsided into that particular class and you may pick your first level feat as normal. If not, then this becomes your first level feat.

Hunter [Youth]
You have learned to hunt down certain creatures, knowing how they think.
Benefit: You may select one kind of beast, magical beast, construct, animal, plant, or fey, as a favored enemy.

You gain 6 + Int mod skill points, which you may assign as if the following skills were class skills: [ranger list of class skills]
Special: If your first class level is in the Ranger class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat. You may change this favored enemy to a different one upon taking your 1st level in Ranger, but otherwise you cannot change this Favored Enemy.

Knife of the Mind [Psionic, Youth]
You possess the ability to produce a weaker version of the soulknife's mind blade.
Benefit: You gain the ability to produce a mind blade, as per the soulknife class ability, expect that your mind blade deals damage as a dagger sized appropriately for you.

You gain 4 + Int mod skill points, which you may assign as if the following skills were class skills: [soulknife class skill list here].
Special: If your first class level is in the soulknife class, the benefits of this feat are subsumed by the first level of that class and you may choose a first level feat as normal. If you take your first class level in any other class, this becomes your first level feat.

Manifesting Affinity [Youth]
You were born with a uncanny ability to create small items and sway the opinions of others with your mind.
Benefit: You know 2 first level psionic powers, and have a number of power points equal to your inteligence modifier -1, minimum one power point. Your effective manifesting level is that of a first level psion.

You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Concentration, Knowledge (any two subjects of your choice), and Psicraft.
Special: If your first class level is in the psion class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Martial Instinct [Youth]
You fight the good fight.
Benefit: Your BAB is increased by 1.

You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Climb (Str), Ride (Dex), Jump (Str), Swim (Str), Intimidate (Cha).
Special: If your first level is in warrior, this feat is subsided into that particular class and you may pick your first level feat as normal. If not, then this becomes your first level feat.

Musically Gifted [Youth]
You have shown an early affinity for music and performance, and a fascination with stories and lore. Your music moves other children and adults.
Benefit: You can fascinate (as the bardic musical ability) one creature per day, provided you have the requisite ranks in a Perform skill.

You gain 6 + Int mod skill points, which you may assign as if the following skills were class skills: Appraise (Int), Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Knowledge(Int), Listen (Wis), Move Silently (Dex), Perform (Cha),Profession (Wis), Sense Motive (Wis), Sleight of hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).
Special: If your first class level is in the bard class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat. You gain other benefits of the bard class when you take 1st level in bard.

Natural Cuisine [Youth]
You have a 6th sense when it comes to food of the wild.
Benefit: You may perfectly discern whether certain foods are edible, what plants are what, and if water is safe to drink or dangerous.

You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Concentration (Con), Survival (Wis), Jump (Str), Hide (Dex), Spot (Wis), Listen (Wis).
Special: If your first class level is in the druid class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Nature's Acolyte [Youth]
You spent your youth in the care of a druid circle or as a ranger's apprentice.
Benefit: You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. You roll 1d20 and add your Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use this benefit, the youth and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. A youth cannot use this ability to influence a magical beast.

You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Special: If your first class level is in the druid or ranger class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Novice Mage [Youth]
You spent your youth in the study of arcane magic.
Benefit: You are given a spellbook with three cantrips (0-level wizard spells) scribed in it. You may prepare and cast one of these per day, as a wizard does, as long as you have an Intelligence score of 10 or higher. You may also prepare read magic from memory. You cannot scribe spells into the spellbook yourself. The save DCs for these spells are Intelligence-based, and your caster level is 1st.

You may use spell trigger and spell completion items as if you had a class spell list of all cantrips; you are not considered to be of a high enough level to use spell completion items safely, even if the spell is one you can prepare.

You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Concentration, Craft, Decipher Script, Knowledge (arcana), Knowledge (all skills, taken individually), Profession, and Spellcraft.
Special: If your first class level is in the wizard class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat. If you subsequently take a level in the wizard class, you retain the ability to prepare one of your three original cantrips each day, in addition to the spells per day granted by the wizard class; you may otherwise use the spellbook bestowed upon taking this feat as your normal wizard spellbook.

Ordinary [Youth]
You are the son of a nobody, an ordinary person.
Benefit: As a ordinary person, your your scores are generally average, but you nevertheless have some talents. You gain a +2 bonus to one ability score of your choice and take a -2 penalty to another ability score of your choice.
You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Handle Animal (Cha), Climb (Str), Craft (Int), Profession (Wis), Spot (Wis), Ride (Dex), Listen (Wis).
Special: If your first level is in commoner, this feat is subsided into that particular class and you may pick your first level feat as normal. If not, then this becomes your first level feat.

Pampered [Youth] (formerly "Little Prince/Princess")
Being in the upper class has afforded you the opportunity to command respect from your peers. You also know how to weasle your own way.
Benefit: You are proficient with one martial weapon of your choosing, provided that you can wield it. You gain a +2 modifier to Intimidate (Cha). As well, 1/week, you can throw either an extreme temper tantrum or act sweet to get access to an event or an item that's not normally allowable:

Temper Tantrum: Make an opposed Bluff (Cha) check with a +2 modifer. The check is made against an adult's highest social attribute (Intelligence, Wisdom, or Charisma). If the check succeeds, then you are allowed their request. However, for the next 2 days, any Bluff, Diplomacy, or Intimidate check suffers a -2 penalty made against any adult who was present for the tantrum

Shmooze: Make a Bluff (Cha) check with a +2 modifier. The check is made against an adult's highest highest social attribute (Intelligence, Wisdom, or Charisma). If the check succeeds, then you are allowed their request. However, 2 days of chores or undesirable work will be required of you.

You gain 4 + Int mod skill points, which you may assign as if the following skills were class skills: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Int), Perform (Cha), Ride (Dex).
Special: If your first class is in the Aristrocrat class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose another class, this feat becomes your first-level feat.

Squire [Youth]
You had a dream or other divine visitation, and you have begun your training as a holy warrior.
Prerequisites: Lawful Good.
Benefit: You gain proficiency with shields and one martial weapon of your choice. You can now detect evil a number of times/day equal to your CHA modifier (minimum once per day).

You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Diplomacy (Cha), Heal (Wis), Knowledge: Nobility (Int), Knowledge: Religion (Int), Ride (Dex), and Profession (Wis).
Special: If your first class level is in the paladin class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat. You gain other benefits of the paladin class when you take 1st level in paladin.

Tae Kwon Disciple (Defensive) [Youth]
Your body is a temple. You have learned from the monastic teachings to keep it at tip top condition, learning to percive your enemies blows before they strike.
Prerequisites: Wisdom 12
Benefit: You may add your Wisdom Modifier to AC.

You gain 4 + Int mod skill points, which you may assign as if the following skills were class skills: Balance (Dex), Climb (Str), Swim (Str), Tumble (Dex), Hide (Dex), Listen (Dex), Escape Artist (Dex), and Jump (Str).
Special: If your first class level is in the monk class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Tae-Kwon Disciple (Offensive) [Youth]
You have learned from the monastic teachings and begun to train your body to become your weapon.
Benefit: You may deal 1d6 damage with your unarmed strikes for nonlethal damage, or 1d3 points of lethal damage. This must be decided before you make the attack roll.

You gain 4 + Int mod skill points, which you may assign as if the following skills were class skills: Balance (Dex), Climb (Str), Swim (Str), Tumble (Dex), Hide (Dex), Listen (Dex), Escape Artist (Dex), and Jump (Str).
Special: If your first class level is in the monk class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Temple Education [Youth]
You were educated in the ways of the priesthood as a youth, grooming you for the clerical life.
Benefit: You learn a number of orisons (0-level cleric spells) equal to your base Wisdom modifier in your youth. You may prepare and cast one of these per day, as a cleric does, as long as you have a Wisdom of 10 or higher. The save DCs are Wisdom-based, and your caster level is 1st.

You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (history), Knowledge (religion), Knowledge (the planes), Profession, and Spellcraft. If you are tutored by clerics with the Animal, Plant, Knowledge, Travel or Trickery domains, you may add the skills specified by these domains to this list.
Special: If your first class level is in the cleric class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Touched [Youth]
You have been touched with divine power, and are able to manifest that power.
Benefit: Choose 2 level 0-level spells from the adept spell list. You are able to cast those spells that 3/day, as the adept. Your caster level is 1st.

You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Concentate (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Int), Profession (Wis), Survival (Wis).
Special: If your first level is in the adept class, this feat is subsided into that particular class and you may pick your first level feat as normal. If not, then this becomes your first level feat.

Tutored [Youth]
As the child of a lord or nobleman, you have been given the advantage of having a pedagogue. You are cultured and educated.
Prerequisite: Intelligence 12.
Benefit: You are proficient with one martial weapon of your choice. Choose two skills from the skill list, you receive a +2 to any checks involving those.

You gain 4 + Int mod skill points, which you may assign as if the following skills were class skills: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Knowledge (Int), Perform (Cha), Ride (Dex), Speak Language (None), Swim (Str).
Special: If your first level is in the aristrocrat class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose another class, this feat becomes your first-level feat.

Urchin [Youth]
A childhood tendency towards larceny has trained your body and your mind and allowed you to hit hard when your opponent is distracted.
Benefit: You gain proficiency with two simple or martial weapons. These weapons must be drawn from the Rogue weapons list. When your target in combat is flanked, you gain the ability to sneak attack them for an additional 1d4 damage.

You gain 8 + Int mod skill points, which you may assign as if the following skills were class skills: Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Special: If your first class level is in the rogue class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Weapons Training [Youth]
You have an aptitude towards certain weapons and are being trained by your towns weaponsmaster
Benefit: You are automatically proficient in simple weapons. Choose 4 martial weapons; you are considered proficient in their use.

You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Special: If your first class level is in the fighter, barbarian or paladin classes, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat. you gain the rest of the weapon proficiencies when you take your first level of fighter.

Wide Learner [Youth]
You can learn many different skills and abilities, tailored to your own personality.
Benefit: You gain 6 + Int mod skill points, which you may assign as if any 6 skills of your choice were class skills.
Special: If your first level is in expert, this feat is subsided into that particular class and you may pick your first level feat as normal. If not, then this becomes your first level feat.

Wild Upbringing [Youth]
You spent your youth on the wild frontier, learning to tap your animal instincts to survive.
Benefit: Once per day, you can rage, as the barbarian class feature, except that the benefits are +2 to Strength, +2 to Constitution, and +1 morale bonus to Will saves.
You gain 2 + Int mod skill points, which you may assign as if the following skills were class skills: Climb, Craft, Handle Animal, Intimidate, Jump, Listen, Ride, Survival, and Swim.
Special: If your first class level is in the barbarian class, that level subsumes the benefit of this feat and you may pick a first-level feat normally. If you choose any other class, this feat becomes your first-level feat.

Heredity System
Determine the absolute base ability scores of the parents by taking their ability scores (absent any magical equipment or effects like fox's cunning or gloves of Dexterity; inherent bonuses are the only exception to this), subtracting any increases from leveling up and racial ability adjustments (except in the case of a mixed-race couple).
Subtract 10 from the even absolute scores and 11 from the odd ones. You now have a set of numbers I call the root scores.
Average the root scores of each parent together (root Str of the father + root Str of the mother, divided by 2, etc.). You now have a new set of root scores.
Take the new root scores you generated in Step 3. Each 6 in a root score represents 1 die that you don't have to roll when determing that ability, as does any remainder.Concepts still in development

Adolescence

Part way through the Youth age category, a child enters adolescence. (To do: devise dice rolls to randomise the onset of puberty.) This has a number of effects:
Size category increases to your Adult size (Tiny to Small, or Small to Medium)
Various rapid physical changes impede your dexterity until you grow accustomed to them. (To do: devise penalties. Gangly limbs, boys' voice breaking...)
Hormones set in. I have no idea what game effects this will have, but I'm sure it will be evil.

PirateMonk
2007-12-19, 03:55 PM
For charisma, this again comes down to looking at the skills and realising that most of them boil down to influencing others. A lack of life experience or social technique often implies difficulty in getting their message across. It's quite common in media to depict children having their claims being ignored or rebuffed by parents or whoever.
Of course kids and teens can be quite willful in their approach, but given how martial DnD is, would you be taken seriously by a big, scary bunch of warriors when you haven't even reached manhood yet? In fantasy, the passing into manhood is a much greater event than RL; the right to bear arms; the expectation to provide for and defend the homestead; a valid opinion in the community; the decision to leave home (adventure!) etc. All of these are examples of benefits/responsibilities upon reaching adulthood.

But is that really weak force of personality or a circumstance penalty based off age?

Lord Iames Osari
2007-12-19, 04:04 PM
But is that really weak force of personality or a circumstance penalty based off age?

Not "weak"; "unformed". Most aspects of our personality are pretty fluid until we reach or mid-20s or so.

Yami
2007-12-19, 07:09 PM
I'm a big fan of the normal way of doing things, ie bonus to pysical stats, penalty to mental ones.

As for being outgrappled by a child... well, have you ever tried to grapple a truly unruly child?

Sequinox
2007-12-19, 09:38 PM
(he said fart, hehehe)

for some reason, that made me giggle.

Lord Iames Osari
2007-12-20, 09:44 PM
I'm a big fan of the normal way of doing things, ie bonus to pysical stats, penalty to mental ones.

As for being outgrappled by a child... well, have you ever tried to grapple a truly unruly child?

The child may usually win, but I think that's due to the fact that most adults don't use their greater strength and mass to full advantage because they don't want to hurt the child. I'm confident that if I really wanted to, I could wrestle a smaller child to the point of serious injury or death.

In D&D terms, most people will voluntarily take a penalty to their grapple check when wrestling with a kid, so as to avoid doing any harm.

JackMage666
2007-12-20, 09:53 PM
The Dex is the only problem. Kids are notoriously dextrous, hence why many olympian gymnasts are 12-15 (particularly females). Also, perceptions are actually better as Children (particularly with sound), because the senses haven't been dulled over years.

Also, this is kinda partial to humans. What about already small creatures, like Halflings? By you're rules, a Juvenile Halfling child is actually weaker than a Weasel.

brian c
2007-12-20, 10:13 PM
Also, this is kinda partial to humans. What about already small creatures, like Halflings? By you're rules, a Juvenile Halfling child is actually weaker than a Weasel.

I don't see a problem with that. Considering adult halflings are about 3ft tall, 35 lbs, a juvenile halfling would be freaking tiny (not literally like the size category, just in real world terms)

Lord Iames Osari
2007-12-21, 04:10 PM
The Dex is the only problem. Kids are notoriously dextrous, hence why many olympian gymnasts are 12-15 (particularly females). Also, perceptions are actually better as Children (particularly with sound), because the senses haven't been dulled over years.

I sympathize with you on the gymnast issue; however, while children's sense may be duller, they are also more easily distracted and more credulous - not the kind of think that can be represented by an across-the-board Wisdom increase.


Also, this is kinda partial to humans. What about already small creatures, like Halflings? By you're rules, a Juvenile Halfling child is actually weaker than a Weasel.

So what? They're little kids. More to the point, they're little halfling kids, which makes them even littler. You might as well say that the rules are partial to half-orcs, since half-orcs are stronger than humans.

Learnedguy
2007-12-21, 04:16 PM
Yeah, you shouldn't mess with weasels, they bite like a *****!

Anyway, pretty smart, although I'd be a bit crueler on the mental part as well, especially wisdom!