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Author Topic: Monster Template: Talking Animal  (Read 470 times)
pawsplay
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« on: January 16, 2011, 05:14:41 PM »

TALKING ANIMAL

Some animals can talk. In some cases, this is common, as with the animals of Oz. In other cases, these creatures are exceptional, perhaps even one of a kind. In some worlds, this situation depends on geography.

Requirements: Animal (+5 XP)
Benefit: The NPC loses the Animal type and gains the Beast type. Increase Intelligence to 1d6+4. Add Competence I, and raise all signature skills to a minimum of II. Add interests (Language). In addition, select or randomly determine one of the following:

1. Chatty – This creature likes to talk, perhaps sometimes when it shouldn't. Add beguiling, clumsy, feat (Repartee Basics), Bluff II, Impress II, and Sense Motive II.
2. Ridiculously Human – Not only can this creature talk, it can wear boots and hats, cook, and other things that have to be seen to be believed. Replace the Beast type with the Folk type, and add interest (Study: homeland). Reduce ground speed by 10 feet. Add superior runner I, bright I,  and Prestidigitation III and increase Competence by +1 grade.
3. Pure Animal – Just because it can talk, doesn't mean it wants to talk to you. Add feat (Native Ferocity), increase Initiative by +1, and add Survival III (or increase an existing grade by two grades).
4. Erudite – It's a bit unnerving to talk to a four-footed scholar. Intelligence becomes 14. Add interest (Study: homeland, plus five other interests), and increase Competence by I.
5. Domestic – Who is happier than a horse that makes its own shoes? Intelligence becomes 12, and it gains expertise and Crafting II.
6. Mysterious – Maybe some animals shouldn't talk. Add attractive I, feat (Black Cat), and Bluff III.
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SilvercatMoonpaw
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« Reply #1 on: January 16, 2011, 05:35:09 PM »

Increase Intelligence to 1d6+4.
Why the randomness?
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« Reply #2 on: January 16, 2011, 06:20:04 PM »

Increase Intelligence to 1d6+4.
Why the randomness?

It seemed sort of boring to give them all the same Intelligence, and it makes no difference on the XP value.
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SilvercatMoonpaw
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« Reply #3 on: January 16, 2011, 09:01:27 PM »

Well, thing about randomness is that if you use both this and another template it could get complicated.
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« Reply #4 on: January 16, 2011, 09:11:06 PM »

Well, thing about randomness is that if you use both this and another template it could get complicated.

Complicated in what way?
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SilvercatMoonpaw
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« Reply #5 on: January 16, 2011, 10:06:47 PM »

It seems like an unnecessary extra step to have to have to roll up the stat before having to apply any other boosts to Intelligence, particularly if using multiple templates and you have to remember this one going first.  Plus are you sure that rule applies to templates?  Intelligence boosts are still factored into the cost, regardless of if the resulting stat is less than 10.
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« Reply #6 on: January 17, 2011, 12:08:54 AM »

It seems like an unnecessary extra step to have to have to roll up the stat before having to apply any other boosts to Intelligence, particularly if using multiple templates and you have to remember this one going first.  Plus are you sure that rule applies to templates?  Intelligence boosts are still factored into the cost, regardless of if the resulting stat is less than 10.

There is no way to start with an Animal with Int higher than the Int granted by this template, so the cost is always 0. If you are applying something that boosts Animal Int, you are already juking the costs. Finally, there is nothing that says you have to roll. You could just pick something.
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