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« on: January 16, 2011, 05:14:41 PM » |
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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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