Anyone who has watched my game over the years
has probably wondered why this has taken so long.
We've had intelligent frogs, crabs, turtles, bears, and
ferrets over the year, but never before specific rules to
govern them. Well, here those rules are, already printed
once in Whimsey's Eye, reproduced here for your use.
Throughout Aphonion's history there have been
those who have played non standard characters of all
types, including imports from other AD&D game world.
But no characters are more unusual to D&D campaigns
then animals, and the addition of the Skills and Powers
book give a great opportunity to expand on these great,
if not so exotic races.
The following was written by Jonathan Fox
Character Points: All animal characters start with 35
character points, however, some or those points must
be spent on a race package. Note that only a small list of
races appear here, and this is by no means a complete
list so if you want to play a race, like kangaroo, that does
not appear here just sit down and write it up. New
animals do not have to be real but they do have to be
reasonable. In the future additional races may be added
via Whimsey's Eye.
Races: As stated, this is not a complete list and only
includes frogs, sparrows, ferrets, cats, dogs, jackalopes,
and horses. They will all follow a standard format:
Race Name CP cost
Animal Description: This will only appear for
those animals which are fictitious or
exotic, (like jackalopes.)
Attribute Modifiers: Any modifiers to the
attributes or the race.
Base AC: The animal's normal, unmodified AC,
when not in armor.
Base Movement: The animal's unmodified
movement rate.
Strength Modifier. A multiplier for the animal
character when dealing with weight or
bulk. For example, a character with a
stamina of 12 and a x.5 modifier can
carry 22.5 pounds and can carry up to 6
bulk points in equipment.
Natural Attacks: The number (and damage) of
attacks made by the animal when using
natural weapons.
Special Abilities: Any special abilities possessed
by the typical member of the species.
These abilities can be given up but only
net half the abilities CPs for expenditure
later.
Special Hindrances: Any hindrances the race
normally has. Unless otherwise stated
under special abilities all races have the
following hindrances:
Quadrupedal
Can't speak
No thumbs
Unobtainable: Any leftover CPs can be spent
on bonus abilities. Any abilities
appearing here are not allowed, any
other animal abilities can be purchases.
Thieving Abilities: The modifiers for
animal thieves.
Pick Pockets:
Open Locks:
Find/Remove Traps:
Move Silently:
Hide in Shadows:
Detect Noises:
Climb Walls:
Read Language:
Detect Magic:
Detect Illusions:
Bribe:
Tunneling:
Escape Artist:
Climb Person Unnoticed: *
* Climb Person Unnoticed is a special ability available to
certain small animals naturally proficient in climbing.
Thieves of these races can purchase this skill for 10 CPs.
Climb Person Unnoticed starts at a rating of 5%
Special Abilities
Better Balance (10): Add one to the character's
balance suitability.
Bipedal Stance (5): The character can prop
her/himself up on two legs. Characters
without this ability will be at -5 for all
rolls unless properly braced or on all
fours. Keep in mind that it is very
difficult to fight with hand weapons
when on all fours.
Can Talk (10): For what ever strange reason,
the character can talk like a human.
Digging (5): This suitability gives the character
the ability the burrow into the earth.
This is similar to the tunneling thieving
ability except it cannot be used on rock.
The character has a 50% rating in this
ability, but does not gain race or
dexterity bonuses to the skill. An animal
thief with this ability gains an extra 15%
to the tunneling skill if he/she possesses
it.
Flight (15): The character has wings which
allow it to fly at a movement rate of 24"
with a maneuverability class of B. On
the down side, the character has no
hands and cannot develop thumbs. If
this ability is given up, the animal is
considered a strange mutant with
humanlike arms and hands, but may
develop thumbs. Note that giving up
this trait only gives 7.5 character points
back to the character. The character
could also buy a set of arms which
automatically have thumbs for an
additional 15 character points.
Gliding (10): The character has folds of skin
which she/he can use to glide on, similar
to those possessed by flying squirrels.
Movement rate is 18" and
maneuverability is class C. Additionally
the character losses a minimum of 1" of
height every round until he/she touches
ground, unless there are strong up
drafts.
Good Hunter (5): The animal gets the
nonweapon proficiency of hunting at
+3 for free.
Good Swimmer (5): The animal gets the
nonweapon proficiency of swimming at
+3 for free.
Good Tracker (5): The animal gets the
nonweapon proficiency of tracking at
+1 for free.
Heightened Sense of Hearing (5): Same as the
Keen Hearing trait described on page
107 of the Skills & Powers book.
Heightened Sense of Sight (5): Same as the
Keen Eyesight trait described on page
107 of the Skills & Powers book.
Heightened Sense of Smell (5): Same as the
Keen Olfactory Sense trait described on
page 107 of the Skills & Powers book.
Heightened Sense of Taste (5): Same as the
Keen Taste Sense trait described on
page 107 of the Skills & Powers book.
Heightened Sense of Touch (5): Same as the
Keen Touch Sense trait described on
page 107 of the Skills & Powers book.
Hearty (10): The character gains +1 to her/his
health suitability.
Hold Breath (5): The character can hold his/her
breath for five times as long as normal.
Improved Stamina (10): The character gains +1
to her/his stamina suitability.
More Muscle (10): The character gains +1 to
his/her muscle suitability.
Natural Jumper (5): The character can jump 1"
per point of muscle suitability. This may
be done up to once per round.
Night Vision (5): The character can see
perfectly in near complete darkness,
however, the character also gains the
color blind disadvantage on page 109 of
the Skills & Powers book.
Prehensile Tail/Tongue/Trunk (10): The
character has some limb which she/he
has a great deal of control over. This
limb is automatically treated as a hand
without a thumb, and cannot develop
one.
Play Dead (5): This ability is the same as the
first level wizard spell, feign death. This
natural ability can be used as often as
the character likes.
Thumbs (5): The character has fully developed
hands with thumbs. Hands without
thumbs can only lift half their normal
maximum and any weapons held in such
hands will be held awkward. The
character can is at -2 to hit and damage
and when ever he/she successfully
strikes or parries an attack a muscle
check must be made to avoid dropping
the weapon.
Very Fit (10): The character gains +1 to her/his
fitness suitability.
Water Breathing (10): The character has gills
and can breath underwater, but cannot
breath air. When out of the water the
character starts to suffocate as per
drowning.
Webbed Fingers and Toes/Fins (10): The
character moves at the same rate in
water as she/he does on land.
Ferrets
25
Attribute Modifiers: Strength: -3
Dexterity: +4
Constitution: -1
Base AC: 7
Base Movement: 18"
Strength Modifier: x .2
Natural Attacks: 1 bite (1d2)
Special Abilities:
Bipedal Stance
Good Hunter
Good Swimmer
Heightened Smell Sense
Heightened Hearing Sense
Night vision
Special Hindrances: Ferrets must eat their
weight in meat every day.
Unobtainable:
Flight
Water Breathing
Thieving Abilities:
Pick Pockets: -10%
Open Locks: -5%
Find/Remove Traps: +10%
Move Silently: +15%
Hide in Shadows: +15%
Detect Noises: +10%
Climb Walls: +15%
Read Language: -50%
Detect Magic: -10%
Detect Illusions: -5%
Bribe: -20%
Tunneling: +10%
Escape Artist: +10%
Climb Person Unnoticed: +15%
Frogs
25
Attribute Modifiers: Dexterity +2
Charisma -2
Base AC: 7
Base Movement: 12"
Strength Modifier: x .3
Natural Weapons: None
Special Abilities:
Good Swimmer
Hold Breath
Natural Jumper
Prehensile Tongue
Webbed Fingers and Toes
Special Hindrance: Frogs need a moist
environment in order to live. Frogs who
in a dry environment for more then a
few hours (constitution/fitness hours)
will start to dry up taking one point of
damage per turn until they get to some
water. This damage heals immediately after
thirty minutes of submersion. (Toads do
not have this hindrance, but cost 35
CPs.)
Unobtainable:
Flight
Water Breathing
Thieving Skills:
Pick Pockets: -20%
Open Locks: -15%
Find/Remove Traps: 0%
Move Silently: +5%
Hide in Shadows: +20%
Detect Noises: +5%
Climb Walls: -10%
Read Language: -50%
Detect Magic: 0%
Detect Illusions: 0%
Bribe: -10%
Tunneling: 0%
Escape Artist: +10%
Sparrows
15
Attribute Modifiers: Strength -2
Dexterity +3
Constitution: -1
Base AC: 6
Base Movement: 12"
Strength Modifier: x .2
Natural Weapons: 1 beak (1 point) or 1 talon
(1 point.)
Special Abilities:
Bipedal Stance
Flight
Special Hindrances: None
Unobtainable:
Water Breathing
Thieving Skills:
Pick Pockets: -5%
Open Locks: -5%
Find/Remove Traps: +5%
Move Silently: +10%
Hide in Shadows: +5%
Detect Noises: +5%
Climb Walls: +10%
Read Language: -50%
Detect Magic: +5%
Detect Illusions: +5%
Bribe: -10%
Tunneling: -20%
Escape Artist: 0%
Climb Person Unnoticed: +10%
Cats
25
Attribute Modifiers: Dexterity +2
Wisdom -2
Base AC: 8
Base Movement: 15"
Strength Modifier: x .4
Natural Weapons: 1 bite (1d3) or 2 claws (1d2)
Special Abilities:
Better Balance
Good Hunter
Good Tracker
Heightened Sense of Hearing
Heightened Sense of Smell
Night Vision
Special Hindrances: Cats automatically start
with the disadvantage of Lazy. See page
110 of the Skills and Powers book for
details.
Unobtainable:
Flight
Water Breathing
Thieving Skills:
Pick Pockets: -5%
Open Locks: -5%
Find/Remove Traps: +10%
Move Silently: +20%
Hide in Shadows: +15%
Detect Noises: +10%
Climb Walls: +10%
Read Language: -50%
Detect Magic: +5%
Detect Illusions: +10%
Bribe: -10%
Tunneling: +5%
Escape Artist: +10%
Dogs
35
Attribute Modifiers: Strength +1
Constitution +1
Wisdom -2
Base AC: 8
Base Movement: 15"
Strength Modifier: x .75
Natural Weapons: 1 bite (1d6)
Special Abilities:
Digging
Good Hunter
Good Swimmer
Good Tracker
Heightened Sense of Hearing
Heightened Sense of Smell
Night Vision
Special Hindrances: None
Unobtainable:
Flight
Water Breathing
Thieving Skills:
Pick Pockets: -15%
Open Locks: -15%
Find/Remove Traps: +15%
Move Silently: +10%
Hide in Shadows: 0%
Detect Noises: +15%
Climb Walls: -15%
Read Language: -50%
Detect Magic: +10%
Detect Illusions: +5%
Bribe: -10%
Tunneling: +15%
Escape Artist: -5%
Horses
25
Attribute Modifiers: Strength +2
Dexterity -1
Constitution +3
Intelligence -2
Wisdom -2
Base AC: 8
Base Movement: 18"
Strength Modifier: x 2
Natural Weapons: 2 hooves (1d6)
Special Abilities:
Heightened Sense of Hearing
Improved Stamina
Night Vision
Very Fit
Special Hindrances: Horses must spend 5
additional points to develop fingers if
they wish to develop thumbs,
Unobtainable:
Flight
Water Breathing
Thieving Skills:
Pick Pockets: -20%
Open Locks: -20%
Find/Remove Traps: -10%
Move Silently: -15%
Hide in Shadows: -10%
Detect Noises: +10%
Climb Walls: -10%
Read Language: -50%
Detect Magic: +10%
Detect Illusions: +10%
Bribe: -10%
Tunneling: -20%
Escape Artist: -15%
Jackalope
25
Description: Jackalopes are desert dwelling
rabbit like herbivores with deer like
antler on their heads.
Attribute Modifiers: Strength -1
Dexterity +3
Constitution -1
Wisdom -1
Base AC: 7
Base Movement: 15"
Strength Modifier: x .3
Natural Weapons: 1 head butt (1d6)
Special Abilities:
Bipedal Stance
Digging
Heightened Sense of Hearing
Heightened Sense or Smell
Natural Jumper
Special Hindrances: None
Unobtainable:
Flight
Water Breathing
Thieving Skills:
Pick Pockets: -5%
Open Locks: -5%
Find/Remove Traps: +5%
Move Silently: +15%
Hide in Shadows: +10%
Detect Noises: +10%
Climb Walls: +5%
Read Language: -50%
Detect Magic: +5%
Detect Illusions: +5%
Bribe: -10%
Tunneling: +10%
Escape Artist: -10%