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===Bear===
 
===Bear===
  
:Large Animal
+
Large Animal
:Hit Dice: 6d8+24 (51 hp)
+
Hit Dice: 6d8+24 (51 hp)
:Initiative: +1
+
Initiative: +1
:Speed: 40 ft. (8 squares)
+
Speed: 40 ft. (8 squares)
:Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
+
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
:Base Attack/Grapple: +4/+16
+
Base Attack/Grapple: +4/+16
:Attack: Claw +11 melee (1d8+8)
+
Attack: Claw +11 melee (1d8+8)
:Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
+
Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
:Space/Reach: 10 ft./5 ft.
+
Space/Reach: 10 ft./5 ft.
:Special Attacks: Improved grab
+
Special Attacks: Improved grab
:Special Qualities: Low-light vision, scent
+
Special Qualities: Low-light vision, scent
:Saves: Fort +9, Ref +6, Will +3
+
Saves: Fort +9, Ref +6, Will +3
:Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
+
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
:Skills: Listen +4, Spot +7, Swim +12
+
Skills: Listen +4, Spot +7, Swim +12
:Feats: Endurance, Run, Track
+
Feats: Endurance, Run, Track
:Environment: Cold forests
+
Environment: Cold forests
:Organization: Solitary or pair
+
Organization: Solitary or pair
:Challenge Rating: 4
+
Challenge Rating: 4
:Advancement: 7–10 HD (Large)
+
Advancement: 7–10 HD (Large)
:Level Adjustment: —
+
Level Adjustment: —
  
 
These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear’s statistics can be used for almost any big bear, including the grizzly.
 
These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear’s statistics can be used for almost any big bear, including the grizzly.
 
+
Combat
====Combat====
 
  
 
A brown bear attacks mainly by tearing at opponents with its claws.
 
A brown bear attacks mainly by tearing at opponents with its claws.
  
====Special Abilities====
+
Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
  
* '''Improved Grab''' (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
+
Skills: A brown bear has a +4 racial bonus on Swim checks.
 
 
* '''Skills''': A brown bear has a +4 racial bonus on Swim checks.
 
  
 
===Beaver===
 
===Beaver===
  
:Small Animal
+
Small Animal
:Hit Dice: 1d8+1 (5 hp)
+
Hit Dice: 1d8+1 (5 hp)
:Initiative: +2
+
Initiative: +2
:Speed: 30 ft. (6 squares), swim 20 ft.
+
Speed: 30 ft. (6 squares), swim 20 ft.
:Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
+
Armor Class: 14 (+1 size, +2 Dex, +1
:Base Attack/Grapple: +0/-5
+
natural), touch 13, flat-footed 12
:Attack: Claw -1 melee (1d2–1)
+
Base Attack/Grapple: +0/-5
:Full Attack: 2 claws -1melee (1d2–1) and
+
Attack: Claw -1 melee (1d2–1)
:bite -6 melee (1d6–1)
+
Full Attack: 2 claws -1melee (1d2–1) and
:Space/Reach: 5 ft./5 ft.
+
bite -6 melee (1d6–1)
:Special Attacks: -—
+
Space/Reach: 5 ft./5 ft.
:Special Qualities: Low-light vision, scent
+
Special Attacks: -—
:Saves: Fort +3, Ref +4, Will +1
+
Special Qualities: Low-light vision, scent
:Abilities: Str 8, Dex 15, Con 12,
+
Saves: Fort +3, Ref +4, Will +1
:Int 2, Wis 12, Cha 6
+
Abilities: Str 8, Dex 15, Con 12,
:Skills: Listen +5, Spot +5, Swim +7
+
Int 2, Wis 12, Cha 6
:Feats: Alertness
+
Skills: Listen +5, Spot +5, Swim +7
:Environment: Temperate streams and rivers
+
Feats: Alertness
:Organization: Solitary or pair
+
Environment: Temperate streams and rivers
:Challenge Rating: 1/2
+
Organization: Solitary or pair
:Advancement: 2 HD (Small)
+
Challenge Rating: 1/2
:Level Adjustment: —
+
Advancement: 2 HD (Small)
 
+
Level Adjustment: —
The beaver is a small furry animal with a broad, flat tail and very pronounced front teeth. Beavers live in sophisticated lairs, called “dams” that they build themselves.
 
 
 
====Combat====
 
  
Beavers will attack with their sharp claws and teeth if cornered, but they prefer to flee to the safety of their dam.
+
The beaver is a small furry animal with a broad, flat tail and
 +
very pronounced front teeth. Beavers live in sophisticated
 +
lairs, called “dams” that they build themselves.
  
====Special Abilities====
+
Combat
 +
Beavers will attack with their sharp claws and teeth if
 +
cornered, but they prefer to flee to the safety of their
 +
dam.
  
* '''Skills''': A beaver has a +4 racial bonus on Swim checks.
+
Skills: A beaver has a +4 racial bonus on Swim
 +
checks.
  
 
===Cat===
 
===Cat===
  
:Tiny Animal
+
Tiny Animal
:Hit Dice: 1/2 d8 (2 hp)
+
Hit Dice: 1/2 d8 (2 hp)
:Initiative: +2
+
Initiative: +2
:Speed: 30 ft. (6 squares)
+
Speed: 30 ft. (6 squares)
:Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
+
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
:Base Attack/Grapple: +0/–12
+
Base Attack/Grapple: +0/–12
:Attack: Claw +4 melee (1d2–4)
+
Attack: Claw +4 melee (1d2–4)
:Full Attack: 2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4)
+
Full Attack: 2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4)
:Space/Reach: 2-1/2 ft./0 ft.
+
Space/Reach: 2-1/2 ft./0 ft.
:Special Attacks: —
+
Special Attacks: —
:Special Qualities: Low-light vision, scent
+
Special Qualities: Low-light vision, scent
:Saves: Fort +2, Ref +4, Will +1
+
Saves: Fort +2, Ref +4, Will +1
:Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
+
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
:Skills: Balance +10, Climb +6, Hide +16*, Jump +10, Listen +3, Move Silently +8, Spot +3
+
Skills: Balance +10, Climb +6, Hide +16*, Jump +10, Listen +3, Move Silently +8, Spot +3
:Feats: Stealthy, Weapon FinesseB
+
Feats: Stealthy, Weapon FinesseB
:Environment: Temperate plains
+
Environment: Temperate plains
:Organization: Domesticated or solitary
+
Organization: Domesticated or solitary
:Challenge Rating: 1/4
+
Challenge Rating: 1/4
:Advancement: —
+
Advancement: —
:Level Adjustment: —
+
Level Adjustment: —
  
 
The statistics presented here describe a common housecat.
 
The statistics presented here describe a common housecat.
 
+
Combat
====Combat====
 
  
 
Cats prefer to sneak up on their prey.
 
Cats prefer to sneak up on their prey.
  
====Special Abilities====
+
Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
 
 
* '''Skills''': Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.
 
  
 
===Dog===
 
===Dog===
  
:Small Animal
+
Small Animal
:Hit Dice: 1d8+2 (6 hp)
+
Hit Dice: 1d8+2 (6 hp)
:Initiative: +3
+
Initiative: +3
:Speed: 40 ft. (8 squares)
+
Speed: 40 ft. (8 squares)
:Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
+
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
:Base Attack/Grapple: +0/–3
+
Base Attack/Grapple: +0/–3
:Attack: Bite +2 melee (1d4+1)
+
Attack: Bite +2 melee (1d4+1)
:Full Attack: Bite +2 melee (1d4+1)
+
Full Attack: Bite +2 melee (1d4+1)
:Space/Reach: 5 ft./5 ft.
+
Space/Reach: 5 ft./5 ft.
:Special Attacks: —
+
Special Attacks: —
:Special Qualities: Low-light vision, scent
+
Special Qualities: Low-light vision, scent
:Saves: Fort +4, Ref +5, Will +1
+
Saves: Fort +4, Ref +5, Will +1
:Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
+
Abilities: Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
:Skills: Jump +7, Listen +5, Spot +5, Survival +1*
+
Skills: Jump +7, Listen +5, Spot +5, Survival +1*
:Feats: Alertness, TrackB
+
Feats: Alertness, TrackB
:Environment: Temperate plains
+
Environment: Temperate plains
:Organization: Solitary or pack (5–12)
+
Organization: Solitary or pack (5–12)
:Challenge Rating: 1/3
+
Challenge Rating: 1/3
:Advancement: —
+
Advancement: —
:Level Adjustment: —
+
Level Adjustment: —
  
 
The statistics presented here describe a fairly small dog of about 20 to 50 pounds in weight. They also can be used for small wild canines such as coyotes, jackals, and African wild dogs.
 
The statistics presented here describe a fairly small dog of about 20 to 50 pounds in weight. They also can be used for small wild canines such as coyotes, jackals, and African wild dogs.
 +
Combat
  
====Combat====
+
Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down.
  
Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down.
+
Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.
  
====Special Abilities====
+
===Ferret===
  
* '''Skills''': Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.
+
Tiny Animal
 +
Hit Dice: 1/2 d8 (2 hp)
 +
Initiative: +2
 +
Speed: 20 ft. (4 squares), climb 20 ft.
 +
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
 +
Base Attack/Grapple: +0/–12
 +
Attack: Bite +4 melee (1d3–4)
 +
Full Attack: Bite +4 melee (1d3–4)
 +
Space/Reach: 2-1/2 ft./0 ft.
 +
Special Attacks: Attach
 +
Special Qualities: Low-light vision, scent
 +
Saves: Fort +2, Ref +4, Will +1
 +
Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
 +
Skills: Balance +12, Climb +10, Hide +11, Move Silently +8, Spot +3
 +
Feats: Agile, Weapon FinesseB
 +
Environment: Temperate hills
 +
Organization: Solitary
 +
Challenge Rating: 1/4
 +
Advancement: —
 +
Level Adjustment: —
  
===Ferret===
+
These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.
 +
Combat
  
:Tiny Animal
+
Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
:Hit Dice: 1/2 d8 (2 hp)
 
:Initiative: +2
 
:Speed: 20 ft. (4 squares), climb 20 ft.
 
:Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
 
:Base Attack/Grapple: +0/–12
 
:Attack: Bite +4 melee (1d3–4)
 
:Full Attack: Bite +4 melee (1d3–4)
 
:Space/Reach: 2-1/2 ft./0 ft.
 
:Special Attacks: Attach
 
:Special Qualities: Low-light vision, scent
 
:Saves: Fort +2, Ref +4, Will +1
 
:Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
 
:Skills: Balance +12, Climb +10, Hide +11, Move Silently +8, Spot +3
 
:Feats: Agile, Weapon FinesseB
 
:Environment: Temperate hills
 
:Organization: Solitary
 
:Challenge Rating: 1/4
 
:Advancement: —
 
:Level Adjustment: —
 
  
These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to weasels.
+
Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.
  
====Combat====
+
===Frog===
  
====Special Abilities====
+
Diminutive Animal
 +
Hit Dice: 1/4 d8 (1 hp)
 +
Initiative: +1
 +
Speed: 5 ft. (1 square)
 +
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
 +
Base Attack/Grapple: +0/–17
 +
Attack: —
 +
Full Attack: —
 +
Space/Reach: 1 ft./0 ft.
 +
Special Attacks: —
 +
Special Qualities: Amphibious, low-light vision
 +
Saves: Fort +2, Ref +3, Will +2
 +
Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4
 +
Skills: Hide +21, Listen +4, Spot +4
 +
Feats: Alertness
 +
Environment: Temperate marshes
 +
Organization: Swarm (10–100)
 +
Challenge Rating: 1/10
 +
Advancement: —
 +
Level Adjustment: —
  
* '''Attach''' (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
+
These diminutive amphibians are innocuous and beneficial, since they eat insects.
  
* '''Skills''': Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.
+
Skills: A toad’s coloration gives it a +4 racial bonus on Hide checks.
  
 
===Hedgehog===
 
===Hedgehog===
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===Mouse===
 
===Mouse===
  
:Diminutive Animal
+
Diminutive Animal
:Hit Dice: 1/4 d8 (1 hp)
+
Hit Dice: 1/4 d8 (1 hp)
:Initiative: +2
+
Initiative: +2
:Speed: 15 ft. (3 squares), climb 15 ft.
+
Speed: 15 ft. (3 squares), climb 15 ft.
:Armor Class: 14 (+2 size, +2 Dex), touch 14,
+
Armor Class: 14 (+2 size, +2 Dex), touch 14,
:flat-footed 12
+
flat-footed 12
:Base Attack/Grapple: +0/–12
+
Base Attack/Grapple: +0/–12
:Attack: Bite +4 melee (1hp–5)
+
Attack: Bite +4 melee (1hp–5)
:Full Attack: Bite +4 melee (1hp–5)
+
Full Attack: Bite +4 melee (1hp–5)
:Space/Reach: 2-1/2 ft./0 ft.
+
Space/Reach: 2-1/2 ft./0 ft.
:Special Attacks: —
+
Special Attacks: —
:Special Qualities: Low-light vision, scent
+
Special Qualities: Low-light vision, scent
:Saves: Fort +2, Ref +4, Will +1
+
Saves: Fort +2, Ref +4, Will +1
:Abilities: Str 1, Dex 15, Con 10,
+
Abilities: Str 1, Dex 15, Con 10,
:Int 2, Wis 12, Cha 6
+
Int 2, Wis 12, Cha 6
:Skills: Balance +12, Climb +12,
+
Skills: Balance +12, Climb +12,
:Hide +22, Jump +4,
+
Hide +22, Jump +4,
:Move Silently +12
+
Move Silently +12
:Feats: Weapon Finesse
+
Feats: Weapon Finesse
:Environment: Any
+
Environment: Any
:Organization: Solitary or plague (10–100)
+
Organization: Solitary or plague (10–100)
:Challenge Rating: 1/10
+
Challenge Rating: 1/10
:Advancement: —
+
Advancement: —
:Level Adjustment: —
+
Level Adjustment: —
 
 
These timid rodents can be found in great numbers almost anywhere.
 
  
====Combat====
+
These timid rodents can be
Mice usually run away. They bite only as a last resort.
+
found in great numbers
 +
almost anywhere.
  
====Special Abilities====
+
Combat
 +
Mice usually run away.
 +
They bite only as a last resort.
  
* '''Skills''': Mice have a +8 racial bonus on Balance, Climb, Hide, and Move Silently checks. A mouse can always choose to take 10 on Climb checks, even if rushed or threatened. A mouse uses its Dexterity modifier instead of its Strength modifier for Climb and Jump checks.
+
Skills: Mice have a +8
 +
racial bonus on Balance,
 +
Climb, Hide, and Move
 +
Silently checks. A mouse
 +
can always choose to take 10 on Climb checks, even if
 +
rushed or threatened. A mouse uses its Dexterity modifier
 +
instead of its Strength modifier for Climb and Jump
 +
checks.
  
 
===Rabbit===
 
===Rabbit===
  
:Tiny Animal
+
Tiny Animal
:Hit Dice: 1/4 d8 (1 hp)
+
Hit Dice: 1/4 d8 (1 hp)
:Initiative: +2
+
Initiative: +2
:Speed: 40 ft. (8 squares)
+
Speed: 40 ft. (8 squares)
:Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
+
Armor Class: 14 (+2 size, +2 Dex), touch 14,
:Base Attack/Grapple: +0/–12
+
flat-footed 12
:Attack: Bite +4 melee (1d3–4)
+
Base Attack/Grapple: +0/–12
:Full Attack: Bite +4 melee (1d3–4), rear kick -1 (1hp–4)
+
Attack: Bite +4 melee (1d3–4)
:Space/Reach: 2-1/2 ft./0 ft.
+
Full Attack: Bite +4 melee (1d3–4),
:Special Attacks: —
+
rear kick -1 (1hp–4)
:Special Qualities: Low-light vision, scent
+
Space/Reach: 2-1/2 ft./0 ft.
:Saves: Fort +2, Ref +4, Will +1
+
Special Attacks: —
:Abilities: Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 6
+
Special Qualities: Low-light vision, scent
:Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10
+
Saves: Fort +2, Ref +4, Will +1
:Feats: Weapon Finesse
+
Abilities: Str 3, Dex 15, Con 10,
:Environment: Any
+
Int 2, Wis 12, Cha 6
:Organization: Solitary or warren (2–20)
+
Skills: Balance +10, Climb +12,
:Challenge Rating: 1/8
+
Hide +14, Move Silently +10,
:Advancement: —
+
Swim +10
:Level Adjustment: —
+
Feats: Weapon Finesse
 +
Environment: Any
 +
Organization: Solitary or warren (2–20)
 +
Challenge Rating: 1/8
 +
Advancement: —
 +
Level Adjustment: —
  
 
These omnivorous rodents thrive almost anywhere.
 
These omnivorous rodents thrive almost anywhere.
  
====Combat====
+
Combat
 
 
 
Rabbits usually run away. They bite only as a last resort.
 
Rabbits usually run away. They bite only as a last resort.
  
====Special Abilities====
+
Skills: Rabbits have a +4 racial bonus on Hide, Jump,
 
+
and Move Silently checks. A rabbit uses its Dexterity
* '''Skills''': Rabbits have a +4 racial bonus on Hide, Jump, and Move Silently checks. A rabbit uses its Dexterity modifier instead of its Strength modifier for Jump checks.
+
modifier instead of its Strength modifier for Jump
 +
checks.
  
 
===Raccoon===
 
===Raccoon===
  
:Small Animal
+
Small Animal
:Hit Dice: 1d8 (4 hp)
+
Hit Dice: 1d8 (4 hp)
:Initiative: +2
+
Initiative: +2
:Speed: 30 ft. (6 squares), climb 20 ft.
+
Speed: 30 ft. (6 squares), climb 20 ft.
:Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
+
Armor Class: 14 (+2 size, +2 Dex), touch 14,
:Base Attack/Grapple: +0/–12
+
flat-footed 12
:Attack: Bite +4 melee (1d3–2)
+
Base Attack/Grapple: +0/–12
:Full Attack: Bite +4 melee (1d3–2), 2 claws (1d2–2)
+
Attack: Bite +4 melee (1d3–2)
:Space/Reach: 2-1/2 ft./0 ft.
+
Full Attack: Bite +4 melee (1d3–2),
:Special Attacks: —
+
2 claws (1d2–2)
:Special Qualities: Low-light vision, scent
+
Space/Reach: 2-1/2 ft./0 ft.
:Saves: Fort +2, Ref +4, Will +1
+
Special Attacks: —
:Abilities: Str 6, Dex 15, Con 10, Int 2, Wis 12, Cha 4
+
Special Qualities: Low-light vision, scent
:Skills: Climb +2, Disable Device +6, Escape Artist +6, Listen +5, Open Locks +6, Spot +5
+
Saves: Fort +2, Ref +4, Will +1
:Feats: Alertness
+
Abilities: Str 6, Dex 15, Con 10,
:Environment: Any
+
Int 2, Wis 12, Cha 4
:Organization: Solitary or warren (2–20)
+
Skills: Climb +2, Disable Device +6,
:Challenge Rating: 1/8
+
Escape Artist +6, Listen +5,
:Advancement: —
+
Open Locks +6, Spot +5
:Level Adjustment: —
+
Feats: Alertness
 +
Environment: Any
 +
Organization: Solitary or warren (2–20)
 +
Challenge Rating: 1/8
 +
Advancement: —
 +
Level Adjustment: —
  
These omnivorous scavengers have a knack for getting into almost anything.
+
These omnivorous scavengers have a knack for getting
 +
into almost anything.
  
====Combat====
+
Combat
 +
Raccoons only fight when cornered.
  
Raccoons only fight when cornered.
+
Skills: Raccoons have a +4 racial bonus on Disable
 +
Device, Escape Artist, and Open Locks checks.
  
====Special Abilities====
+
===Skunk===
  
* '''Skills''': Raccoons have a +4 racial bonus on Disable Device, Escape Artist, and Open Locks checks.
+
Tiny Animal
 +
Hit Dice: 1d8+2 (6 hp)
 +
Initiative: +3
 +
Speed: 30 ft. (6 squares)
 +
Armor Class: 16 (+2 size, +3 Dex,
 +
+1 natural), touch 15,
 +
flat-footed 13
 +
Base Attack/Grapple: +0/–5
 +
Attack: Claw +4 melee (1d2–1)
 +
Full Attack: 2 claws +4 melee (1d2–1) and
 +
bite –1 melee (1d3–1)
 +
Space/Reach: 5 ft./5 ft.
 +
Special Attacks: Rage
 +
Special Qualities: Low-light vision, scent
 +
Saves: Fort +4, Ref +5, Will +1
 +
Abilities: Str 8, Dex 17, Con 15,
 +
Int 2, Wis 12, Cha 6
 +
Skills: Escape Artist +7, Listen +3,
 +
Spot +3
 +
Feats: Weapon Finesse
 +
Environment: Temperate forests
 +
Organization: Solitary or pair
 +
Challenge Rating: 1/2
 +
Advancement: 2 HD (Small)
 +
Level Adjustment: —
  
===Skunk===
+
The distinctive white stripe on this creature’s black fur
 +
serves as a warning to potential predators.
  
:Tiny Animal
+
Combat
:Hit Dice: 1d8+2 (6 hp)
+
When threatened, a skunk will spray its scent at a foe
:Initiative: +3
+
and attempt to escape.
:Speed: 30 ft. (6 squares)
 
:Armor Class: 16 (+2 size, +3 Dex, +1 natural), touch 15, flat-footed 13
 
:Base Attack/Grapple: +0/–5
 
:Attack: Claw +4 melee (1d2–1)
 
:Full Attack: 2 claws +4 melee (1d2–1) and bite –1 melee (1d3–1)
 
:Space/Reach: 5 ft./5 ft.
 
:Special Attacks: Rage
 
:Special Qualities: Low-light vision, scent
 
:Saves: Fort +4, Ref +5, Will +1
 
:Abilities: Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
 
:Skills: Escape Artist +7, Listen +3, Spot +3
 
:Feats: Weapon Finesse
 
:Environment: Temperate forests
 
:Organization: Solitary or pair
 
:Challenge Rating: 1/2
 
:Advancement: 2 HD (Small)
 
:Level Adjustment: —
 
  
The distinctive white stripe on this creature’s black fur serves as a warning to potential predators.
+
Spray Scent: Up to three times a day a noble skunk
 +
can spray its scent on its enemies. This is an areaeffect
 +
attack, affecting a cone-shaped area in a range of
 +
15 feet. A successful Reflex Save versus a DC of 15
 +
avoids the spray entirely.
 +
Any creature hit by the spray is now covered in the
 +
skunk’s trademark “stink” and must now make a Fort
 +
save against a DC of 10 or be nauseated. A successful
 +
save means the creature can at least “tolerate” the
 +
smell. The scent spray stays with the victim for 1d6
 +
days unless extraordinary measures are taken to clean
 +
it off (bathing in tomato juice, remove curse, etc.). While
 +
under the stink, the creatures can be detected by scent
 +
at triple the normal range, and anyone attempting to
 +
track them gets a +4 situational bonus.
  
====Combat====
+
Skills: A skunk has a +4 racial bonus on Escape
 +
Artist checks
  
When threatened, a skunk will spray its scent at a foe and attempt to escape.
+
===Squirrel===
  
====Special Abilities====
+
Tiny Animal
 +
Hit Dice: 1/4 d8 (1 hp)
 +
Initiative: +2
 +
Speed: 15 ft. (3 squares), climb 15 ft.
 +
Armor Class: 14 (+2 size, +2 Dex), touch 14,
 +
flat-footed 12
 +
Base Attack/Grapple: +0/–12
 +
Attack: Bite +4 melee (1d3–4)
 +
Full Attack: Bite +4 melee (1d3–4)
 +
Space/Reach: 2-1/2 ft./0 ft.
 +
Special Attacks: —
 +
Special Qualities: Low-light vision, scent
 +
Saves: Fort +2, Ref +4, Will +1
 +
Abilities: Str 2, Dex 15, Con 10,
 +
Int 2, Wis 12, Cha 6
 +
Skills: Balance +10, Climb +12,
 +
Hide +14, Move Silently +10
 +
Feats: Weapon Finesse
 +
Environment: Any
 +
Organization: Solitary or Gang (2-12)
 +
Challenge Rating: 1/8
 +
Advancement: —
 +
Level Adjustment: —
  
* '''Spray Scent''': Up to three times a day a skunk can spray its scent on its enemies. This is an areaeffect attack, affecting a cone-shaped area in a range of 15 feet. A successful Reflex Save versus a DC of 15 avoids the spray entirely. Any creature hit by the spray is now covered in the skunk’s trademark “stink” and must now make a Fort save against a DC of 10 or be nauseated. A successful save means the creature can at least “tolerate” the smell. The scent spray stays with the victim for 1d6 days unless extraordinary measures are taken to clean
+
While essentially similar to rats, the squirrel’s bushy
it off (bathing in tomato juice, remove curse, etc.). Whil under the stink, the creatures can be detected by scent at triple the normal range, and anyone attempting to track them gets a +4 situational bonus.
+
tail and endearing manner give it a much better reputation.
  
* '''Skills''': A skunk has a +4 racial bonus on Escape Artist checks
+
Combat
 +
Squirrels usually run away. They bite only as a last
 +
resort.
  
===Squirrel===
+
Skills: Squirrels have a +4 racial bonus on Hide and
 +
Move Silently checks, and a +8 racial bonus on Balance
 +
and Climb checks. A squirrel can always choose
 +
to take 10 on Climb checks, even if rushed or threatened.
 +
A squirrel uses its Dexterity modifier instead of
 +
its Strength modifier for Climb checks. A squirrel can
 +
use a run action while climbing.
  
:Tiny Animal
+
===Turtle===
:Hit Dice: 1/4 d8 (1 hp)
 
:Initiative: +2
 
:Speed: 15 ft. (3 squares), climb 15 ft.
 
:Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
 
:Base Attack/Grapple: +0/–12
 
:Attack: Bite +4 melee (1d3–4)
 
:Full Attack: Bite +4 melee (1d3–4)
 
:Space/Reach: 2-1/2 ft./0 ft.
 
:Special Attacks: —
 
:Special Qualities: Low-light vision, scent
 
:Saves: Fort +2, Ref +4, Will +1
 
:Abilities: Str 2, Dex 15, Con 10,
 
:Int 2, Wis 12, Cha 6
 
:Skills: Balance +10, Climb +12,
 
:Hide +14, Move Silently +10
 
:Feats: Weapon Finesse
 
:Environment: Any
 
:Organization: Solitary or Gang (2-12)
 
:Challenge Rating: 1/8
 
:Advancement: —
 
:Level Adjustment: —
 
  
While essentially similar to rats, the squirrel’s bushy tail and endearing manner give it a much better reputation.
+
Small Animal
 +
Hit Dice: 1d8+5 (9 hp)
 +
Initiative: +2
 +
Speed: 5 ft. (1 square), swim 20 ft.
 +
Armor Class: 13 (+1 size, -3 Dex, +5 natural),
 +
touch 8, flat-footed 16
 +
Base Attack/Grapple: +0/–4
 +
Attack: Bite +0 melee (1d3)
 +
Full Attack: Bite +0 melee (1d3)
 +
Space/Reach: 5 ft./5 ft.
 +
Special Attacks: —
 +
Special Qualities: Low-light vision
 +
Saves: Fort +4, Ref -1, Will +2
 +
Abilities: Str 10, Dex 4, Con 14,
 +
Int 2, Wis 14, Cha 4
 +
Skills: Listen +5, Spot +5, Swim +10
 +
Feats: Toughness
 +
Environment: Deserts and
 +
temperate wetlands
 +
Organization: Solitary
 +
Challenge Rating: 1/2
 +
Advancement: 2–3 HD (Medium)
 +
Level Adjustment: —
  
====Combat====
+
These reptiles have an extremely hard shell to protect
 +
them from all but the most determined of predators.
  
Squirrels usually run away. They bite only as a last resort.
+
Combat
 +
When threatened, a tortoise will simply pull its legs,
 +
head, and tail into their shell and wait for their foes to
 +
tire and leave.
  
====Special Abilities====
+
Hold Breath (Ex): A tortoise can hold its breath for a
 +
number of rounds equal to 4 x its Constitution score
 +
before it risks drowning.
  
* '''Skills''': Squirrels have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance and Climb checks. A squirrel can always choose to take 10 on Climb checks, even if rushed or threatened. A squirrel uses its Dexterity modifier instead of
+
Skills: A tortoise has a +8 racial bonus on any Swim
its Strength modifier for Climb checks. A squirrel can use a run action while climbing.
+
check to perform some special action or avoid a hazard.
 +
It can always choose to take 10 on a Swim check,
 +
even if distracted or endangered. It can use the run
 +
action while swimming, provided it swims in a straight
 +
line.
  
 
-----
 
-----
Line 356: Line 459:
 
===Bat===
 
===Bat===
  
:Diminutive Animal
+
Diminutive Animal
:Hit Dice: 1/4 d8 (1 hp)
+
Hit Dice: 1/4 d8 (1 hp)
:Initiative: +2
+
Initiative: +2
:Speed: 5 ft (1 square), fly 40 ft. (good)
+
Speed: 5 ft (1 square), fly 40 ft. (good)
:Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
+
Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14
:Base Attack/Grapple: +0/–17
+
Base Attack/Grapple: +0/–17
:Attack: —
+
Attack: —
:Full Attack: —
+
Full Attack: —
:Space/Reach: 1 ft./0 ft.
+
Space/Reach: 1 ft./0 ft.
:Special Attacks: —
+
Special Attacks: —
:Special Qualities: Blindsense 20 ft., low-light vision
+
Special Qualities: Blindsense 20 ft., low-light vision
:Saves: Fort +2, Ref +4, Will +2
+
Saves: Fort +2, Ref +4, Will +2
:Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
+
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
:Skills: Hide +14, Listen +8*, Move Silently +6, Spot +8*
+
Skills: Hide +14, Listen +8*, Move Silently +6, Spot +8*
:Feats: Alertness
+
Feats: Alertness
:Environment: Temperate deserts
+
Environment: Temperate deserts
:Organization: Colony (10–40) or crowd (10–50)
+
Organization: Colony (10–40) or crowd (10–50)
:Challenge Rating: 1/10
+
Challenge Rating: 1/10
:Advancement: —
+
Advancement: —
:Level Adjustment: —
+
Level Adjustment: —
  
 
Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats.
 
Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats.
 +
Combat
  
====Combat====
+
Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
  
====Special Abilities====
+
Skills: *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
 
 
* '''Blindsense''' (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
 
 
 
* '''Skills''': A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.
 
  
 
===Bee===
 
===Bee===
Line 405: Line 505:
 
===Songbird===
 
===Songbird===
  
:Tiny Animal
+
Tiny Animal
:Hit Dice: 1d8 (4 hp)
+
Hit Dice: 1d8 (4 hp)
:Initiative: +2
+
Initiative: +2
:Speed: 10 ft. (2 squares), fly 40 ft. (average)
+
Speed: 10 ft. (2 squares),
:Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
+
fly 40 ft. (average)
:Base Attack/Grapple: +0/–13
+
Armor Class: 17 (+2 size, +3 Dex,
:Attack: Claws +4 melee (1d2–5)
+
+2 natural), touch 15,
:Full Attack: Claws +4 melee (1d2–5)
+
flat-footed 14
:Space/Reach: 2-1/2 ft./0 ft.
+
Base Attack/Grapple: +0/–13
:Special Attacks: —
+
Attack: Claws +4 melee (1d2–5)
:Special Qualities: Low-light vision
+
Full Attack: Claws +4 melee (1d2–5)
:Saves: Fort +2, Ref +4, Will +2
+
Space/Reach: 2-1/2 ft./0 ft.
:Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
+
Special Attacks: —
:Skills: Listen +6, Spot +6
+
Special Qualities: Low-light vision
:Feats: Weapon Finesse
+
Saves: Fort +2, Ref +4, Will +2
:Environment: Temperate forests
+
Abilities: Str 1, Dex 15, Con 10,
:Organization: Solitary, pair, or flock (6-100)
+
Int 2, Wis 14, Cha 6
:Challenge Rating: 1/8
+
Skills: Listen +6, Spot +6
:Advancement: —
+
Feats: Weapon Finesse
:Level Adjustment: —
+
Environment: Temperate forests
 +
Organization: Solitary, pair, or flock (6-100)
 +
Challenge Rating: 1/8
 +
Advancement: —
 +
Level Adjustment: —
  
These are the most common type of bird most often seen, encompassing many hundreds of different species, from cardinals to sparrows.
+
These are the most common type of bird most often
 
+
seen, encompassing many hundreds of different species,
====Combat====
+
from cardinals to sparrows.
  
 +
Combat
 
Songbirds only attack when desperate or sick.
 
Songbirds only attack when desperate or sick.
 
====Special Abilities====
 
 
  
 
===Owl===
 
===Owl===
  
:Tiny Animal
+
Tiny Animal
:Hit Dice: 1d8 (4 hp)
+
Hit Dice: 1d8 (4 hp)
:Initiative: +3
+
Initiative: +3
:Speed: 10 ft. (2 squares), fly 40 ft. (average)
+
Speed: 10 ft. (2 squares), fly 40 ft. (average)
:Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
+
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
:Base Attack/Grapple: +0/–11
+
Base Attack/Grapple: +0/–11
:Attack: Talons +5 melee (1d4–3)
+
Attack: Talons +5 melee (1d4–3)
:Full Attack: Talons +5 melee (1d4–3)
+
Full Attack: Talons +5 melee (1d4–3)
:Space/Reach: 2-1/2 ft./0 ft.
+
Space/Reach: 2-1/2 ft./0 ft.
:Special Attacks: —
+
Special Attacks: —
:Special Qualities: Low-light vision
+
Special Qualities: Low-light vision
:Saves: Fort +2, Ref +5, Will +2
+
Saves: Fort +2, Ref +5, Will +2
:Abilities: Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4
+
Abilities: Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4
:Skills: Listen +16, Move Silently +17, Spot +8*
+
Skills: Listen +16, Move Silently +17, Spot +8*
:Feats: Alertness, Weapon Finesse
+
Feats: Alertness, Weapon FinesseB
:Environment: Temperate forests
+
Environment: Temperate forests
:Organization: Solitary
+
Organization: Solitary
:Challenge Rating: 1/4
+
Challenge Rating: 1/4
:Advancement: 2 HD (Small)
+
Advancement: 2 HD (Small)
:Level Adjustment: —
+
Level Adjustment: —
  
 
The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.
 
The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.
 
+
Combat
====Combat====
 
  
 
Owls swoop quietly down onto prey, attacking with their powerful talons.
 
Owls swoop quietly down onto prey, attacking with their powerful talons.
 
====Special Abilities====
 
  
 
Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
 
Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.
Line 475: Line 574:
  
  
 
===Frog===
 
 
:Diminutive Animal
 
:Hit Dice: 1/4 d8 (1 hp)
 
:Initiative: +1
 
:Speed: 5 ft. (1 square)
 
:Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
 
:Base Attack/Grapple: +0/–17
 
:Attack: —
 
:Full Attack: —
 
:Space/Reach: 1 ft./0 ft.
 
:Special Attacks: —
 
:Special Qualities: Amphibious, low-light vision
 
:Saves: Fort +2, Ref +3, Will +2
 
:Abilities: Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4
 
:Skills: Hide +21, Listen +4, Spot +4
 
:Feats: Alertness
 
:Environment: Temperate marshes
 
:Organization: Swarm (10–100)
 
:Challenge Rating: 1/10
 
:Advancement: —
 
:Level Adjustment: —
 
 
These diminutive amphibians are innocuous and beneficial, since they eat insects.
 
 
====Special Abilities====
 
 
* '''Skills''': A frog’s coloration gives it a +4 racial bonus on Hide checks.
 
  
 
===Sea Urchin===
 
===Sea Urchin===
Line 515: Line 585:
 
===Squid===
 
===Squid===
  
:Medium Animal (Aquatic)
+
Medium Animal (Aquatic)
:Hit Dice: 3d8 (13 hp)
+
Hit Dice: 3d8 (13 hp)
:Initiative: +3
+
Initiative: +3
:Speed: Swim 60 ft. (12 squares)
+
Speed: Swim 60 ft. (12 squares)
:Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
+
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
:Base Attack/Grapple: +2/+8*
+
Base Attack/Grapple: +2/+8*
:Attack: Arms +4 melee (0)
+
Attack: Arms +4 melee (0)
:Full Attack: Arms +4 melee (0) and bite –1 melee (1d6+1)
+
Full Attack: Arms +4 melee (0) and bite –1 melee (1d6+1)
:Space/Reach: 5 ft./5 ft.
+
Space/Reach: 5 ft./5 ft.
:Special Attacks: Improved grab
+
Special Attacks: Improved grab
:Special Qualities: Ink cloud, jet, low-light vision
+
Special Qualities: Ink cloud, jet, low-light vision
:Saves: Fort +3, Ref +6, Will +2
+
Saves: Fort +3, Ref +6, Will +2
:Abilities: Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2
+
Abilities: Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2
:Skills: Listen +7, Spot +7, Swim +10
+
Skills: Listen +7, Spot +7, Swim +10
:Feats: Alertness, Endurance
+
Feats: Alertness, Endurance
:Environment: Temperate aquatic
+
Environment: Temperate aquatic
:Organization: Solitary or school (6–11)
+
Organization: Solitary or school (6–11)
:Challenge Rating: 1
+
Challenge Rating: 1
:Advancement: 4–6 HD (Medium); 7–11 HD (Large)
+
Advancement: 4–6 HD (Medium); 7–11 HD (Large)
:Level Adjustment: —
+
Level Adjustment: —
  
 
These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.
 
These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.
 +
Combat
  
====Combat====
+
Improved Grab (Ex): To use this ability, a squid must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks.
 
 
====Special Abilities====
 
 
 
* '''Improved Grab''' (Ex): To use this ability, a squid must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks.
 
 
 
* '''Ink Cloud''' (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.
 
 
 
* '''Jet''' (Ex): A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
 
 
 
* '''Skills''': A squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line
 
 
 
===Turtle===
 
 
 
:Small Animal
 
:Hit Dice: 1d8+5 (9 hp)
 
:Initiative: +2
 
:Speed: 5 ft. (1 square), swim 20 ft.
 
:Armor Class: 13 (+1 size, -3 Dex, +5 natural), touch 8, flat-footed 16
 
:Base Attack/Grapple: +0/–4
 
:Attack: Bite +0 melee (1d3)
 
:Full Attack: Bite +0 melee (1d3)
 
:Space/Reach: 5 ft./5 ft.
 
:Special Attacks: —
 
:Special Qualities: Low-light vision
 
:Saves: Fort +4, Ref -1, Will +2
 
:Abilities: Str 10, Dex 4, Con 14, Int 2, Wis 14, Cha 4
 
:Skills: Listen +5, Spot +5, Swim +10
 
:Feats: Toughness
 
:Environment: Deserts and temperate wetlands
 
:Organization: Solitary
 
:Challenge Rating: 1/2
 
:Advancement: 2–3 HD (Medium)
 
:Level Adjustment: —
 
 
 
These reptiles have an extremely hard shell to protect them from all but the most determined of predators.
 
 
 
====Combat====
 
 
 
When threatened, a tortoise will simply pull its legs, head, and tail into their shell and wait for their foes to tire and leave.
 
  
====Special Abilities====
+
Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.
  
* '''Hold Breath''' (Ex): A tortoise can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
+
Jet (Ex): A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
  
* '''Skills''': A tortoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
+
Skills: A squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line
  
 
===Yellyfish===
 
===Yellyfish===

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