FANTASY GENETICS
To determine the stats for a newborn baby:
1. Determine the baby’s kindred. Use common sense, the amalgam template from Green Ronin Advanced Bestiary, or some other template that can combine the two kindreds.
2. Roll 1d90 on the inherited ability score table.
3. For each ability score:
3a. If the baby’s kindred has a fixed score, use that.
3b. Otherwise, check the result from the Inherited Abilities Table. If the ability is in the ‘Mothers Score – Mother’s Racial Modifier’ column or the ‘Fathers Score – Father’s Racial Modifier’ column, calculate accordingly. If the ability is in the ‘Other’ column, calculate as described under ‘Determining Other Scores’, below.
4. Apply the baby’s race modifiers. If the kindred’s base score is below 10, use the Monster Player Characters’ Ability Scores table or the Monster Player Characters’ Intelligence Scores table, as appropriate. (These tables can be found in the DMG or the SRD.) If the result is higher or lower than is allowed by the rules, adjust until the result is appropriate.
5. Apply the baby template.
INHERITED ABLILITY SCORE TABLE
die roll Mothers Score – Mother’s Racial Modifier Father’s Score – Father’s Racial Modifier Other 1 Constitution, Charisma Dexterity, Intelligence Strength, Wisdom 2 Constitution, Charisma Dexterity, Wisdom Strength, Intelligence 3 Constitution, Charisma Intelligence, Wisdom Strength, Dexterity 4 Constitution, Charisma Strength, Dexterity Intelligence, Wisdom 5 Constitution, Charisma Strength, Intelligence Dexterity, Wisdom 6 Constitution, Charisma Strength, Wisdom Dexterity, Intelligence 7 Constitution, Intelligence Dexterity, Charisma Strength, Wisdom 8 Constitution, Intelligence Dexterity, Wisdom Strength, Charisma 9 Constitution, Intelligence Strength, Charisma Dexterity, Wisdom 10 Constitution, Intelligence Strength, Dexterity Wisdom, Charisma 11 Constitution, Intelligence Strength, Wisdom, Dexterity, Charisma 12 Constitution, Intelligence Wisdom, Charisma Strength, Dexterity 13 Constitution, Wisdom Dexterity, Charisma Strength, Intelligence 14 Constitution, Wisdom Dexterity, Intelligence Strength, Charisma 15 Constitution, Wisdom Intelligence, Charisma Strength, Dexterity 16 Constitution, Wisdom Strength, Charisma Dexterity, Intelligence 17 Constitution, Wisdom Strength, Dexterity Intelligence, Charisma 18 Constitution, Wisdom Strength, Intelligence Dexterity, Charisma 19 Dexterity, Charisma Constitution, Intelligence Strength, Wisdom 20 Dexterity, Charisma Constitution, Wisdom Strength, Intelligence 21 Dexterity, Charisma Intelligence, Wisdom Strength, Constitution 22 Dexterity, Charisma Strength, Constitution Intelligence, Wisdom 23 Dexterity, Charisma Strength, Intelligence Constitution, Wisdom 24 Dexterity, Charisma Strength, Wisdom Constitution, Intelligence 25 Dexterity, Constitution Intelligence, Charisma Strength, Wisdom 26 Dexterity, Constitution Intelligence, Wisdom Strength, Charisma 27 Dexterity, Constitution Strength, Charisma Intelligence, Wisdom 28 Dexterity, Constitution Strength, Intelligence Wisdom, Charisma 29 Dexterity, Constitution Strength, Wisdom Intelligence, Charisma 30 Dexterity, Constitution Wisdom, Charisma Strength, Intelligence 31 Dexterity, Intelligence Constitution, Charisma Strength, Wisdom 32 Dexterity, Intelligence Constitution, Wisdom Strength, Charisma 33 Dexterity, Intelligence Strength, Charisma Constitution, Wisdom 34 Dexterity, Intelligence Strength, Constitution Wisdom, Charisma 35 Dexterity, Intelligence Strength, Wisdom Constitution, Charisma 36 Dexterity, Intelligence Wisdom, Charisma Strength, Constitution 37 Dexterity, Wisdom Constitution, Charisma Strength, Intelligence 38 Dexterity, Wisdom Constitution, Intelligence Strength, Charisma 39 Dexterity, Wisdom Intelligence, Charisma Strength, Constitution 40 Dexterity, Wisdom Strength, Charisma Constitution, Intelligence 41 Dexterity, Wisdom Strength, Constitution Intelligence, Charisma 42 Dexterity, Wisdom Strength, Intelligence Constitution, Charisma 43 Intelligence, Charisma Constitution, Wisdom Strength, Dexterity 44 Intelligence, Charisma Dexterity, Constitution Strength, Wisdom 45 Intelligence, Charisma Dexterity, Wisdom Strength, Constitution 46 Intelligence, Charisma Strength, Constitution Dexterity, Wisdom 47 Intelligence, Charisma Strength, Dexterity Constitution, Wisdom 48 Intelligence, Charisma Strength, Wisdom Dexterity, Constitution 49 Intelligence, Wisdom Constitution, Charisma Strength, Dexterity 50 Intelligence, Wisdom Dexterity, Charisma Strength, Constitution 51 Intelligence, Wisdom Dexterity, Constitution Strength, Charisma 52 Intelligence, Wisdom Strength, Charisma Dexterity, Constitution 53 Intelligence, Wisdom Strength, Constitution Dexterity, Charisma 54 Intelligence, Wisdom Strength, Dexterity Constitution, Charisma 55 Strength, Charisma Constitution, Intelligence Dexterity, Wisdom 56 Strength, Charisma Constitution, Wisdom Dexterity, Intelligence 57 Strength, Charisma Dexterity, Constitution Intelligence, Wisdom 58 Strength, Charisma Dexterity, Intelligence Constitution, Wisdom 59 Strength, Charisma Dexterity, Wisdom Constitution, Intelligence 60 Strength, Charisma Intelligence, Wisdom Dexterity, Constitution 61 Strength, Constitution Dexterity, Charisma Intelligence, Wisdom 62 Strength, Constitution Dexterity, Intelligence Wisdom, Charisma 63 Strength, Constitution Dexterity, Wisdom Intelligence, Charisma 64 Strength, Constitution Intelligence, Charisma Dexterity, Wisdom 65 Strength, Constitution Intelligence, Wisdom Dexterity, Charisma 66 Strength, Constitution Wisdom, Charisma Dexterity, Intelligence 67 Strength, Dexterity Constitution, Charisma Intelligence, Wisdom 68 Strength, Dexterity Constitution, Intelligence Wisdom, Charisma 69 Strength, Dexterity Constitution, Wisdom Intelligence, Charisma 70 Strength, Dexterity Intelligence, Charisma Constitution, Wisdom 71 Strength, Dexterity Intelligence, Wisdom Constitution, Charisma 72 Strength, Dexterity Wisdom, Charisma Constitution, Intelligence 73 Strength, Intelligence Constitution, Charisma Dexterity, Wisdom 74 Strength, Intelligence Constitution, Wisdom Dexterity, Charisma 75 Strength, Intelligence Dexterity, Charisma Constitution, Wisdom 76 Strength, Intelligence Dexterity, Constitution Wisdom, Charisma 77 Strength, Intelligence Dexterity, Wisdom Constitution, Charisma 78 Strength, Intelligence Wisdom, Charisma Dexterity, Constitution 79 Strength, Wisdom Constitution, Charisma Dexterity, Intelligence 80 Strength, Wisdom Constitution, Intelligence Dexterity, Charisma 81 Strength, Wisdom Dexterity, Charisma Constitution, Intelligence 82 Strength, Wisdom Dexterity, Constitution Intelligence, Charisma 83 Strength, Wisdom Dexterity, Intelligence Constitution, Charisma 84 Strength, Wisdom Intelligence, Charisma Dexterity, Constitution 85 Wisdom, Charisma Constitution, Intelligence Strength, Dexterity 86 Wisdom, Charisma Dexterity, Constitution Strength, Intelligence 87 Wisdom, Charisma Dexterity, Intelligence Strength, Constitution 88 Wisdom, Charisma Strength, Constitution Dexterity, Intelligence 89 Wisdom, Charisma Strength, Dexterity Constitution, Intelligence 90 Wisdom, Charisma Strength, Intelligence Dexterity, Constitution
If either parent has lacks the relevant score, treat it as 0 for averaging.
Ignore temporary changes to scores.
If a permanent score changes during the pregnancy, use the lower score.
1 Apply Baby template.
Kindred Baby1 Child2 Adult3 Human 0 4 15 Dwarf 0 9 40 Elf 0 23 110 Gnome 0 9 40 Half Elf 0 5 20 Half Orc 0 4 14 Halfling 0 3 20
2 Replace Baby template with Child template
3 Remove Child template, remember that most character classes have a minimum age.
Determining Other Scores
1. Note how you would normally determine abilities for such an NPC.
2a. If you would roll each abilities separately: Do so.
2b. If you would make a number of rolls and then assign rolls to abilities:
2bi. Note how many abilities you are determining.
2bii. Multiply the number of rolls you would make by that number, divide by six, and round.
2biii. Assign the rolls to the abilities you are determining.
2c. If you would use a point buy system:
2ci. Subtract the points needed for already determined abilities from the number of points.
2cii. If the remaining points are insufficient to buy a 3 in all remaining scores, then place a 3 in all remaining abilities.
2ciii. If the remaining points are sufficient to buy an 18 in all remaining abilities, then place an 18 in all remaining abilities.
2civ. Otherwise, distribute remaining points amongst remaining abilities.
2d. If you would use an array:
2di. For each already determined score, in order if decreasing distance from 10.5, 'cross out' the closest score in the array.
2dii. Assign the remaining scores to the remaining abilities.
BABY
CREATING A BABY
“Baby” is an inherited template that can be added to any living creature (referred to hereafter as the base creature).
Note that this template can be lost by means of ‘growth’. When this happens, undo the effects of this template and (probably) apply the effects of the “child” template.
A baby uses all the base creature’s statistics and special abilities except as noted here.
Size: Reduce by two categories.
Hit Dice: Adjust for size by dividing by four.
Speed: The baby’s movement speed is divided by four, rounding up to the next multiple of 5 feet. The baby’s flight maneuverability drops two categories. If this makes it worse than clumsy, the baby cannot fly.
Armor Class: First divide natural armor by 4. Then adjust for size by reducing natural armor by 3 if base form Huge, or by 2 if base form Large, Gargantuan, or Colossal.
Attack Reduce damage of attacks by two steps each.
Special Qualities: The baby retains all the base creature’s special qualities, and gains the one described below.
Growing:
Abilities: Adjust from the base creature as follows:
Advancement: Babies do not advance by character class, even if the base creature does.
Base Creature Size Adjustments Colossal -18 Str. -6 Dex, +2 Con, -8 Int, -4 Wis, -6 Cha Gargantuan -18 Str. -4 Dex, +2 Con, -8 Int, -4 Wis, -6 Cha Huge -18 Str. -2 Dex, +2 Con, -8 Int, -4 Wis, -6 Cha Large -14 Str. -2 Dex, +4 Con, -8 Int, -4 Wis, -6 Cha Medium -10 Str. -2 Dex, +8 Con, -8 Int, -4 Wis, -6 Cha Small -8 Str. -2 Dex, +10 Con, -8 Int, -4 Wis, -6 Cha Tiny -4 Str. -2 Dex, +10 Con, -8 Int, -4 Wis, -6 Cha Diminutive -2 Str. -4 Dex, +10 Con, -8 Int, -4 Wis, -6 Cha Fine -2 Str. -6 Dex, +10 Con, -8 Int, -4 Wis, -6 Cha
Challenge Rating: As base creature -2.
CHILD
CREATING A CHILD
“Child” is an acquired template that can be added to any living creature (referred to hereafter as the base creature).
Note that this template can be lost by means of ‘growth’. When this happens, undo the effects of this template.
A child uses all the base creature’s statistics and special abilities except as noted here.
Size: Reduce by one category.
Hit Dice: Adjust for size by dividing by two.
Speed: The child’s movement speed is divided by two, rounding up to the next multiple of 5 feet. The baby’s flight maneuverability drops one category. If this makes it worse than clumsy, the baby cannot fly.
Armor Class: First divide natural armor by 2. Then adjust for size by reducing natural armor by if the base form is Medium, or by 1 if the base form is Large, Huge, Gargantuan, or Colossal.
Special Qualities: The child retains all the base creature’s special qualities, and gains the one described below.
Growing:
Abilities: Adjust from the base creature as follows:
Base Creature Size Adjustments Colossal -10 Str. -4 Dex, +2 Con, -6 Int, -2 Wis, -4 Cha Gargantuan -10 Str. -4 Dex, +2 Con, -6 Int, -2 Wis, -4 Cha Huge -10 Str. -2 Dex, +2 Con, -6 Int, -2 Wis, -4 Cha Large -10 Str. -2 Dex, +2 Con, -6 Int, -2 Wis, -4 Cha Medium -6 Str. -2 Dex, +4 Con, -6 Int, -2 Wis, -4 Cha Small -6 Str. -2 Dex, +6 Con, -6 Int, -2 Wis, -4 Cha Tiny -4 Str. -2 Dex, +6 Con, -6 Int, -2 Wis, -4 Cha Diminutive -2 Str. -2 Dex, +6 Con, -6 Int, -2 Wis, -4 Cha Fine -2 Str. -4 Dex, +6 Con, -6 Int, -2 Wis, -4 Cha
Advancement: Children do not advance by character class, even if the base creature does.
Challenge Rating: As base creature -1.