Quote:
Originally Posted by
Keynub
Considerations
The resulting creature will not be under the control of its creator.
For obvious reasons, magical experimentation on animals is a violation of a druid's code of conduct.
The first part I understand, though at the end of this post I do voice an opinion on it. The second part perplexes me, however.
Although I can see where many Druids would find the practice distasteful, immoral, or downright
unnatural, I think that a select few would embrace it. Creating creatures better suited to a rapidly-changing environment, or better arming them against the threats of man, or even just plain warping animals to better suit the Druid's needs... These things sound very much like something a Chaotic or Evil Druid would do.
In standard 3.5, Druids only fall when they cease to revere nature, change to a non-Neutral alignment, or teach Druidic to a non-Druid. I don't see where hybridizing in this way necessarily equates a cessation of reverence. I do see, however, where that might be a matter of opinion. :smalltongue:
Quote:
Originally Posted by
Keynub
Step one : The subjects
In order to create a hybrid, you need the animals you wish to modify at your disposal. You will need one primary animal, and one or more other animals, the secondary animals.
This makes sense to me at first glance, but I think it would be helpful to better define "at your disposal." Must the animals be Animals, or can Vermin be used, as well (such as MM4's howler wasps, which are Int 3-6 Aberrations stated to have been created by a Wizard from "insect and mammal")? Must you have the Animals near you during the entire ritual? I assume so, but how near do they need to be? Can they be dead, or must they be alive? If dead, how much of the Animal do you need? Mostly whole, as a
raise dead spell, only the anatomy you wish to "stitch" together, or will a few tufts of fur work?
Although this seems like kind of a pedantic series of questions, I've found that working these thins out ahead of time can save a lot of headaches.
Quote:
Originally Posted by
Keynub
Step two : The design
Once you have chosen your subjects, you have to decide what features of the secondary animals will be given to the primary animal. Those features can be ability scores, movement types, movement speeds, natural armor, natural weapons, racial skill bonuses, extraordinary abilities and cosmetic traits.
Mechanically, this seems sound. It seems to imply that the secondary creatures are unaffected by this process, while the primary creature reaps all the benefits. Is this what you intended? It's fine to do that, it just might be worth spelling out a bit more clearly.
Quote:
Originally Posted by
Keynub
For ability scores, movement speeds, natural armor and racial skill bonuses, you decide the amount by which you want to improve the primary animal (but see Restrictions, below).
You can choose to add any extraordinary ability or natural weapon that a secondary creature possesses (but see Restrictions, below).
You can add a movement type to your primary creature, in which case it gains the associated movement speed and, if applicable, maneuverability.
If your secondary animals are larger or smaller than your primary animal, the physical ability scores, natural armor and natural attack damage should be adjusted using the tables of the page 291 of the Monster Manual, as if the secondary animals were the same size as the base animal.
Finally, hybrid animals are usually sterile, but you can choose to make yours able to procreate with others of its kind and / or other members of the base animal's race, in which case the offspring will always be a creature of the hybrid race. Your hybrid has the gender of the primary animal used in its creation.
This all sounds good to me. :smallsmile:
On a related note, I've just realized that the (SRD) owlbear actually has lower Strength and Dexterity scores than a brown bear, but a higher Constitution. Weird. :smallconfused:
Quote:
Originally Posted by
Keynub
Restrictions :
You cannot grant an extraordinary ability or movement type that no secondary animal possesses, neither can you grant an ability score adjustment, racial skill bonus, movement speed bonus or natural armor adjustment that would put the creature's score above that of all the secondary creatures.
Your creature cannot have more than one head, and thus can only have one bite attack. The other attacks, however, can be stacked : you can give two claw attacks to a creature that already has two claw attacks of its own.
I understand the first section, and I think it makes perfect sense. The second part, though, strikes me as somewhat odd. If I understand it right, you can grant multiple claw attacks (like a girallon) but not multiple bite attacks (like a chimera or hydra). It seems a weird distinction to make, is all, given the prevalence of multi-headed monsters in lore. I suppose you can sort of get around this with the Multi-Headed template (from Savage Species), but that book is technically 3.0 and it might mess with the DC and/or pricing in a weird way.
Quote:
Originally Posted by
Keynub
Step three : Pull the lever
The outcome of your tinkering with the natural forces is determined by a Spellcraft check. Its base DC will be given by the following :
Spellcraft DC = Creature's HD + (number of secondary animals involved) *10 + other modifiers
The creature's HD is that of the primary animal.
{table=head]
Ability granted
|DC modifier
Ability score adjustment|+2 / point added
Movement type|+10
Movement speed|+2 / 5 ft added
Natural armor|+2 / point added
Racial skill bonuses|+1 / 2 points added
Extraordinary ability|+10
Natural attack|+6
Able to procreate|+5
[/table]
This all seems to make sense, and is a good baseline. The DC to add additional secondary animals seems a little steep though; I'd think that most of the DC increase from additional beasties would come from actually
using the beasties.
Quote:
Originally Posted by
Keynub
In case of success, the primary animal's type changes to Magical Beast. It acquires the Augmented Animal subtype. The secondary animals die.
If the creature is fertile, its offspring do not acquire the Augmented Animal subtype, and thus will probably be more powerful than their parent, thanks to higher Hit Dice and Base Attack Bonus.
In case of failure, all of the animals die.
I... missed some of this on my last read-through. Specifically, all of the animal-death. If you leave that part in, it's very likely that I will only ever use this system for Evil-aligned characters (or change it for my use). Also, I can now totally see why Druids can't use this system, though I'm still thinking that Evil Druids might not have a problem with sacrificing the weak to make the strong stronger.
Other than the moral quandaries, that all looks good.
Quote:
Originally Posted by
Keynub
The following table presents the cost of creation depending on the complexity of the operations :
{table=head]
DC
|GP cost
|Experience cost
Under 20|25 GP * DC|2 XP * DC
21-24|50 GP * DC|4 XP * DC
25-29|100 GP * DC|8 XP * DC
30-39|200 GP * DC|16 XP * DC
40-49|300 GP * DC|24 XP * DC
[/table]
The process takes 1 day for each 300 GP it costs, rounded up.
This seems decent, to me (though I have conceptual problems with expending XP for any reason, your pricing doesn't seem out of line with existing rules).
Quote:
Originally Posted by
Keynub
Example : The Bearowl, a more useful owlbear.
Spoiler
Show
So let's take a brown bear as our primary animal, and an owl as the only secondary animal.
Since the brown bear is Large, we need the stats of an owl advanced to Large size.
A Large owl would have a Strength of 20, a Dexterity of 11 and a Constitution of 16, a natural armor score of +4, and two talons attacks dealing 2d6 damage each. Everything else is like the standard owl.
For our first enhancement, we could give it the flight of the owl : 40 ft, average maneuverability. Then we could give it all of the owl's racial bonus on Listen checks (+8). We decide not to bother about looks or fertility.
Because the physical ability scores of the Large owl are lower than that of the brown bear, we cannot advance those.
The Spellcraft DC is thus 6 (for the bear's 6 hit dice) + 10 (one secondary animal) + 10 (for the movement type added) +4 (for the +8 to Listen) = 30.
The creation costs 6000 GP, 480 XP, and takes 20 days.
Bearowl
Large Animal
Hit Dice: 6d10+24 (57 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 40 ft. (average)
Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10,
flat-footed 14
Base Attack/Grapple: +6/+18
Attack: Claw +11 melee (1d8+8)
Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: Listen +12, Spot +7, Swim +12
Feats: Endurance, Run, Track
Combat
A bearowl attacks mainly by tearing at opponents with its claws.
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 bearowl has a +4 racial bonus on Swim checks and a +4 racial bonus on Listen checks.
Excellent. That all seems to check out.
Quote:
Originally Posted by
Keynub
Afterthoughts : The cost increases are too brutal (30 instead of 29 more than doubles the cost). I'm considering the following table instead :
{table=head]
DC
|GP cost
|Experience cost
Under 12|25 GP * DC|2 XP * DC
13-20|100 GP * (DC-12)|4 XP * (DC-12)
21-24|200 GP * (DC-20)|8 XP * (DC-20)
25-29|300 GP * (DC-24)|16 XP * (DC-24)
30-39|400 GP * (DC-29)|24 XP * (DC-29)
40-49|500 GP * (DC-39)|32 XP * (DC-39)
[/table]
The indicated prices would be cumulative. For instance, if the Spellcraft DC is 22, the GP cost would be (2*200) + (8*100) + (12*25) = 1500 GP.
The main problem of this table is the increasing complexity of the calculations.
I don't want to use a linear progression (x*DC) because I believe the costs would be too high for low-level characters creating ducksnakes, and too low for high-level characters able to create flying hybrids of tyrannosaurus rex and octopi.
Not a bad idea, but, like you said, that seems a bit too complicated for my liking. Also, I think your math is off. Your example DC 22 creature should cost 1750gp to create. It looks like you multiplied the DC -10 by 25 instead of the whole DC for the last equation.
If you were wondering, the pricing for your bearowl would be (1 x 400) + (6 x 300) + (10 x 200) + (18 x 100) + (30 x 25) gold and (1 x 24) + (6 x 16) + (10 x 8) + (18 x 4) + (30 x 2) experience. That's 6,750p and 332xp, compared to the old 6,000gp and 480xp.