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Saturday, March 29, 2014

GURPS House Rules: Influence Skills Examined


Okay, so let's take a look at these influence skills and what I've done with them.

Here's the list we're starting with, from the rules as written:

Acting
Carousing
Diplomacy
Fast-Talk
Intimidation
Leadership
Panhandling
Politics
Public Speaking
Savoir-Faire†
Sex Appeal
Streetwise


And now what I've shortened this down to:

Deception
Diplomacy
Intimidation
Oratory
Savoir-Faire
Sex Appeal


What I've tried to do here is separate these into the means you're employing to influence the person. There was a lot of overlap on these before.

The means are:

Deceit. (Deception)
Appeal to mutual benefit. (Diplomacy)
Threats. (Intimidation)
Bamboozlement, eloquence, stirring of the emotions through powerful language, whatever you want to call it. (Oratory)
Appeal for in-group favoritism. (Savoir-Faire)
Sex appeal. (Sex Appeal)

Each of these skills employs a different means of achieving the desired end. This isn't the case with the RAW skills, which are often about the desired ends rather than the employed means.

Look at the Politics skill for example. It doesn't tell you what sort of means you're employing, only the ends you're acting toward. I think it makes more sense to have politicians engage in Diplomacy and Oratory--the means--than to give them a skill designed specifically for their ends. It's the same with skills like Leadership and Panhandling. Now, of course those uses will take familiarity penalties. Alexander won't be as good a panhandler as Diogenes, even if they both have the same skill levels, but I think that should be because Alexander is unfamiliar with the task and not because he's employing a different skill entirely.

I find the Acting and Fast-Talk skills particularly confusing. They both employ deception as their means, but you sometimes use one and you sometimes use the other. It's not at all clear what the difference is between the two, and I've seen this cause considerable confusion in the game. A character with a high skill level in one skill and a low level in the other will do something expecting to use their high skill level only to be told to use their lower one. These two skills are intended to be very dissimilar, judging by their lack of default, but they're nearly indistinguishable.

Thursday, March 27, 2014

GURPS House Rules: Hit Location Penalties

What?
I've changed the hit location penalties to be in line with the size modifiers of the locations.

Why?
That the hit locations receive arbitrary penalties rather than penalties consistent with other creatures causes problems. The RAW penalties also make some locations, such as the skull, too hard to hit, and other locations, like the vitals, too easy to hit. This creates unrealistic incentives, such as reducing the desire for low-tech characters to wear helmets.

Imagine a robot that's the size of a human skull that floats around and shoots lasers from its eyes. You're at a -5 penalty to shoot this SM-5 robot with your own laser gun. In contrast, you're at a -7 penalty to shoot a human skull. This makes no sense.

The reasoning for the higher penalty to hit a human skull than a floating robot is that the human skull can move around. This falls flat for a few reasons. One, this should also apply to creatures like the floating robot; if it can move as quickly as the human skull, then it should be at an additional penalty to hit. Two, this doesn't seem consistent with the rest of the system--other things that move fast aren't at a penalty to hit. And three, the penalty doesn't disappear when the head is motionless.

I think there are two ways to represent the quick movement of the skull in the rules that aren't an arbitrary penalty to hit the skull. Either certain parts of the body can receive a dodge bonus to represent the ease with which they can move out of the way of attacks, or you can employ some form of evasive action which will give a penalty to target the location only when it's moving. More on that some other time.

For the purpose of these rules, I've decided to give the more mobile locations a +1 dodge bonus. I don't know if this is realistic, but it seems like a reasonable compromise that allows for consistency between the human skull and the floating robot.


Going by only the size modifiers, we get the following for a SM 0 human:

Head, SM -4, eight inches, spherical, -4 penalty (roll 1d6; 1-3 is a skull hit, 4-6 is a face hit; Mobile, +1 to Dodge)
Skull, SM -5, five inches, spherical, -5 penalty (Mobile, +1 to Dodge)
Eye, SM -9, one inch, spherical, -9 penalty (Mobile, +1 to Dodge)
Face, SM -5, eight inches, elongated box, -5 penalty (Mobile, +1 to Dodge)
Neck, SM -7, three inches, elongated box, -7 penalty (Mobile, +1 to Dodge)
Arms, SM -3, two feet, -3 penalty
Hand, SM -6, ten inches, -6 penalty (Fist is an additional -2 SM and +2 for spherical shape, giving the same -6 penalty; Mobile, +1 to Dodge)
Torso, SM -1, two feet, elongated box, -1 hit penalty. (Fat increases to +0 penalty)
Vitals, SM -6, eight inches, -6 penalty
Groin, SM -6, eight inches, -6 penalty (Includes reproductive organs and bladder)
Legs, SM -3, two feet, -3 penalty
Feet, SM -5, twelve inches, -5 penalty

Sunday, March 23, 2014

GURPS House Rules: Skill List

What?
I've reduced and consolidated the number of skills in the GURPS skill list through combining skills, deleting skills, and creating new skills. I've also taken this opportunity to rename some of the skills to clear up confusion.

Why?
There's not a lot of consistency in determining what should be a skill and what shouldn't. There's overlap between some of the skills. Why is there a separate Performance and Fire Eating skill? Why is there one skill to learn all of Biology, but a seemingly endless number of different skills for wielding a sword? Why do some skills, like Housekeeping, include things that are part of other skills? This sprawl makes it difficult for new players to learn the game, makes it difficult to apply house rules (such as my skill pricing house rule, which I'll make a post on in the future), and it is often at odds with the verisimilitude I'm attempting to create when I run the game.




I'm attempting to apply a consistent method for determining what is and what isn't a skill. To do that, I first need to know what a skill is.

A definition: A skill is an activity that is trained through practice by the human brain. Skills aren't physical. If your brain is transplanted into a cybernetic body, the skill is fully retained. A skill is different from an attribute or an advantage in that skills are trained at the same rate by the brain. If you spend a thousand hours practicing any skill, ceteris paribus, you get the same final skill level. This isn't true of attributes. Training may raise Will, or give a level of a leveled perk, but not at the same rate as a skill. In this way, I'm able to draw a clear line between skills and not-skills.

For the sake of this exercise, I'm not including the supernatural skills such as Power Blow or Teleport. Those will need to be addressed separately, perhaps by attaching a skill option to the advantage rules.

The skills, by category:

Animals
Animal Handling†
Fishing

Art
Artist†
Dancing
Disguise/TL†
Erotic Art
Musical Composition
Musical Instrument†
Performance†
Singing
Writing

Business
Accounting
Administration
Business† - For conducting business of any kind. Example: Business (Financial Instruments) covers stocks, bonds, currencies, etc.

Combat
Melee Weapons† (Specializations are: Blade Weapons, Heavy Weapons, Pole Weapons, and Rope Weapons.)
Shields
Cloak
Unarmed Striking
Grappling
Blowpipe
Bow
Sling
Throwing
Dropping
Guns
Artillery

Computers
Computer Operation/TL
Computer Programming/TL

Craft
Armoury/TL†
Butchering
Carpentry
Cartography/TL
Cooking
Counterfeiting/TL
Electrician/TL
Electronics Repair/TL†
Engineer/TL†
Explosives/TL†
Farming/TL
Jeweler/TL
Leatherworking
Machinist/TL
Masonry
Mechanic/TL†
Prospecting/TL
Sewing/TL
Smith/TL†

Gaming
Games†
Hobby Skill†
Sports†

Influence Skills
Deception
Diplomacy
Intimidation
Oratory
Savoir-Faire†
Sex Appeal

Intellectual Inquiry
Anthropology†
Archaeology†
Architecture/TL
Astronomy/TL
Bioengineering/TL†
Biology/TL†
Chemistry/TL
Connoisseur†
Criminology/TL
Cryptography/TL
Economics/TL†
Expert Skill†
Forensics/TL
Geography/TL†
Geology/TL†
Hazardous Materials/TL†
Heraldry†
Hidden Lore†
History†
Law†
Linguistics
Mathematics/TL†
Metallurgy/TL
Meteorology/TL†
Paleontology/TL†
Pharmacy/TL†
Philosophy†
Physics/TL†
Physiology/TL†
Psychology
Religious Ritual†
Research/TL
Sociology
Theology†

Medical (Specialize by species; skills now include versions for animals, extraterrestrials, and genetically-engineered creatures.)
Diagnosis/TL†
Physician/TL†
Surgery/TL†

Military
Intelligence Analysis/TL
War Planning†
Battle Command

Movement
Acrobatics
Climbing
Escape
Free Fall
Jumping
Swimming

Stealth
Camouflage
Stealth

Survival
Foraging
Fire-Starting
Knot-Tying
Navigation/TL†
Tracking

Vehicles
Crewman/TL
Driving/TL†
Marine Vessel
Parachuting/TL
Piloting/TL†
Riding†
Scuba/TL
Skating
Skiing
Space Vessel

Miscellaneous
Area Knowledge†
Body Language
Fast-Draw
Holdout
Lip Reading
Lockpicking/TL
Teaching
Theft
Loading



Notes on specific skills:

Alchemy: Now part of Chemistry skill. Pick a lower TL to do lower TL chemistry. Fairly obvious.

Battle Command: This skill replaces Tactics. I think the name better explains what Tactics actually does and how it's different from Strategy.

Bolas, Lasso, and Thrown Weapon: These are now part of the Throwing skill. Apply familiarity penalties.

Business: This skill replaces the Merchant skill, as well as the Finance and Market Analysis skills. Mandatory specialization. Use familiarity penalties.

Detect Lies: I don't think this is something humans can actually do, so I'm removing it. What I've read indicates that if someone trains at detecting lies for thousands of hours, they still detect lies at no better than chance level.

Falconry: Becomes a specialization of Animal Handling. I have no idea why this was a separate skill in the first place.

Fire Eating, Fortune-Telling, Group Performance, and Ventriloquism: These are all now Performance specializations. I'm not sure why these were separate skills.

Forgery: This skill is now part of Counterfeiting. Apply familiarity penalties.

Gardening: Now part of Farming. Apply familiarity penalties.

Gambling: Now Games specializations.

Herb Lore: Now part of Pharmacy skill.

Housekeeping: This is functioning as a wildcard. Instead buy low levels of its component skills.

Influence skills: There was a lot of overlap here. If there's interest on my reasoning on these, I'll do a separate post on these.

Literature: Now a Connoisseur specialty. We don't have a separate skill for Film study. Connoisseur is the skill for studying a particular form of art. If we were to have Literature as a separate skill rather than a specialization, we'd need to list a hundred separate skills for this.

Loading: This skill now includes Packing and Smuggling. Apply familiarity penalties.

Makeup: This skill is now part of Disguise.

Melee Weapons: I've rolled the different melee weapons into a single skill with different specializations. These will default to one another at a high level. More on that in another post.

Naturalist: This skill was more of a wildcard than an actual skill. Purchase low levels of Biology, Geology, and Meteorology to replicate the function of this skill.

Observation: This skill previously had three different functions. First, it was used as a replacement for Per when it was a higher level. Second, it was used to observe people without being noticed as doing so. Third, it was used to analyze sense data. To replace these functions, use Per rolls for the first, Deception or Stealth for the second, and IQ for the third.

Photography: This skill is now an Artist specialization. If Painting is part of Artist, then so is this.

Poetry: Now part of the Writing skill. Use familiarity penalties.

Poisons: Use either Chemistry, Pharmacy, Physician, or some other skill instead, depending on the particular use. I can't see any reason for this to be a separate skill.

Soldier: Like Naturalist, this skill was functioning more as a wildcard. Instead purchase low levels of Armoury, Electronics Operation, Engineer, or whatever. This doesn't make sense to have in addition to those other skills.

Theft: This skill covers picking pockets and grabbing things out of plain sight. Pickpocket and Filch were two separate skills.

Traps: Now part of Mechanic skill. Use Mechanic skill to build and operate on traps. Use an attribute roll to find traps.

Typing: Okay, so people can train and get better at this, but I don't know if this follows the same skill learning as everything else--that is, it might be better handled as something other than a skill, like a perk--and I think it might be below the level of resolution we can expect out of a roleplaying game.

Urban Survival and Regular Survival: These were both acting as wildcards. I've separated out their component parts as best I can. Purchase those instead.

War Planning: This skill replaces Strategy. I think the name better explains what Strategy actually does and how it's different from Tactics.



Not addressed here:
I intend to do a post in the near future explaining how I envision defaults, familiarity penalties, and task difficulty modifiers working with this new skill list.

Wednesday, March 19, 2014

Divine Favor Druid Abilities

Minor Blessings

Terrain Adaptation
Learned Prerequisite: Divine Favor 4.
Learned Prayer Cost: 1 points.


Statistics: Terrain Adaptation (PM, -10%) [5].

Purify Water
Learned Prerequisite: Divine Favor 4.
Learned Prayer Cost: 2 points.


Statistics: Create 1 (Pure Water, Specific Item; Reduced Fatigue Cost 1, +20%; Transmutation, Inorganic to Inorganic, +50%; Transmutation Only, -100%; Only to Render Impurities and Toxins Safe, -50%; Cosmic, no roll required, +100%; PM, -10%) [6].

Animal Sounds
Learned Prerequisite: Divine Favor 4.
Learned Prayer Cost: 2 points.


Statistics: Mimicry (Limited, Animal sounds only, -25%; PM, -10%) [7].

Animal Emotions
Learned Prerequisite: Divine Favor 4.
Learned Prayer Cost: 2 points.


Statistics: Mind Control (Specialized, Animals Only, -25%; PM, -10%; Emotion Control, -50%) [8].

Endure Temperatures
Learned Prerequisite: Divine Favor 4.
Learned Prayer Cost: 2 points.


Statistics: Temperature Tolerance 10 (PM, -10%) [9].

Make Shade
Learned Prerequisite: Divine Favor 4.
Learned Prayer Cost: 3 points.


Statistics: Control 1 (Clouds; Natural Phenomena, +100%; Only to create shade, -50%; PM, -10%) [12].

Speak with Plants
Learned Prerequisite: Divine Favor 4.
Learned Prayer Cost: 3 points.


Statistics: Speak with Plants (PM, -10%) [14].

Control Wood
Learned Prerequisite: Divine Favor 5.
Learned Prayer Cost: 4 points.


Statistics: Control 1 (Wood; PM, -10%) [18].

Fireproof
Learned Prerequisite: Divine Favor 5.
Learned Prayer Cost: 4 points.


Statistics: As per the ability on page 9 of Divine Favor. [18].

Animal Friend
Learned Prerequisite: Divine Favor 5.
Learned Prayer Cost: 4 points.


You can easily adjust the Talent number up or down.

Statistics: Animal Friend 4 (PM, -10%) [19].

Green Thumb
Learned Prerequisite: Divine Favor 5.
Learned Prayer Cost: 4 points.


You can easily adjust the Talent number up or down.

Statistics: Green Thumb 4 (PM, -10%) [19].

Speak with Plants, Improved
Learned Prerequisite: Divine Favor 5.
Learned Prayer Cost: 4 points.


Statistics: Speak with Plants (PM, -10%; Sapience, +40%) [20].

Speak with Animals
Learned Prerequisite: Divine Favor 6.
Learned Prayer Cost: 5 points.


Statistics: Speak with Animals (PM, -10%) [23].

Detect Storms
Learned Prerequisite: Divine Favor 6.
Learned Prayer Cost: 5 points.


Statistics: Detect (Storms; Cosmic, No roll required, +100%; Long-Range 1, +50%; PM, -10%) [24].

Major Blessings


Scare Animals
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Terror -1 (Animals Only, -25%; PM, -10%) [26].

Animal Defense
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Defense Bonus +3 (Limited, Animals, -60%; PM, -10%) [27].

Detect Life
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Detect (Anything Living; PM, -10%) [27].

Temperature Control
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Temperature Control 3 (Area Effect, 8 yards, +100%; PM, -10%) [29].

Control Rain
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Control 1 (Precipitation; Occasional; Natural Phenomena, +100%; PM, -10%) [29].

Detect Disease
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Detect (Corruption and Disease; Analyzing, +100%; Cosmic, No die roll required, +100%; PM, -10%) [29].

Barkskin
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: DR 30 (Ablative, -80%) [30].

Protection from Animals
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Damage Resistance 20 (Limited, Animals, -60%; PM, -10%) [30].

Control Animals
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 7 points.


Statistics: Mind Control (Specialized, Animals Only, -25%; PM, -10%) [33].

Protection from Plants
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 7 points.


Statistics: Damage Resistance 10 (Force-Field, +20%; Limited, Plants, -40%; PM, -10%) [35].

Leave No Trace
Learned Prerequisite: Divine Favor 8.
Learned Prayer Cost: 8 points.


Statistics: Insubstantiality (Only to not leave tracks, -60%; Accessibility, only when Obscure is on, -10%; PM, -10%) [20] + Obscure 10 (Smell; Stealthy, +100%; No area effect, -50%; Only to not leave tracks, -60%; PM, -10%) [16].

Walk Through Wood
Learned Prerequisite: Divine Favor 8.
Learned Prayer Cost: 8 points.


Statistics: Permeation (Wood; PM, -10%) [36].

Fog
Learned Prerequisite: Divine Favor 8.
Learned Prayer Cost: 8 points.


Statistics: Obscure 7 (Vision; Area Effect, 16 yards, +150%; Drifting, +20%; PM, -10%) [37].

Speak with Animals, Improved
Learned Prerequisite: Divine Favor 8.
Learned Prayer Cost: 8 points.


Statistics: Speak with Animals (PM, -10%; Sapience, +40%; Universal, +20%) [38].

Read Animal Minds
Learned Prerequisite: Divine Favor 8.
Learned Prayer Cost: 9 points.


Mind Reading (Specialized, Animals Only, -25%; PM, -10%; Sensory, +20%; Universal, +50%) [41].

Probe Animal Minds
Learned Prerequisite: Divine Favor 8.
Learned Prayer Cost: 9 points.


Statistics: Mind Probe (Specialized, Animals Only, -25%; PM, -10%; Sensory, +20%; Universal, +50%; Invasive, +75%) [42].

Find Tracks
Learned Prerequisite: Divine Favor 8.
Learned Prayer Cost: 9 points.


Statistics: Detect (Tracks; Analyzing, +100%; Cosmic, no roll required, +100%; Precise, +100%; Reliable +10, +50%; PM, -10%) [44].

Protection from Nature
Learned Prerequisite: Divine Favor 8.
Learned Prayer Cost: 9 points.


Statistics: Damage Resistance 10 (Force-Field, +20%; Limited, Elemental, -20%; PM, -10%) [45].

Heal Nature
Learned Prerequisite: Divine Favor 8.
Learned Prayer Cost: 9 points.


Statistics: Healing (Limited, Plants & Animals, -30%; PM, -10%; Contact Agent, -30%; Cosmic, No die roll required, +100%; Faith healing, +20%) [45].

Move Nature
Learned Prerequisite: Divine Favor 9.
Learned Prayer Cost: 10 points.


Statistics: Telekinesis 20 (Environmental, -40%; PM, -10%) [50].

Reincarnate
Learned Prerequisite: Divine Favor 9.
Learned Prayer Cost: 11 points.


Statistics: Affliction 1 (HT; Advantage, Extra Life (Reincarnation, -10%), +230%; Contact Agent, -30%; Extended Duration, Permanent, +300%; Melee Attack, Reach C, Cannot Parry, -35%; PM, -10%) [55].

Feature: Extra Life is retroactive, instead of preventative; the unique nature of the advantage makes this a special effect.

Miraculous Power

Nature's Grasp
Learned Prerequisite: Divine Favor 10.
Learned Prayer Cost: 12 points.


Statistics: Binding 30 (Area Effect, 2 yards, +50%; Environmental, -40%; PM, -10%) [60]

Possess Plants
Learned Prerequisite: Divine Favor 10.
Learned Prayer Cost: 13 points.


Statistics: Possession (Plants only, -25%; PM, -10%) [65]

Eradicate Pests
Learned Prerequisite: Divine Favor 10.
Learned Prayer Cost: 13 points.


Statistics: Toxic Attack 3d (Accessibility, Weeds and Pests Only, -50%; Area Effect, 256 yards, +400%; PM, -10%) [65]

Detect Plant
Learned Prerequisite: Divine Favor 10.
Learned Prayer Cost: 14 points.


Statistics: Detect (Plants; Cosmic, No die roll required, +100%; Long-Range 1, +50%; Precise, +100%; PM, -10%) [68]

Detect Animal
Learned Prerequisite: Divine Favor 10.
Learned Prayer Cost: 14 points.


Statistics: Detect (Animals; Cosmic, No die roll required, +100%; Long-Range 1, +50%; Precise, +100%; PM, -10%) [68]

Bless Crops
Learned Prerequisite: Divine Favor 11.
Learned Prayer Cost: 16 points.


Choose one type of crop when purchasing this ability. Afflicts an alternate version of the same crop, but with the Gigantism and Early Maturation features.

Statistics:
Affliction (Advantage, Alternate Form, +150%; Area Effect, 1024 yards, +500%; Permanent, +150%; Melee Range, -30%; Only on selected crop, -60%; PM, -10%) [80].

Lightning
Learned Prerequisite: Divine Favor 11.
Learned Prayer Cost: 17 points.


Statistics: Burning Attack 5d (Accurate +2, +10%; Increased 1/2D, x10, +15%; Environmental, Air, -5%; Increased Max, x2, +5%; Side Effect, Stunning, +50%; Surge, +20%; Link, +10%; PM, -10%) [49] + Affliction 1 (HT; Area Effect, 16 yards, +200%; Disadvantage, Deafness, +20%; Environmental, Air, -5%; Hearing-Based, +10%; Stunning, +10%; Link, +10%; PM, -10%) [34].

Stoneskin
Learned Prerequisite: Divine Favor 12.
Learned Prayer Cost: 20 points.


Statistics: DR 100 (Ablative, -80%) [100]

Move Nature, Improved
Learned Prerequisite: Divine Favor 12.
Learned Prayer Cost: 20 points.


Statistics: Telekinesis 20 (Area Effect, 2 yards, +50%; Environmental, -40%; PM, -10%) [100]

World-Shaking Miracles

Animal Undetectability
Learned Prerequisite: Divine Favor 13.
Learned Prayer Cost: 23 points.


Statistics: Invisibility (Can Carry Objects, Heavy, +100%; Only vs Animals, -25%; Switchable, +10%; PM, -10%) [70] + Obscure 10 (Smell; Stealthy, +100%; No area effect, -50%; Only vs Animals, -25%; Accessibility, Only when Invisibility is on, -10%; PM, -10%) [21] + Obscure 10 (Hearing; Stealthy, +100%; No area effect, -50%; Accessibility, Only when Invisibility is on, -10%; Only vs Animals, -25%; PM, -10%) [21].

Control Animals, Area
Learned Prerequisite: Divine Favor 14.
Learned Prayer Cost: 27 points.


Statistics: Mind Control (Area Effect, 16 yards, +200%; Animals Only, -25%; PM, -10%) [133].

Possess Animal
Learned Prerequisite: Divine Favor 16.
Learned Prayer Cost: 35 points.


Statistics: Possession (Specialized, Animals Only, -25%; PM, -10%; Full Memory Access, +10%; Telecontrol 2, +100%) [175].

Create Tornado
Learned Prerequisite: Divine Favor 16.
Learned Prayer Cost: 38 points.


When you purchase this ability, you may substitute other natural disasters for tornadoes, be they sandstorms, hurricanes, volcanoes, brushfires, floods, blizzards, hailstorms, lightning storms, et cetera. Replace the ritual with something appropriate for the disaster created.

Statistics: Control Tornadoes 10 (Immediate Preparation Required, 1 hour , -75%; Natural Phenomena, +100%; Only to create tornadoes, not to calm them, -20%; Requires constant spinning and whooshing during both preparation and duration, -20%; PM, -10%) [113] + Control Tornadoes 20 (Does not increase area, -50%; Immediate Preparation Required, 1 hour , -75%; Natural Phenomena, +100%; Only to create tornadoes, not to calm them, -20%; Requires constant spinning and whooshing during both preparation and duration, -20%) [75].

Wall of Thorns
Learned Prerequisite: Divine Favor 16.
Learned Prayer Cost: 39 points.


Statistics: Binding 30 (Area Effect, 16 yards, +200%; Persistent, +40%; Wall, +30%; Environmental, -40%; PM, -10%) [192].

Control Weather
Learned Prerequisite: Divine Favor 16.
Learned Prayer Cost: 40 points.


Statistics: Control 6 (Weather; Common; Natural Phenomena, +100%; PM, -10%; All-Out, -25%) [198].

Move Nature, Improved 2
Learned Prerequisite: Divine Favor 16.
Learned Prayer Cost: 40 points.


Statistics: Telekinesis 40 (Area Effect, 2 yards, +50%; Environmental, -40%; PM, -10%) [200].

Shapeshifting

Partial Shapeshifting

Chameleon Eyes
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Acute Vision 6 (Accessibility, only when you have Enhanced Tracking, -10%; PM, -10%) [10] + Enhanced Tracking 1 (PM, -10%) [5] + Peripheral Vision (Accessibility, only when you have Enhanced Tracking, -10%; PM, -10%) [12].

Bat Head
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Acute Hearing 5 (Accessibility, only when you have Ultrasonic Speech, -10%; PM, -10%) [8] + Scanning Sense: Sonar (Accessibility, Not in water, -30%; Accessibility, only when you have Ultrasonic Speech, -10%; PM, -10%) [10] + Ultrasonic Speech (PM, -10%) [9].

Cassowary Claws
Learned Prerequisite: Divine Favor 8.
Learned Prayer Cost: 8 points.


Statistics: Cutting Striker x2 (Limb, feet, -20%; Long, +100%; PM, -10%) [24] + Enhanced Move .5 (Land; Accessibility, only when you have Strikers, -10%; PM, -10%) [8] + Super Jump 1 (Accessibility, only when you have Strikers, -10%; PM, -10%) [8].

Eel Shocker
Learned Prerequisite: Divine Favor 9.
Learned Prayer Cost: 10 points.


Statistics: Affliction 1 (HT; Aura, +80%; Link, +10%; Melee Attack, -30%; Secondary Heart Attack, +60%; Underwater, +20%; PM, -10%) [23] + Burning Attack 2d+2 (Aura, +80%; Link, +10%; Melee Attack, -30%; No Incendiary Effect, -10%; Underwater, +20%; Surge, +20%; PM, -10%) [24].

Elephant Trunk
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 7 points.


Statistics: Extra Arm (Extra-Flexible, +50%; Long, +1 SM, +100%; Accessibility, only when you have Peripheral Vision, -10%; PM, -10%) [23] + Peripheral Vision (Temporary Disadvantage, Colorblindness, -10%; PM, -10%) [12].

Feathered Arms
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Flight (Winged, -25%; Temporary Disad, No Fine Manipulators, -30%; Link, +10%; PM, -10%) [18] + Enhanced Move .5 (Flight; Link, +10%; PM, -10%) [10].

Fish Tail
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Enhanced Move 1 (Water; Temporary Disadvantage, No Legs (Aquatic), -10%; Accessibility, only when you have Slippery, -10%; PM, -10%) [14] +
Pressure Support 1 (Accessibility, only when you have Slippery, -10%; PM, -10%) [4] + Slippery 4 (PM, -10%) [8].

Hawk Eyes
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Acute Vision 3 (PM, -10%) [6] + Telescopic Vision 5 (Accessibility, only when you have Acute Vision, -10%; PM, -10%) [20].

Mountain Goat Hooves
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 7 points.


Statistics: Hooves (PM, -10%) [3] + Perfect Balance (Accessibility, only when you have Hooves, -10%; PM, -10%) [12] + Superior Equilibrioception Talent 4 (Accessibility, only when you have Hooves, -10%; PM, -10%) [16].

Saber Teeth
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Teeth (Fangs; PM, -10%) [2] + Lifting ST 15 (Bite only, -60%; Accessibility, only when you have Fangs, -10%; PM, -10%) [9] + Striking ST 15 (Bite only, -60%; Temporary Disadvantage, Colorblindness, -10%; Accessibility, only when you have Fangs, -10%; PM, -10%) [15].

Scorpion Tail
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Impaling Striker (Long, +1 SM, +100%; PM, -10%) [15] + Toxic Attack 3d (Follow-UP, Tail, -0%; Resistible, HT-5, -5%; PM, -10%) [11].

Serpent's Fangs
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Teeth (Fangs; PM, -10%) [2] + 6d Toxic Attack (Follow-UP, fangs, -0%; Resistible, HT-4, -10%; Cyclic, Daily, expires after three days, +30%; Accessibility, only when you have Fangs, -10%; PM, -10%) [24].

Spider Arms
Learned Prerequisite: Divine Favor 8.
Learned Prayer Cost: 8 points.


Statistics: Two Extra Arms (PM, -10%) [18] + Extra Attack (Accessibility, only when you have Extra Arms, -10%; PM, -10%) [20].

Tiger Paws
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Sharp Claws (PM, -10%) [5] + Striking ST 21 (Temporary Disadvantage, No Fine Manipulators, -30%; NFM, -40%; Accessibility, only when you have Sharp Claws, -10%; PM, -10%) [21].

Wolf Snout
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Statistics: Acute Smell 4 (Accessibility, only when you have Sharp Teeth, -10%; PM, -10% ) [8] + Discriminatory Smell (Accessibility, only when you have Sharp Teeth, -10%; PM, -10%) [12] + Sharp Teeth (PM, -10%) [1] + Striking ST 4 (Bite only, -60%; Accessibility, only when you have, -10%; PM, -10%) [6].

Alternate Form

Druids can use Alternate Form to change instantly into animals. These abilities are purchased as Alternate Form (Reduced Time 4, +80%; PM, -10%) [26] plus nine-tenths of the price of the racial template. Remember that the racial templates assume a base human with ability scores of 10. You may need to adjust the racial template's price based on your purchased traits. For instance, a ST 17 druid who wishes to turn into a ST 3 falcon would reduce the price of the template by an additional seventy points after accounting for his additional seven ST. Note that some of these abilities might require expanding Divine Favor past level 18, as per Pyramid #3/50 - Dungeon Fantasy II, pushing them into history-shaping miracles!

Dog Form
Learned Prerequisite: Divine Favor 10.
Learned Prayer Cost: 13 points.


Dog Racial Template, 39 points
Attribute Modifiers: ST-1 [-10]; DX 11 (NFM, -40%) [12]; HT+2 [20].
Secondary Characteristic Modifiers: Per+2 [10]; Basic Move +5 [25] .
Advantages: Discriminatory Smell [15]; Fur [1]; Sharp Teeth [1].
Disadvantages: Quadruped [-35].


Statistics: Alternate Form (Reduced Time 4, +80%; PM, -10%) [26] + Dog Racial Template [36]

Elephant Form
Learned Prerequisite: Divine Favor 19.
Learned Prayer Cost: 58 points.


Elephant Racial Template, 293 points
Attribute Modifiers: ST+35 (Size, -30%) [245]; DX+2 [40]; HT+2 [20].
Secondary Characteristic Modifiers: Basic Speed -2 [-40]; SM +3.
Advantages: Crushing Striker (Tusks) [5]; DR 4 [20]; Enhanced Move 1 [20]; Trunk (Extra-Flexible; Long, +1 SM; Weak, 1/4 ST) [10].
Disadvantages: Quadruped (One Arm) [-25]; Weak Bite [-2].


Statistics: Alternate Form (Reduced Time 4, +80%; PM, -10%) [26] + Elephant Racial Template [264]

Falcon Form
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Falcon Racial Template, 1 point
Attribute Modifiers: ST-7 [-70]; DX+4 (NFM, -40%) [48].
Secondary Characteristic Modifiers: Per+2 [10]; Basic Move -4 [-20]; SM -4.
Advantages: Acute Vision 3 [6]; Enhanced Move 1 (Air Speed 24) [20]; Feathers [1]; Flight (Winged, -25%) [30]; Sharp Beak [1]; Sharp Claws [5].
Disadvantages: No Fine Manipulators [-30].


Statistics: Alternate Form (Reduced Time 4, +80%; PM, -10%) [26] + Falcon Racial Template [1]

Horse
Learned Prerequisite: Divine Favor 12.
Learned Prayer Cost: 20 points.


Horse Racial Template, 81 points
Attribute Modifiers: ST+12 (Size, -10%; NFM, -40%) [60]; DX-1 [-20]; HT+1 [10].
Secondary Characteristic Modifiers: Will+1 [5]; Per+2 [10]; Basic Move +3 [15]; SM +1.
Advantages: Enhanced Move 1 (Ground Speed 16) [20]; Hooves [3]; Peripheral Vision [15].
Disadvantages: Quadruped [-35]; Weak Bite [-2].


Statistics: Alternate Form (Reduced Time 4, +80%; PM, -10%) [26] + Horse Racial Template [73]

Rat Form
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Rat Racial Template, -3 points
Attribute Modifiers: ST-9 [-90]; DX+2 [40]; HT+1 [10].
Secondary Characteristic Modifiers: Per+2 [10]; Basic Move +1 [5]; SM-7.
Advantages: Claws (Blunt) [3]; Flexibility [5]; Fur [1]; Extra Legs (Four Legs) [5]; Night Vision 3 [3]; Resistant to Metabolic Hazards +3 [10].
Disadvantages: Semi-Upright [-5].


Statistics: Alternate Form (Reduced Time 4, +80%; PM, -10%) [26] [26]

Tiger Form
Learned Prerequisite: Divine Favor 13.
Learned Prayer Cost: 23 points.


Tiger Racial Template, 94 points
Attribute Modifiers: ST+7 (Size, -10%; NFM, -40%) [35]; DX+3 (NFM, -40%) [36] HT+1 [10].
Secondary Characteristic Modifiers: Will+1 [5]; Per+2 [10]; Basic Move +4 [20]; SM +1.
Advantages: Fur [1]; Night Vision 5 [5]; Sharp Claws [5]; Sharp Teeth [1]; Temperature Tolerance 1 [1].
Disadvantages: Quadruped [-35].


Statistics: Alternate Form (Reduced Time 4, +80%; PM, -10%) [26] + Tiger Racial Template [85]

Tiger Shark Form
Learned Prerequisite: Divine Favor 15.
Learned Prayer Cost: 34 points.


Tiger Shark Racial Template, 158 points
Attribute Modifiers: ST+9 (Size, -20%; NFM, -40%) [63]; DX+3 (NFM, -40%) [36]; HT+2 [20].
Secondary Characteristic Modifiers: Per+2 [10]; Basic Move (Water) +1 [5]; SM +2.
Advantages: Crushing Striker [5]; Discriminatory Smell [15]; Doesn't Breathe (Gills, -50%) [10]; Enhanced Move 1 (Water Speed 14; Costs Fatigue 2, -10%) [18]; Pressure Support 2 [10]; Sharp Teeth [1]; Subsonic Hearing [5]; Vibration Sense [10].
Disadvantages: Ichthyoid [-50].


Statistics: Alternate Form (Reduced Time 4, +80%; PM, -10%) [26] + Tiger Shark Racial Template [143]

Walking Thorn Bush
Learned Prerequisite: Divine Favor 16.
Learned Prayer Cost: 37 points.


Walking Thorn Bush Racial Template, 174 points
Attribute Modifiers: ST -9 [-10]; HT+2 [20].
Secondary Characteristic Modifiers: HP +30 [60]; Basic Speed +.5 [10].
Advantages: Cutting Striker [7]; Doesn't Breathe [20]; Doesn't Eat or Drink (Food Only, -50%) [5]; Doesn't Sleep [30]; Injury Tolerance (Diffuse) [100]; Injury Tolerance (No Eyes, No Neck) [10]; Short Spines [1]; Vacuum Support [5]; Woody [1].
Disadvantages: Cannot Speak [-15]; Dependency (Sunlight; Very Common, Weekly) [-10]; Fragile (Combustible) [-5]; No Fine Manipulators [-30]; No Sense of Smell/Taste [-5]; Numb [-20].


Statistics: Alternate Form (Reduced Time 4, +80%; PM, -10%) [26] + Walking Thorn Bush Racial Template [157]

Walking Tree Form
Learned Prerequisite: Divine Favor 17.
Learned Prayer Cost: 41 points.


Walking Tree Racial Template, 198 points
Attribute Modifiers: ST+26 (Size, -30%; NFM, -40%) [78]; DX-4 [-80]; .
Secondary Characteristic Modifiers: HP+99 (Size, -30%) [153]; Basic Move -2 [-10]; SM +3.
Advantages: Blunt Claws [3]; Doesn't Breathe [20]; Doesn't Eat or Drink (Food Only, -50%) [5]; Doesn't Sleep [30]; Injury Tolerance (Homogeneous) [40]; Injury Tolerance (No Eyes, No Head, No Neck, No Vitals) [23]; Pressure Support 3 [15]; Vacuum Support [5]; Woody [1].
Disadvantages: Disadvantages: Cannot Speak [-15]; Dependency (Sunlight; Very Common, Weekly) [-10]; Fragile (Combustible) [-5]; No Fine Manipulators [-30]; No Sense of Smell/Taste [-5]; Numb [-20].


Statistics: Alternate Form (Reduced Time 4, +80%; PM, -10%) [26] + Walking Tree Racial Template [179]

Allies

Summon Animals

Druids have the ability to summon a variety of animal Allies. These animals appear immediately and follow the druid's commands to the best of their ability. The druid can converse with them as though they had his IQ, regardless of their actual IQ.

These abilities are built as Ally (Constantly Available, x4; Minion, +50%; PM, -10%; Summonable, +100%) + Speak with Animals (PM, -10%; Sapience, +40%; Specialized, Summoned Ally only, -60%) [18].

To purchase an animal Ally, choose an animal and purchase the ability with the corresponding percentage of your point total. Each animal comes in both a normal and a smart version, with the smart version having human-like intelligence. Optionally, you may use the rules for Ally Groups to summon multiple animals at a time; to do so, calculate the new price using the Ally Groups pricing.

Summon Animal I
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Choose an animal up to 25% of your point total. That animal appears in front of you immediately whenever summoned.

Statistics: Ally (Built on 25%; Constantly Available, x4; Minion, +50%; PM, -10%; Summonable, +100%) [12] + Speak with Animals (PM, -10%; Sapience, +40%; Specialized, Summoned Ally only, -60%) [18].

Summon Animal II
Learned Prerequisite: Divine Favor 8.
Learned Prayer Cost: 8 points.


Choose an animal up to 50% of your point total. That animal appears in front of you immediately whenever summoned.

Statistics: Ally (Built on 50%; Constantly Available, x4; Minion, +50%; PM, -10%; Summonable, +100%) [20] + Speak with Animals (PM, -10%; Sapience, +40%; Specialized, Summoned Ally only, -60%) [18].

Summon Animal III
Learned Prerequisite: Divine Favor 9.
Learned Prayer Cost: 10 points.


Choose an animal up to 75% of your point total. That animal appears in front of you immediately whenever summoned.

Statistics: Ally (Built on 75%; Constantly Available, x4; Minion, +50%; PM, -10%; Summonable, +100%) [32] + Speak with Animals (PM, -10%; Sapience, +40%; Specialized, Summoned Ally only, -60%) [18].

Summon Animal IV
Learned Prerequisite: Divine Favor 10.
Learned Prayer Cost: 14 points.


Choose an animal up to 100% of your point total. That animal appears in front of you immediately whenever summoned.

Statistics: Ally (Built on 100%; Constantly Available, x4; Minion, +50%; PM, -10%; Summonable, +100%) [48] + Speak with Animals (PM, -10%; Sapience, +40%; Specialized, Summoned Ally only, -60%) [18].

Summon Animal V
Learned Prerequisite: Divine Favor 13.
Learned Prayer Cost: 23 points.


Choose an animal up to 150% of your point total. That animal appears in front of you immediately whenever summoned.

Statistics: Ally (Built on 150%; Constantly Available, x4; Minion, +50%; PM, -10%; Summonable, +100%) [96] + Speak with Animals (PM, -10%; Sapience, +40%; Specialized, Summoned Ally only, -60%) [18].



Cavalry Horse, 10 points

ST: 22 [60]*† HP: 22 [0] Speed: 5 [0]
DX: 9 [-20] Will: 11 [40] Move: 8 [15]
IQ: 3 [-140] Per: 12 [45]
HT: 11 [10] FP: 11 [0] SM: +1
Dodge: 9 Parry: n/a


Bite (10): 2d-4 Crushing.
Kick (8): 2d+2 Crushing.

Advantages: Combat Reflexes [15]; Enhanced Move 1 (Ground Speed 16) [20]; Hooves [3]; Peripheral Vision [15].
Disadvantages: Domestic Animal [-30]; Quadruped [-35]; Weak Bite [-2].
Skills:
Brawling (E) DX+1 [2]-10
Mount (A) DX+3 [12]-12

* Cost reduced for Size (-10%).
† Cost reduced for No Fine Manipulators (-40%).


Cavalry Horse, Smart, 85 points

ST: 22 [60]*† HP: 22 [0] Speed: 5 [0]
DX: 9 [-20] Will: 11 [5] Move: 8 [15]
IQ: 10 [0] Per: 12 [10]
HT: 11 [10] FP: 11 [0] SM: +1
Dodge: 9 Parry: n/a


Bite (10): 2d-4 Crushing.
Kick (8): 2d+2 Crushing.

Advantages: Combat Reflexes [15]; Enhanced Move 1 (Ground Speed 16) [20]; Hooves [3]; Peripheral Vision [15].
Disadvantages: Domestic Animal (Not Hidebound) [-25]; Quadruped [-35]; Weak Bite [-2].
Skills:
Brawling (E) DX+1 [2]-10
Mount (A) DX+3 [12]-12

* Cost reduced for Size (-10%).
† Cost reduced for No Fine Manipulators (-40%).


Dog, -73 points

ST: 9 [-10]† HP: 9 [0] Speed: 5.75 [0]
DX: 11 [12]† Will: 10 [30] Move: 10 [25]
IQ: 4 [-120] Per: 12 [40]
HT: 12 [20] FP: 12 [0] SM: 0
Dodge: 8 Parry: n/a


Bite (13): 1d-1 Cutting.
Claw (13): 1d-1 Crushing.

Advantages: Discriminatory Smell [15]; Fur [1]; Sharp Teeth [1].
Disadvantages: Chummy [-5]; Domestic Animal [-30]; Quadruped [-35]; Wealth: Dead Broke [-25].
Skills:
Brawling (E) DX+2 [4]-13
Tracking (A) Per+1 [4]-13

† Cost reduced for No Fine Manipulators (-40%).


Dog, Smart, 2 points

ST: 9 [-10]† HP: 9 [0] Speed: 5.75 [0]
DX: 11 [12]† Will: 10 [0] Move: 10 [25]
IQ: 10 Per: 12 [10]
HT: 12 [20] FP: 12 [0] SM: 0
Dodge: 8 Parry: n/a


Bite (13): 1d-4 Cutting.
Claw (13): 1d-4 Crushing.

Advantages: Discriminatory Smell [15]; Fur [1]; Sharp Teeth [1].
Disadvantages: Chummy [-5]; Domestic Animal (Not Hidebound) [-25]; Quadruped [-35]; Wealth: Dead Broke [-25].
Skills:
Brawling (E) DX+2 [4]-13
Tracking (A) Per+1 [4]-13

† Cost reduced for No Fine Manipulators (-40%).


Elephant, 208 points

ST: 45 [245]* HP: 45 [0] Speed: 4 [-40]
DX: 12 [40] Will: 10 [25] Move: 4 [0]
IQ: 5 [-100] Per: 10 [25]
HT: 12 [20] FP: 12 [0] SM: +3
Dodge: 7 Parry: 9 DR: 4 [20]


Bite (12): 5d-11 crushing.
Kick (10): 5d crushing.
Gore (12): 5d+5 crushing.
Slam (12): 4d crushing.
Trunk Slap (12): 1d-2 crushing.
Advantages: Crushing Striker (Tusks) [5]; DR 4 [20]; Enhanced Move 1 [20]; Trunk (Extra-Flexible; Long, +1 SM; Weak, 1/4 ST) [10].
Disadvantages: Quadruped (One Arm) [-25]; Weak Bite [-2]; Wealth (Dead Broke) [-25]; Wild Animal [-30].
Skills: None.

* Cost reduced for Size (-30%).


Elephant, Smart, 308 points

ST: 45 [245]* HP: 45 [0] Speed: 4 [-40]
DX: 12 [40] Will: 10 Move: 4 [0]
IQ: 10 Per: 10
HT: 12 [20] FP: 12 [0] SM: +3
Dodge: 7 Parry: 9 DR: 4 [20]


Bite (12): 5d-11 crushing.
Kick (10): 5d crushing.
Gore (12): 5d+5 crushing.
Slam (12): 4d crushing.
Trunk Slap (12): 1d-2 crushing.
Advantages: Crushing Striker (Tusks) [5]; DR 4 [20]; Enhanced Move 1 [20]; Trunk (Extra-Flexible; Long, +1 SM; Weak, 1/4 ST) [10].
Disadvantages: Quadruped (One Arm) [-25]; Weak Bite [-2]; Wealth (Dead Broke) [-25]; Wild Animal (Not Bestial) [-20].
Skills: None.

* Cost reduced for Size (-30%).


Falcon, -95 points

ST: 3 [-70] HP: 3 [0] Speed: 6 [0]
DX: 14 [48]† Will: 10 [35] Move: 2 (Ground) [-20]
IQ: 3 [-140] Per: 12 [45] Move: 12 (Air) [0]
HT: 10 [0] FP: 10 [0] SM: -4
Dodge: 9 Parry: n/a


Bite (16): 1d-4 Cutting.
Claw (16): 1d-4 Cutting.

Advantages: Acute Vision 3 [6]; Enhanced Move 1 (Air Speed 24) [20]; Feathers [1]; Flight (Winged, -25%) [30]; Sharp Beak [1]; Sharp Claws [5].
Disadvantages: No Fine Manipulators [-30]; Wild Animal [-30].
Skills:
Brawling (E) DX+2 [4]-16

† Cost reduced for No Fine Manipulators (-40%).


Falcon, Smart, -15 points

ST: 3 [-70] HP: 3 [0] Speed: 6 [0]
DX: 14 [48]† Will: 10 [0] Move: 2 (Ground) [-20]
IQ: 10 [0] Per: 12 [10] Move: 12 (Air) [0]
HT: 10 [0] FP: 10 [0] SM: -4
Dodge: 9 Parry: n/a


Bite (16): 1d-4 Cutting.
Claw (16): 1d-4 Cutting.

Advantages: Acute Vision 3 [6]; Enhanced Move 1 (Air Speed 24) [20]; Feathers [1]; Flight (Winged, -25%) [30]; Sharp Beak [1]; Sharp Claws [5].
Disadvantages: No Fine Manipulators [-30]; Wild Animal (Not Bestial) [-20].
Skills:
Brawling (E) DX+2 [4]-16

† Cost reduced for No Fine Manipulators (-40%).


Rat, -98 points

ST: 1 [-90] HP: 9 [0] Speed: 5.75 [0]
DX: 12 [40] Will: 10 [35] Move: 6 [5]
IQ: 3 [-140] Per: 12 [45]
HT: 11 [10] FP: 11 [0] SM: -7
Dodge: 8 Parry:9


Bite (12): 1d-6 Crushing.
Claw (12): 1d-5 Crushing.

Advantages: Claws (Blunt) [3]; Flexibility [5]; Fur [1]; Extra Legs (Four Legs) [5]; Night Vision 3 [3]; Resistant to Metabolic Hazards +3 [10].
Disadvantages: Semi-Upright [-5]; Wild Animal [-30].
Skills:
Scrounging (E) Per [1]-12
Stealth (A) DX [2]-12
Urban Survival (A) Per [2]-12


Rat, Smart, 2 points

ST: 1 [-90] HP: 9 [0] Speed: 5.75 [0]
DX: 12 [40] Will: 10 [0] Move: 6 [5]
IQ: 10 [0] Per: 12 [10]
HT: 11 [10] FP: 11 [0] SM: -7
Dodge: 8 Parry:


Bite (12): 1d-6 Crushing.
Claw (12): 1d-5 Crushing.

Advantages: Claws (Blunt) [3]; Flexibility [5]; Fur [1]; Extra Legs (Four Legs) [5]; Night Vision 3 [3]; Resistant to Metabolic Hazards +3 [10].
Disadvantages: Semi-Upright [-5].
Skills:
Scrounging (E) Per [1]-12
Stealth (A) DX [2]-12
Urban Survival (A) Per [2]-12


Tiger, 17 points

ST: 17 [35]*† HP: 17 [0] Speed: 6 [0]
DX: 13 [36]† Will: 11 [35] Move: 10 [20]
IQ: 4 [-120] Per: 12 [40]
HT: 11 [10] FP: 11 [0] SM: +1
Dodge: 10 Parry: n/a DR: 1 [5]


Bite (15): 1d+2 Cutting.
Claw (15): 1d+2 Cutting.

Advantages: Combat Reflexes [15]; Fur [1]; Night Vision 5 [5]; Sharp Claws [5]; Sharp Teeth [1]; Temperature Tolerance 1 [1].
Disadvantages: Quadruped [-35]; Wealth (Dead Broke) [-25]; Wild Animal [-30].
Skills:
Brawling (E) DX+2 [8]-15
Stealth (A) DX [2]-13
Swimming (A) HT+2 [8]-13

* Cost reduced for Size (-10%).
† Cost reduced for No Fine Manipulators (-40%).


Tiger, Smart, 87 points

ST: 17 [35]*† HP: 17 [0] Speed: 6 [0]
DX: 13 [36]† Will: 11 [5] Move: 10 [20]
IQ: 10 Per: 12 [10]
HT: 11 [10] FP: 11 [0] SM: +1
Dodge: 10 Parry: n/a DR: 1 [5]


Bite (15): 1d+2 Cutting.
Claw (15): 1d+2 Cutting.

Advantages: Combat Reflexes [15]; Fur [1]; Night Vision 5 [5]; Sharp Claws [5]; Sharp Teeth [1]; Temperature Tolerance 1 [1].
Disadvantages: Quadruped [-35]; Wealth (Dead Broke) [-25]; Wild Animal (Not Bestial) [-20].
Skills:
Brawling (E) DX+2 [8]-15
Stealth (A) DX [2]-13
Swimming (A) HT+2 [8]-13

* Cost reduced for Size (-10%).
† Cost reduced for No Fine Manipulators (-40%).


Tiger Shark, 60 points

ST: 19 [63]*† HP: 9 [0] Speed: 6.25 [0]
DX: 13 [36]† Will: 10 [40] Move: 7 (Water) [5]
IQ: 2 [-160] Per: 12 [50]
HT: 12 [20] FP: 12 [0] SM: +2
Dodge: 10 Parry: n/a


Bite (15): 2d+1 Cutting.
Snout (15): 2d+3 Crushing.

Advantages: Combat Reflexes [15]; Crushing Striker [5]; Discriminatory Smell [15]; Doesn't Breathe (Gills, -50%) [10]; Enhanced Move 1 (Water Speed 14; Costs Fatigue 2, -10%) [18]; Pressure Support 2 [10]; Sharp Teeth [1]; Subsonic Hearing [5]; Vibration Sense [10].
Disadvantages: Bad Temper (9) [-15]; Ichthyoid [-50]; Wild Animal [-30].
Skills:
Brawling (E) DX+2 [4]-15
Survival (Open Ocean) (A) Per+2 [8]-14

* Cost reduced for Size (-20%).
† Cost reduced for No Fine Manipulators (-40%).



Tiger Shark, Smart, 140 points

ST: 19 [63]*† HP: 9 [0] Speed: 6.25 [0]
DX: 13 [36]† Will: 10 [0] Move: 7 (Water) [5]
IQ: 10 [0] Per: 12 [10]
HT: 12 [20] FP: 12 [0] SM: +2
Dodge: 10 Parry: n/a


Bite (15): 2d+1 Cutting.
Snout (15): 2d+3 Crushing.

Advantages: Combat Reflexes [15]; Crushing Striker [5]; Discriminatory Smell [15]; Doesn't Breathe (Gills, -50%) [10]; Enhanced Move 1 (Water Speed 14; Costs Fatigue 2, -10%) [18]; Pressure Support 2 [10]; Sharp Teeth [1]; Subsonic Hearing [5]; Vibration Sense [10].
Disadvantages: Bad Temper (9) [-15]; Ichthyoid [-50]; Wild Animal [-30].
Skills:
Brawling (E) DX+2 [4]-15
Survival (Open Ocean) (A) Per+2 [8]-14

* Cost reduced for Size (-20%).
† Cost reduced for No Fine Manipulators (-40%).


Animate Plants

In addition to summoning animals, druids can animate plants to do their bidding. As with their summoned animals, they may speak with these plants as though they have the druid's IQ. These abilities are built as Ally (Constantly Available, x4; Minion, +50%; PM, -10%; Summonable, Requires a tree, +50%) [16] + Speak with Plants (PM, -10%; Sapience, +40%; Specialized, Summoned Ally only, -60%) [11].

Animate Plants I
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 6 points.


Animates any one nearby living plant up to 50% of your point total.

Statistics: Ally (Built on 50%; Constantly Available, x4; Minion, +50%; PM, -10%; Summonable, Requires a tree, +50%) [16] + Speak with Plants (PM, -10%; Sapience, +40%; Specialized, Summoned Ally only, -60%) [11].

Animate Plants II
Learned Prerequisite: Divine Favor 7.
Learned Prayer Cost: 7 points.


Animates any one nearby living plant up to 75% of your point total.

Statistics: Ally (Built on 75%; Constantly Available, x4; Minion, +50%; PM, -10%; Summonable, Requires a tree, +50%) [24] + Speak with Plants (PM, -10%; Sapience, +40%; Specialized, Summoned Ally only, -60%) [11].

Animate Plants III
Learned Prerequisite: Divine Favor 9.
Learned Prayer Cost: 11 points.


Animates any one nearby living plant up to 100% of your point total.

Statistics: Ally (Built on 100%; Constantly Available, x4; Minion, +50%; PM, -10%; Summonable, Requires a tree, +50%) [40] + Speak with Plants (PM, -10%; Sapience, +40%; Specialized, Summoned Ally only, -60%) [11].

Animate Plants IV
Learned Prerequisite: Divine Favor 11.
Learned Prayer Cost: 18 points.


Animates any one nearby living plant up to 150% of your point total.

Statistics: Ally (Built on 150%; Constantly Available, x4; Minion, +50%; PM, -10%; Summonable, Requires a tree, +50%) [76] + Speak with Plants (PM, -10%; Sapience, +40%; Specialized, Summoned Ally only, -60%) [11].

Animated Living Tree, 20' Tall, 72 points

ST: 36 [78]*† HP: 145 [153]* Speed: 4 [0]
DX: 6 [-80] Will: 10 [20] Move: 2 [-10]
IQ: 6 [-80] Per: 10 [20]
HT: 10 [0] FP: 10 [0] SM: +3
Dodge: 7 Parry: n/a DR: 18 (Can't Wear Armor, -40%) [54]


Branch (6): 4d+3 Crushing.

Advantages: Blunt Claws [3]; Doesn't Breathe [20]; Doesn't Eat or Drink (Food Only, -50%) [5]; Doesn't Sleep [30]; Injury Tolerance (Homogeneous) [40]; Injury Tolerance (No Eyes, No Head, No Neck, No Vitals) [23]; Pressure Support 3 [15]; Unfazeable [15]; Vacuum Support [5]; Woody [1].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Cannot Speak [-15]; Dependency (Sunlight; Very Common, Weekly) [-10]; Fragile (Combustible) [-5]; No Fine Manipulators [-30]; No Sense of Smell/Taste [-5]; Numb [-20]; Social Stigma (Monster) [-15]; Wealth (Dead Broke) [-25].

* Cost reduced for Size (-30%).
† Cost reduced for No Fine Manipulators (-40%).


Animated Average Thorn Bush, 5' Tall, 1 point

ST: 9 [-10]† HP: 39 [60] Speed: 6 [10]
DX: 10 [0] Will: 10 [20] Move: 6 [0]
IQ: 6 [-80] Per: 10 [20]
HT: 12 [20] FP: 12 [0] SM: +0
Dodge: 9 Parry: n/a DR 1: (Can't Wear Armor, -40%) [3]


Thorns (12): 1d Cutting.

Advantages: Cutting Striker [7]; Doesn't Breathe [20]; Doesn't Eat or Drink (Food Only, -50%) [5]; Doesn't Sleep [30]; Injury Tolerance (Diffuse) [100]; Injury Tolerance (No Eyes, No Neck) [10]; Short Spines [1]; Unfazeable [15]; Vacuum Support [5]; Woody [1].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Cannot Speak [-15]; Dependency (Sunlight; Very Common, Weekly) [-10]; Fragile (Combustible) [-5]; No Fine Manipulators [-30]; No Sense of Smell/Taste [-5]; Numb [-20]; Social Stigma (Monster) [-15]; Wealth (Dead Broke) [-25].
Skills:
Brawling (E) DX+2 [4]-12

† Cost reduced for No Fine Manipulators (-40%).