Ancestry: Awakened Critter

Mythical Beast

 

The Awakened Critter

"Placeholder"
 

Awakened...uh...Mindset?

 

You Might...

  • ...
  • ...
  • ...
 

Others Probably...

  • ...
  • ....
  • ....

Description

 

Physical Description

     

Anything Special?

   

Awakened Critter Mechanics

 

Ancestry Statistics

These do not change, unless you have the corresponding Ancestry Talent. All Awakened start with these.

Base Stats

  • Age. Prior to Awakening, a creature's lifespan could vary (from just a few years to several decades if they were lucky). After that, however, the enhanced creature's life may not have an end in sight. At least, if left alone.
  • Size. Your size is based on your original form, being either Tiny, Small, or Medium. No matter how small you were, your size counts as Tiny at the smallest. No matter how larger you were, your size counts as Medium at the largest.
  • Associated Traits. Any traits you had before, plus Mythical Beast
  • Traditional A.Boost Spread. The Awakened's self-actuation takes the form of Intelligence or Wisdom, with the other attribute prioritized to their place in the animal kingdom.
  • Language(s). Common, +1 of your choice (+1 per your positive Cha Mod when starting the game, list here)
  • Speed(s). See "Awakened Origin".
  • Special Senses. See "Awakened Origin".
  • HP (+ HP/level). 6 (+1)

Ancestry Talents

Awakened Origin

The Awakened Critter is a special sort, having gained their sentience at the cost returning to a simpler life.

When you pick this Ancestry, you pick a creature; this being the creature that was Awakened into what you are now. The creature must be of size Tiny, Small, or Medium; must be a Beast or Mythical Beast type creature, and must be TL of 3 or lower.

You gain nothing from that creature's statblock, but it does influence you greatly. Otherwise, you can stand, hold objects, speak, and interact with your environment as if you were more humanoid. Additionally, you gain the following traits, depending on your Base Animal.

  • Movement
    • You gain a base movement of 20 ft, and the special movement types of your Base Animal. They are all limited to, and match your, Base Speed. Characters below level 5 cannot fly higher than 10 ft above the ground, but can glide.
  • Senses
    • You gain the Special Senses of your Base Animal.
  • Size
  • Depending on the Base Creature's Size:
    • Tiny. As the tiniest of critters, you are agile and quick to react. You gain a permanent +1 bonus to Dexterity and to any rolls made with the Quickness skill. Additionally, you gain +10 ft of movement.
    • Small. As a critter of a common size, you are as familiar to the world as humanoids. You gain a permanent +1 bonus to Charisma. You also gain proficiency in a Primary Skill and Secondary skill of your choice.
    • Medium. As a fairly large critter, you are durable. You gain a permanent +1 bonus to Constitution, and to Reflex and Will saves (Fortitude is factored in with CON).
    • You also gain an Attribute Boost to any attribute of your choice that is not granted by this Origin Talent. This, and any attribute bonuses also increase your maximum in their attribute scores (making it possible to have a +5 at lvl 1).

  • Natural Weapon
    • Your creature's base attacks become a natural weapon. You gain a Natural Weapon that does the same damage type as your Base Animal's creature statblock, called an "Awakened X" (Awakened Bite, Awakened Claw, etc). This weapon does damage equal to 1d4 + Half-Proficiency

This Talent cannot be swapped.

Awakened Hide

Your Hide is more durable than others', giving you an edge on survival.

You gain the Natural Armor common feature, allowing you to set your AC to 10 + 2 x DEX or CON (your choice) + Half-Proficiency.

Legend Lore

Your Ancestry is deeply entwined with that of legendary creatures, and that fascinates some people.

You gain a Bonus Dice (base d4) on all Intelligence and Wisdom skill checks, and another (up to base d6) involving any topics that involves any mysterious or mythical origins (such as everything pertaining to [Mythical Beasts creatures).

Limited Heritage Choice

You may pick a heritage. You gain everything listed from such.   Due to the flexibility of the Awakened Animal, their versatile heritage choices are more limited than other Ancestries.
 

Variant Ancestry Talents

Some of your talents can swapped for the ones listed below, or be taken at a later levels via Character Progression. If your GM is using the Classic Ancestries optional rule, you can only take the talents below as you level up, after level 1.   Furthermore, due to the nature of the Awakened, they can gain talents available to other Ancestries who count as 'Mythical Beasts', and more depending on their heritage. Those talents will be listed underneath their unique talents for each section below.   Here are the talents you can swap at level 1.     Here are the ancestry talents you can gain at later levels.   Unlockable at Character level 3
Unlockable at Character level 5
Unlockable at Character level 7
Unlockable at Character level 9
Unlockable at Character level 11
  Note: The Origin Customization rule allows you to swap any skill proficiency gained for another you don't have, if playing with traditional or other rules.  

Deeper Lore

  The 4 page backstory  

Names

x  

Alignment and Faith

y  

Trivia

y  

Examples of Awakened Critters

  To Come

Powered by World Anvil