Raccoons
Raccoons
Has any of you americans(or others) seen raccoons? Keep up your hands if you play D&D, still keep your hands up if you've made creatures in that format. I need your help.
I found this on a site:
Small Animal
Hit Dice: 1/2d8 (3 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 14 (+1 size, +3 Dex, +1 natural)
Attack: Bite +4 melee
Damage: Bite 1d4-2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: -
Special Qualities: Scent
Saves: Fort +0, Ref +5, Will +1
Abilities: Str 7, Dex 16, Con 11, Int 2, Wis 12, Cha 10
Skills: Balance +5, Climb +12, Listen +4, Move Silently +6, Spot +4
Feats: Weapon Finesse (bite)
Climate/Terrain: Temperate forest
Organization: Solitary or unit (1-4)
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: -
Raccoons are intelligent omnivores with a black, mask-like pattern of fur on their faces.
I have no experiances with them, and even less in RL to D&D creature creation, So I need lots of help, thank you.
I found this on a site:
Small Animal
Hit Dice: 1/2d8 (3 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 14 (+1 size, +3 Dex, +1 natural)
Attack: Bite +4 melee
Damage: Bite 1d4-2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: -
Special Qualities: Scent
Saves: Fort +0, Ref +5, Will +1
Abilities: Str 7, Dex 16, Con 11, Int 2, Wis 12, Cha 10
Skills: Balance +5, Climb +12, Listen +4, Move Silently +6, Spot +4
Feats: Weapon Finesse (bite)
Climate/Terrain: Temperate forest
Organization: Solitary or unit (1-4)
Challenge Rating: 1/6
Treasure: None
Alignment: Always neutral
Advancement: -
Raccoons are intelligent omnivores with a black, mask-like pattern of fur on their faces.
I have no experiances with them, and even less in RL to D&D creature creation, So I need lots of help, thank you.
I'm not American, but I have seen a racoon in RL, I do play D&D but have not yet made any creature.
*puts up a tentaive hand*
Anyway, what sort of information are you looking for? It seems to me that your post has no precise question in it.
*puts up a tentaive hand*
Anyway, what sort of information are you looking for? It seems to me that your post has no precise question in it.
"All the world's a stage, and all the men and women merely players."
i think your D&D raccon is to powerful. i think a big dog would be more dangrous.
i wouldn't think they could kill a human. though they do carry rabbies.
not that long ago one savagely attacked a little girl (comepletely wierd) and it bit her 6 or 7 times. and she was fine.
i tone down the damage. 1d4 -3 or something like that.
i wouldn't think they could kill a human. though they do carry rabbies.
not that long ago one savagely attacked a little girl (comepletely wierd) and it bit her 6 or 7 times. and she was fine.
i tone down the damage. 1d4 -3 or something like that.
Lazner's right about rabies I believe. The special attack could be a save vs. poison (or some other simpler disease...) if they land a bite, maybe at a +2 modifier. Not a very nasty disease, though there could be a pack of rabid racoons, frothing by their little mouths..., where the PCs would save without a modifier...
They are pretty good climbers, better than house cats but by no means a squirrel.
A racoon would make a sweet familiar since they have dextrious little front paws, very good night vision (as well as the other abilities you noted), are clever (on the high side of "low" int, they can get into sealed garbage cans and other pesky sorts of feats), and are quick on their feet.
Your profile looks good, though.
They are pretty good climbers, better than house cats but by no means a squirrel.
A racoon would make a sweet familiar since they have dextrious little front paws, very good night vision (as well as the other abilities you noted), are clever (on the high side of "low" int, they can get into sealed garbage cans and other pesky sorts of feats), and are quick on their feet.
Your profile looks good, though.
Tired of working here wanted a holiday was thinking of retiring probably going to die. Time to move on under down... down down.
Sure... so how about...
SA: disease: save vs. poison @ +2 (-2 against a frother...) or get rabies. In failed and left untreated, victim (a) undergoes increased salivation and violent behavior within d6 days and (b) is paralyzed in d6 more days.
I am not sure exactly how long rabies takes, but that might work for the purposes of the game. And for optimal realism and fun, don't let the PC know s/he contracted the disease, but only the symptoms.
Feats: what you have + may open rubbish containers (and etc.) and hide for a surprise attack if discovered. Perhaps a bonus to attack rolls (+2?) if cornered.
I've seen a solo racoon really whoop on a couple stray cats, but dogs are tougher for sure. But a pack of frothers, look out
SA: disease: save vs. poison @ +2 (-2 against a frother...) or get rabies. In failed and left untreated, victim (a) undergoes increased salivation and violent behavior within d6 days and (b) is paralyzed in d6 more days.
I am not sure exactly how long rabies takes, but that might work for the purposes of the game. And for optimal realism and fun, don't let the PC know s/he contracted the disease, but only the symptoms.
Feats: what you have + may open rubbish containers (and etc.) and hide for a surprise attack if discovered. Perhaps a bonus to attack rolls (+2?) if cornered.
I've seen a solo racoon really whoop on a couple stray cats, but dogs are tougher for sure. But a pack of frothers, look out
Tired of working here wanted a holiday was thinking of retiring probably going to die. Time to move on under down... down down.
By 'frothers' I just meant racoons frothing at the mouth from rabies. Though I suppose camels could get rabies and REALLY froth, and bloodhounds' flapping lips flinging froth, and spitting llamas, like a breath weapon of rabid froth I suppose the +2 would be more of a desperation move, when their lives are in peril, unable to flee. I don't think it's too cheesy, though perhaps best left for racoons defending their den. Are there actual desperation moves in 3rd. ed? I am still playing 2nd ed. It sounds like the 3rd ed. has some added realism.
Tired of working here wanted a holiday was thinking of retiring probably going to die. Time to move on under down... down down.
Raccoon
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 20 ft, swim 20 ft
AC: 15 (+1 size, +3 Dex, +1 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d3, bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Slow fall, scent, low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 10, Dex 16, Con 13, Int 2, Wis 12, Cha 6
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff.
The raccoon's body is stocky and generally weighs from 13-15 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet.
COMBAT
Raccoons attack with their forepaws and teeth.
Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.
Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks.
ACTIVITY/ECOLOGY
Raccoons are nocturnal and seldom active in the daytime. During extremely cold, snowy periods, raccoons have been observed sleeping for long periods at a time, but do not hibernate. Primarily a solitary animal, the only real social groups raccoons form are that of mother and young. Although, occasionally a male may stay with a female for a month prior to breeding and until after the birth of their young.
Raccoons have a highly developed tactile sense. Their human-like forepaws are especially sensitive and enable the raccoon to handle and pry open prey and climb with ease. With their fine sense of hearing, raccoons are also especially alert. Similarly, raccoons have excellent night vision. Their common gait is a shuffle like walk; however, they are able to reach speeds of 15 miles per hour on the ground. Raccoons climb with great agility and are not bothered by a drop of just over 10 times their own length.
As well as being excellent climbers, raccoons are also strong swimmers, which is beneficial to an animal that often lives near water. However, they are reluctant to swim; without waterproof fur, swimming forces them to take on extra weight. Raccoons don't travel any farther than necessary; they travel only far enough to meet the demands of their appetites.
Dire Raccoon
Medium sized Animal
Hit Dice: 3d8+6 (13 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 20 ft, swim 20 ft
AC: 17 (+1 size, +3 Dex, +3 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d4+2, bite 1d6 +3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Slow fall, scent, low-light vision
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Medium)
The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff.
The raccoon's body is stocky and generally weighs from 39-45 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet.
Although its cousins may be timid, the larger and fiercer version is rough even in dire context.
COMBAT
Raccoons attack with their forepaws and teeth.
Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.
Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks.
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 20 ft, swim 20 ft
AC: 15 (+1 size, +3 Dex, +1 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d3, bite 1d4
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Slow fall, scent, low-light vision
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 10, Dex 16, Con 13, Int 2, Wis 12, Cha 6
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 1/2
Treasure: None
Alignment: Always neutral
Advancement: 2-3 HD (Small)
The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff.
The raccoon's body is stocky and generally weighs from 13-15 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet.
COMBAT
Raccoons attack with their forepaws and teeth.
Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.
Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks.
ACTIVITY/ECOLOGY
Raccoons are nocturnal and seldom active in the daytime. During extremely cold, snowy periods, raccoons have been observed sleeping for long periods at a time, but do not hibernate. Primarily a solitary animal, the only real social groups raccoons form are that of mother and young. Although, occasionally a male may stay with a female for a month prior to breeding and until after the birth of their young.
Raccoons have a highly developed tactile sense. Their human-like forepaws are especially sensitive and enable the raccoon to handle and pry open prey and climb with ease. With their fine sense of hearing, raccoons are also especially alert. Similarly, raccoons have excellent night vision. Their common gait is a shuffle like walk; however, they are able to reach speeds of 15 miles per hour on the ground. Raccoons climb with great agility and are not bothered by a drop of just over 10 times their own length.
As well as being excellent climbers, raccoons are also strong swimmers, which is beneficial to an animal that often lives near water. However, they are reluctant to swim; without waterproof fur, swimming forces them to take on extra weight. Raccoons don't travel any farther than necessary; they travel only far enough to meet the demands of their appetites.
Dire Raccoon
Medium sized Animal
Hit Dice: 3d8+6 (13 hp)
Initiative: +3 (Dex)
Speed: 30 ft, climb 20 ft, swim 20 ft
AC: 17 (+1 size, +3 Dex, +3 natural)
Attack: 2 claws +4 melee, bite -1 melee
Damage: Claw 1d4+2, bite 1d6 +3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Slow fall, scent, low-light vision
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +11, Listen +8, Spot +8, Swim +11
Feats: Weapon Finesse (claws, bite)
Climate/Terrain: Temperate forest
Organization: Solitary or den (male plus female and 1-2 young)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Medium)
The most distinguishable characteristics of the raccoon are its black mask across the eyes and bushy tail with anywhere from four to ten black rings. The forepaws resemble slender human hands and make the raccoon unusually dextrous. Both their forepaws and hindpaws have five toes. Coloration varies with habitat, but tends to range from grey to reddish brown to buff.
The raccoon's body is stocky and generally weighs from 39-45 pounds; weight varies with habitat and region as well. Males are usually heavier than females, but the difference is often indistinguishable. Raccoons' body length ranges from 2 feet to 3 1/2 feet.
Although its cousins may be timid, the larger and fiercer version is rough even in dire context.
COMBAT
Raccoons attack with their forepaws and teeth.
Slow Fall (Ex): A raccoon that is within arm's reach (or forepaw's reach if you prefer) of a solid surface (wall, tree, etc) can use the surface to slow its descent. The raccoon takes damage as if the fall were 30 feet shorter that it actually is.
Skills: Raccoons receive a +4 racial bonus to Listen and Spot checks.
i think your putting way to much thought into this raccon. is this for a familir for someone?
if your a dm i shudder think what playing a game with you would be like. it would probably be like math class. stats aren't everything in d&d. but you do want to be prepered. there should be a happy medium.
if your a dm i shudder think what playing a game with you would be like. it would probably be like math class. stats aren't everything in d&d. but you do want to be prepered. there should be a happy medium.
- DaringCommander11
- Posts: 89
- Joined: Sun Jan 20, 2002 11:00 pm
- Location: Bakersfield, CA
- Contact:
Oddly three math teachers i've known played DnD Also I think that a raccon makes a great familiar. One that is too bad at combat but still within the range of other familiars (a.k.a. avoids it if possible)
Real commanders display their battle skill on the front lines.
I've got something to say to you dwarven bigots: "Harglukkin phuul naubol jhal waela rothen ulu ussa!"
He died a natural death as a dagger in the chest naturally kills you.
Magga Cammara
I've got something to say to you dwarven bigots: "Harglukkin phuul naubol jhal waela rothen ulu ussa!"
He died a natural death as a dagger in the chest naturally kills you.
Magga Cammara