Creatures

Creating a Non-Sentient Creature is
pretty easy.  They follow all the basic
rules for creating an NPC.  The most
difficult part might be assigning a challenge rating to the creatures.  The following Non-Sentient Classes are placed
here to help you determine what a creature’s potential Challenge Rating is.

Included below will be a number of pre-generated creatures based on
ones from the Star Wars universe.  In
addition, you can use many of the statistics provided with the Druid Class in
the Pathfinder Core Rulebook or the various Bestiaries for companion creatures
to help you create Non-Sentient creatures.
Simply use the statistics provided, or make up your own!  These creatures don’t gain natural armor,
however.  Instead, simply give the
creature Damage Reduction x/- equal to ½ their natural armor bonus (rounded
down, minimum 0).

Whenever a creature reaches the level indicated, their stats
advance to the next tier in their entry.
For example, if you were to build a wolf (or wolf-like creature using
their stats) as a 7th level predator, you would create stats for
this creature based on its advanced statistics.
You can create a creature of a different size by adding the Giant
Creature or Young Creature simple templates.
Lastly, you can build creatures completely from scratch; don’t feel
beholden to using the provided material.
Seek out creature stats in other sources, if you desire.

Like all characters, non-sentient creatures continue to gain
increases to their ability scores based upon their number of hit dice (at 4th
level and every 4 levels thereafter).

# Sentience, Non-Sentience, or Semi-Sentient?

In the Galaxy, sentient is a
term used to describe an organic species that has the capacity to think
intelligently.  It was commonly
determined by the being’s ability to reason, speak, and ability to manipulate
tools.  Creatures that lacked one these
abilities were classified as non-sentient.
There is a third category, however, that have some of the qualities of
sentience and those beings are known as Semi-Sentient.  Droids, despite not being technically alive
to begin with, were regarded as sentient in most cases and semi-sentient in
others.

Semi-Sentient creatures can use either the rules for a regular
class (non-heroic or heroic) or a non-sentient class instead of only using a non-sentient
class like non-sentient creatures.  They
can have an intelligence higher than 2, but not higher than 7.  Examples of semi-sentient creatures include
the Arkanian Dragon, the Wampa, and the Rancor.
They cannot speak or understand languages without putting a rank into
the Linguistics skill, in which case they gain the ability to understand but
not speak a given language.  Many
semi-sentient creatures learn to use hand signs, and many of them can use and
manipulate tools in certain contexts.
They have no weapon or armor proficiencies, except with their natural
weapons, but are not prohibited from later selecting a weapon or armor
proficiency as a feat later.

Additionally, the Star Wars galaxy has vermin-minded
creatures.  These creatures are effectively
mindless, acting on instinct alone.

Star Wars usage of the term sentience is different than the
real-world usage.  If you wish to
understand more about sentience, there are many sources at your local library
or online that can help you and they won’t be detailed here.

# Non-Sentient Classes

Below are the statistics of
the Non-Sentient Classes.

### Herd Animal

A Herd Animal is a class used
to represent domesticated livestock, prey animals, and other ponderous animals
which are rarely a threat.  Examples of
typical herd animals include the Nerf, Eopies, Equus, and Dewbacks.

·
D6 Hit Die

·
+0 Class Defense Bonus

·
Base Attack Bonus equal to ½ total Hit Dice
(slow progression)

·
Good Reflex, medium Will saves.

·
Skill Points equal to 2 + Int modifier (minimum
1) per Hit Die.  A Herd Animal has no
class skills, but can still purchase 1 rank for 1 skill point as usual.  Non-Sentient Herd Animals can only put ranks
in Acrobatics, Athletics, Endurance, Climb, Fly, and Perception.

**Traits:** A Herd
Animal possess the following traits (unless otherwise noted in a creature’s
entry).

·
Intelligence score of 1 or 2 (no creature with
an intelligence score of 3 or higher can be a herd animal).

·
Reward: None

·
Proficient with its natural weapons only.  A non-combative herbivore treats its natural
weapons as secondary attacks.  Such
attacks are made with a -5 penalty on the creature’s attack rolls, and the herd
animal receives only ½ it’s strength modifier as a damage adjustment.

·
Proficient with no armor unless trained for
war.

·
Herd Animals breathe, eat, and sleep.

### Predator

A predator is a Non-Sentient
class meant to represent very dangerous creatures.  Examples of predators include Acklays,
Wampas, and Rancors.

·
D10 Hit Die

·
+3 Class Defense Bonus

·
Base Attack Bonus equal to total Hit Dice (fast
progression).

·
Good Fortitude, medium Reflex saves.

·
Skill points equal to 2 + Int modifier (minimum
1) per Hit Die.  The following are class
skills for a predator: Acrobatics, Athletics, Escape Artist, Endurance, Fly,
Intimidate, Perception, Sealth, Survival.

**Traits:** A
predator possess the following traits (unless otherwise noted in a creature’s
entry).

·
Intelligence score of 1 or 2.  There are semi-sentient predators.

·
Hit Points: A Predator gains a bonus on hit
points equal to ½ its constitution score (rounded down) at 1st
level.

·
Reward: None, unless indicated otherwise.

·
Proficient with its natural weapons only.

·
Proficient with no armor unless trained for
war.

·
Predators breathe, eat, and sleep.

### Beast

The Beast is a non-sentient
class meant to fill a role in the middle of the food chain.  Examples include the Opee Sea Killer (the big
goober fish of ep 1), womp rats, and mynocks.

·
D8 Hit Die

·
+2 class Defense bonus

·
Base Attack Bonus equal to ¾ total Hit Dice
(medium progression).

·
Good Reflex and medium Fortitude saves.

·
Skill points equal to 2 + Int modifier (minimum
1) per Hit Die.  The following are class
skills for a Beast.  Acrobatics,
Athletics, Escape Artist, Endurance, Fly, Intimidate, Perception, Stealth, and
Survival.

**Traits:** A
beast possess the following traits (unless otherwise noted in a creature’s
entry).

·
Intelligence score of 1 or 2.  There are semi-sentient beasts.

·
Reward: None

·
Proficient with its natural weapons only.

·
Proficient with no armor unless trained for
war.

·
Predators breath, eat, and sleep.

## Creatures

Below are a selection of
example creatures for use with the above classes.

#### Acklay

**Starting**
Statistics:Size **Large;** Speed **40-ft.;** Damage Reduction **4/-;** Attack
Bite (1d8), 2 Claws (1d6); **Ability**
Scores **Str 19, Dex 10, Con 20, Int 2, Wis 10, Cha 12;** Special Qualities **Low-Light Vision, Scent;**

**7th-Level**
Advancement:Size
Huge; **Damage Reduction** Equal to ½ HD
+4; **Attack** Bite (2d6), 2 Claws
(1d8); **Ability Scores** Str +8, Dex
-2, Con +4

#### Bonegnawer or Skreev

Use the stats for the Roc
found in the Bestiary.

#### Eopie

Use the stats for the Camel
found under the Druid in the Pathfinder Core Rulebook.

#### Mynock

**Starting**
Statistics: Size **Small;** Speed
5-ft, Fly 40-ft (poor); **Damage Reduction**
2/-; **Attack** Bite (1d4); **Ability Scores** Str 8, Dex 12, Con 11,
Int 2, Wis 6, Cha 4; **Special Qualities**
Low-Light Vision, Blindsight 60-ft, Immune to Radiation

**7th-level**
Advancement:Size
Medium; **Speed** Fly 80-ft (poor); **Damage Reduction** 6/-; **Attack** Bite 1d6; **Ability Scores** Str +2, Dex -2, Con +2, Wis +2

#### Nerf

Use the Stats for Auroch found
in the Bestiary.

#### Nexu

Use the Stats for Cat, Big
described under the Druid in the Pathfinder Core Rulebook.

#### Ophidian

Use the stats for either kind
of snake under the Druid in the Pathfinder Core Rulebook.

#### Reek

**Starting**
Statistics:Size **Large;** Speed **30-ft;** Damage Reduction **4/-;** Attack
Gore (2d6); **Ability Scores** Str 18,
Dex 11, Con 15, Int 2, Wis 12, Cha 7; **Special**
Qualities **Low-Light Vision, Scent, Powerful Charge**

**7th-level**
Advancement:Size
Huge; **Damage Reduction** equal to ½ HD
+4; **Attack** Gore (2d8); **Ability Scores** Str +8, Dex -2, Con +4

#### Rancor

**Starting**
Statistics:Size **Large;** Speed **40-ft;** Damage Reduction **4/-;** Attack
Bite (1d8), 2 Claws (1d6); **Ability**
Scores **Str 23, Dex 11, Con 17, Int 4, Wis 15, Cha 10;** Special Qualities **Low-Light Vision, Scent, Grab, Semi-Sentient**

**7th-level**
Advancement:Size
Huge; **Damage Reduction** equal to ½ HD
+4; **Attack** Bite (2d6), 2 Claws
(1d8); **Ability Scores** Str +8, Dex
-2, Con +4; **Special Attacks** Swallow
Whole, Fast Healing 2, Frightful Presence (30-ft)

#### Tauntaun or Kybuck or Equus

Use the Stats for Horse.  For the Tauntaun or Kybuck, replace the hoof
attack with a claw attack.

#### Wampa

Use the Stats for Ape
described under the Druid in the Pathfinder Core Rulebook, except increase its
intelligence to 6 and add Semi-Sentient to its Special Qualities.

#### Womp Rat

Use the Stats for Dire Rat
found in the Bestiary.