3. MARCO TEÓRICO
3.3. El escenario de los roles: familia y género
3.3.3. En conclusión: el hogar como el inicial factor de protección o de riesgo riesgo
Riding Camel
Riding camels are used as everyday mounts in the desert and are also excellent for long treks. They can walk for up to 10 hours per day without becoming fatigued or injured.
Carrying Capacity: A light load for a riding camel is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A riding camel can drag
4,500 pounds.
Combat Combat
Camels are not often used as much else than mounts, and few would ever believe them to be
effi cient combatants. Even so, they are able to infl ict signifi cant wounds with their wide, fl at teeth if
they are forced to.
Cat
Tiny Animal
Climate/Terrain: Any
Organization: Solitary or household (2–4) Initiative: +7
Sensory Traits: Listen +4, Spot +4, low-light vision, scent
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Dodge Defence: 15
Hit Points: 2 (½ HD); DR – Saves: Fort +0, Ref +6, Will +2
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Speed: 40 ft.
Space: 2½ ft.; Reach: 0 ft.
Melee: 2 claws +6 fi nesse (1d2–3) and bite +1 fi nesse (1d3–3)
Base Atk +0; Grp –10
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Abilities: Str 5, Dex 18, Con 10, Int 2, Wis 14, Cha 6 Special Qualities: –
Feats: Alertness
Skills: Balance +8, Climb +8, Hide +8, Jump +5, Move Silently +8, Survival +1
Advancement: –
Pack Camel Racing Camel Riding Camel
Large Animal Large Animal Large Animal
Climate/Terrain: Warm deserts Warm deserts Warm deserts
Organization: Domesticated or herd (6–30) Domesticated or herd (6–30) Domesticated or herd (6–30)
Initiative: +6 +6 +6
Senses: Listen +5, Spot +5, low-light vision, scent
Listen +5, Spot +5, low-light vision, scent
Listen +5, Spot +5, low-light vision, scent
Dodge Defence: 14 14 14
DR: 1 1 1
Hit Points: 23 hp (3 HD) 19 hp (3 HD) 19 hp (3 HD)
Saves: Fort +6, Ref +6, Will +1 Fort +5, Ref +6, Will +1 Fort +5, Ref +6, Will +1
Speed: 40 ft. 50 ft. 50 ft.
Full Attack: Bite +6 melee (1d4+2, AP –) Bite +4 melee (1d4+1, AP –) Bite +5 melee (1d4+2, AP –)
Space/Reach: 10 ft./5 ft. 10 ft./5 ft. 10 ft./5 ft.
Base Attack: +2 +2 +2
Grapple: +11 +9 +10
Special Attacks: – – –
Abilities: Str 20, Dex 16, Con 17, Int 2, Wis 11, Cha 4
Str 16, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4 Special Qualities: Camel Movement Camel Movement Camel Movement Feats: Alertness, Endurance Alertness, Endurance, Run Alertness, Endurance
Skills: Survival +6 Survival +6 Survival +6
Advancement: – – –
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Cats have been regarded as a decent pet for many generations in Hyboria, particularly in the Stygian households. Seen as an excellent way to combat household – and shipboard – vermin, cats are also a good source of companionship.
Domesticated cats range greatly in colour and fur-length with a host of different sub-species for potential owners to pick from. They must be trained to stay near their masters if an owner ever wishes to have jovial contact with the agile and aloof creatures, but a longstanding cat owner will swear by their friendliness and worth to any Hyborian household.
Combat Combat
Domesticated cats would not normally choose to involve themselves in anything resembling combat, except perhaps with small vermin and other potential prey. They do have sharp claws and teeth if they have to use them but would much rather run away from any serious threat.
Some crafty poisoners will purchase cats and coat their claws with deadly toxins to deliver them to a hated enemy even though this assuredly marks the end of the cat’s life shortly thereafter.
Skills: Domesticated cats have a +4 racial bonus on Balance, Climb, Hide and Move Silently checks. They may use their Dexterity modifi er instead of their Strength modifi er for Climb checks. Cats receive a +8 racial bonus on Jump checks.
Cattle
Large Animal
Climate/Terrain: Any land Organisation: Herd (12–28) Initiative: +2
Senses: Listen +10, Spot +5, low-light vision, scent –––––––––––––––––––––––––––––––––
Dodge Defence: 11
Hit Points: 36 (4 HD); DR 2 Saves: Fort +6, Ref +3, Will +2
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Speed: 40 ft.
Space: 10 ft.; Reach: 5 ft.
Melee: Gore +6 (1d8+4, AP 5) or bite +3 fi nesse (1d3+4) Base Atk +3; Grp +11
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Abilities: Str 19, Dex 12, Con 20, Int 1, Wis 10, Cha 3 Feats: Alertness, Endurance
Skills: Listen +10, Spot +5 Advancement: 5–8 HD (Large)
Cattle are large creatures of stocky build. Most cows and bulls are over 10 feet long and can stand up to six feet tall at the shoulder. An average cow or bull weighs 2,000 to 3,000 pounds. The statistics given here can be used for semi-domesticated cattle, as well as the wild aurochs and yaks that still graze in the open plains and steppes of Hyrkania. Adult aurochs and yaks generally have at least 5 Hit Dice but are otherwise treated as cattle.
All cattle are excellent sources of meat, milk and leather.
Combat Combat
While both cows and bulls can be provoked to attack, in several varieties of cattle only the bulls have horns. A bull’s horns can grow up to 18 inches in length.
Charging Gore: Cattle with horns deal double gore damage on a successful charge.
Stampede: If panicked or frightened, cows and bulls will fi rst form a herd and then try to outrun any creatures attempting to provoke or surround them. If pressured the entire herd will turn on opponents and charge at them, trampling anything that stands in their way. Any creatures caught in a stampede that are the same size or smaller than the charging animals take 1d12 hit points of damage for each head of cattle in the herd. A successful Refl ex saving throw (DC 16) halves the damage.
Depending on the sex and specifi c variety of cattle, the gore attack may not be present as the creature may not have horns.
Cheetah
Medium Animal
Climate/Terrain: Warm plains
Organization: Solitary, pair, or family (3–5) Initiative: +7
Sensory Traits: Listen +4, Spot +4, low-light vision, scent
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Dodge Defence: 15
Hit Points: 19 (3 HD); DR – Saves: Fort +5, Ref +6, Will +2
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Speed: 50 ft.
Melee: Bite +5 fi nesse (1d8+3) and 2 claws +0 fi nesse (1d2+1)
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Base Atk +2; Grp +5 Special Attacks: Trip
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Abilities: Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 6 Special Qualities: Sprint
Feats: Alertness, Stealthy
Skills: Climb +4, Hide +6, Jump +4, Move Silently +6 Possessions: –
Advancement: 4–5 HD (Medium)
Fast and lithe cats that hunt gazelle and small game on the plains, cheetahs are some of the fastest land animals in Hyboria. In the stretches of Shem and the Black Kingdoms small groups of these yellow and black spotted cats can be seen at rest, waiting to shoot forward and take down prey in a plume of dust and kicked-up grass.
Combat Combat
Cheetahs are not especially powerful combatants and are best suited to run down their prey and send them sprawling in order to be set upon by the rest of the family.
Trip: A cheetah that hits with its bite or claw attack can attempt to trip the opponent (+3 check modifi er) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to try to trip the cheetah.
Sprint: Once per hour, a cheetah can move ten times its normal speed (500 feet) when it makes a charge. If making a trip attack during this charge move the cheetah gets an additional +3 bonus to that check.
Crocodile
Medium Animal
Climate/Terrain: Warm marshes, rivers and coasts Organization: Solitary, family (6–11) or colony (3–10
families) Initiative: +5
Sensory Traits: Listen +3, Spot +3, low-light vision ––––––––––––––––––––––––––––––––4
Dodge Defence: 16
Hit Points: 30 (4 HD); DR 5 Saves: Fort +7, Ref +5, Will +2
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Speed: 20 ft., swim 30 ft.
Melee: Bite +7 (1d10+6, AP 4) or tail slap +7 (1d12+4,
AP --)
Base Atk +3; Grp +7
Special Attacks: Improved Grab
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Abilities: Str 19, Dex 13, Con 17, Int 1, Wis 12, Cha 2 Special Qualities: Hold breath
Feats: Alertness, Skill Focus (Hide)
Skills: Hide +7 (+11), Move Silently +5 (+9), Swim +12 Possessions: Discarded weapons (likely to be in poor
shape)
Advancement: 5–8 HD (Medium), 9–12 HD (Large), 13–16 HD (Huge)
Crocodiles are very aggressive predators that live in the marshes and rivers throughout southern Hyboria, and found occasionally off the coastlines of Stygia, Kush and the Black Kingdoms. They are large and slender reptiles with powerful tails and sharp-toothed maws capable of bringing a full-sized man and his mount to ruin in seconds should they get too close to the edge of the water.
Most crocodiles grow to roughly six to ten feet in length, but they have been known to eventually grow as long as 25 feet or more if allowed to live a long time. Saltwater crocodiles, or ‘salties’, can grow to nearly twice as long and strong as their freshwater cousins.
Combat Combat
Crocodiles are terrifying ambush predators, hiding along the water’s edge until they are in striking range of a potential target and surprising their prey with a leaping attack that can shear limbs or hold bodies. Once grabbed, a crocodile will drag its prey down into the depths to be torn apart and drowned.
Improved Grab: To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it establishes a hold and can then begin to move the target to deeper water.
Hold Breath: A crocodile can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Skills: Crocodiles have a +8 racial bonus on any Swim check. They can always choose to take 10 on a Swim check, even if rushed or threatened, and can perform the run action while swimming. Crocodiles also receive a +4 racial bonus to Hide and Move Silently checks while in the water, and can choose to only reveal their eyes and nostrils in murky water to gain an additional +10 cover bonus to Hide checks.
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Deer
Medium Animal
Climate/Terrain: Any cold or temperate land, or warm plains
Organisation: Herd (4–24) Initiative: +6
Senses: Listen +7, Spot +5, low-light vision, scent –––––––––––––––––––––––––––––––––
Skills: Listen +7, Spot +5
Advancement: 3–4 HD (Medium)
This animal is one of the most widespread creatures in Hyboria, to one degree or another. Deer are fast, well-muscled hoofed animals typically around 5 ft. to 7 ft.
long and weighing around 150 to 300 lbs. They usually avoid human contact where possible, though they will fi ght if cornered. An aggressive male may fi ght with little provocation, particularly during the autumn rutting season. Most of the time deer will be found in single-sex herds, though during autumn they will be in larger mixed-sex groups, double the size of the herd mentioned above.
Deer can be found in one form or another almost anywhere within their climate/terrain, since these game statistics can also be used to represent the gazelles, antelope and similar fast-moving horned animals of Vendhya and Kush.