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  1. #11
    When I first read about Kobolds I thought they were awesome wicked jackal people, then in 3.5 I read they're anthropomorphic Yoshis... these were my original Kobolds. I did my first campaign with only a players handbook and a Sword and Sorcery Creature's Collection so I had to wing it with more mainstream stuff. These guys have stuck around and I've actually played a couple of these guys, Marius and Barkley, to high levels. Barkers this is for you. lol.

    Canid, Kobolt, CR1


    This dog like humanoid looks like a mix between a Beagle and a Human, he'd be adorable if it wasn't for the snarling muzzle, longsword and scale armor caked with blood, and eyes full of murderous intent.

    XP: 300
    N Medium Humanoid (Canid)
    Init +2, Senses: Low Light Vision, Scent;

    Defense
    AC: 19 ( +1 Dex, +2 Natural, +4 Scale armor, +1 Dodge, +1 light wood shield) Touch: 12, Flat Footed: 17
    Hit Dice: 1d10+3+3 ( 16 hp)
    Fort +4, Ref +2, Will +0
    Resistances: +2 vs disease
    Special Defense: Vigilance

    Offense
    Speed 40ft (30ft in armor)
    Melee: Longsword +2 (1d8+1/ 19-20),or Dagger or Bite +2 (1d4+1)
    Ranged: Longbow +2 (1d8 /x3), Dagger or Sling +2 (1d4+1)
    Special Attacks: Bark

    Statistics
    Str 12 +1
    Dex 13 +1
    Con 15 +2
    Int 12 +1
    Wis 11 0
    Cha 13 +1

    Base attack+1; CMB +2; CMD 13
    Feats: Toughness, Dodge
    Skills: Climb +5, Heal +1, Intimidate +5, Perception +7, Stealth +5, Survival +7, ; Racial Modifiers: +2 Perception, +2 Survival
    Languages: Common, Canid, Sylvan
    Special Qualities: Likable

    Ecology
    Environment: Forest, Plains
    Organization: Solitary, Pair, Hunting Party (3-5), Band (6-20)

    Treasure: NPC gear, Longsword, Longbow, Dagger, Scale Mail, Standard

    Special Abilities
    Bark (Ex): A Kobalt Canid when angered releases a stream of constant loud aggressive barking that can produce fear in weaker foes. Foes of less than 4 hd must make a DC 14 Fort save or be shaken until they land a blow on the Kobalt. This barking can be heard for some distance and is used to signal and to emphasize more than as an attack unto itself. This is a free action that can be used as part of another action.

    Likable (Ex): Kobalts tend to make friends easily. They receive a +2 bonus to diplomacy checks.

    Vigilance (Ex): The senses of a Canid are sharper than a man's they gain a +2 Racial Bonus on Perception and a +1 bonus on Initiative and Ref Saves

    Kobalt Canids are so named as the tactics they used made early human interactions mistake them for Kobolds. Canids are dog like humanoids who tend to be happy, excitable, loyal, capable, and genuine. They tend to be easy targets for the wicked who use their trusting natures against them, but are generally well loved by their communities and their neutral and good aligned allies.

    Before human interaction, the Kobalts lived in communities that mirror wolf packs or packs of wild dogs largely, After the arrival of humans, the Kobalts flourished but largely in roles considered to be negative such as banditry and con artistry, not through some sort of natural evil, but by the necessity that the Canid mind must experience before it can truly understand, though their good nature and desire to be accepted make tasteful but evil work bitter honey for them and leaves them searching for a better path.

    ---------------------------------------------------

    Kobalt Canids as Characters:


    +2 Con
    -2 Wis
    +2 Cha

    Kobalts are tough, charismatic, and prone to mistakes.

    Low Light Vision

    Scent

    Natural Attack: Bite (1d4 primary)

    Bark

    Likable

    Vigilance

    Racial Skills: +2 Survival, +2 Perception

    Canid Traits: (Affected by any spell that can target an animal)
    Last edited by Beefermatic; Wednesday, 8th November, 2017 at 05:54 AM.

  2. #12
    MAVEN

    Mavens are the hidden geniuses of the world, people with a lot of potential, a lot of focus, an absolute armory of technical know-how behind them, and little reason to actually use it to their full potential. The vast majority of Mavens use their abilities to hide in plain sight, surviving like kings off their communities whilst not raising an eyebrow and not paying a dime.

    Sometimes referred to as 'Hobo Kings', Mavens initially learned their abilities from Brownies who taught the first Maven, a man who had been living in another man's home for over a year that he really should help around the house. They taught him to notice little things and quietly, secretly, taught him strange old magic and a way to see and interact with the world to use the fullest capacity of his abilities without compromising his position or his personal outlook.

    Many times on the wrong side of the Law, Mavens have made dealing with and breaking out of prison an art.

    Mavens tend to have technical outlooks and value the way things work and will have the urge to fix something, or to take in the more appreciative nature, vice what they can get or take from something, which is the vital difference between a Maven and a Rogue. An architect vice a grave robber.


    BAB: ¾ as Rogue
    Good Saves: Ref
    HD: d8

    Class Skills: 10+Int, Any 6 Class Skills of his Choice + Rogue Skills
    Weapon Prof: As Rogue

    CLASS ABILITIES

    1: Sneak Attack 1d6, Crafter, Trapfinding, Focus

    2: Maven's Luck, Slyness, Mend

    3: Sneak Attack 2d6

    4: Luck Bonus +1

    5: Sneak Attack 3d6, Silence 1/day

    6: Iron Will, Evasion

    7: Sneak Attack 4d6

    8: Luck Bonus +2, Jack of All Trades

    9: Sneak Attack 5d6, DR 1/-

    10: Keen Senses, Vanish, Silence 2/day

    11: Sneak Attack 6d6, Luck of Heroes

    12: Luck Bonus +3, Grace

    13: Sneak Attack 7d6, DR 2/-

    14: Hide in Plain Sight

    15: Sneak Attack 8d6, Silence 3/day

    16: Flow, Improved Evasion, Luck Bonus +4

    17: Sneak Attack 9d6, 3/-

    18: Improved Invisibility 1/day

    19: Sneak Attack 10d6

    20: Master Maven, Luck Bonus +5, Silence 4/day, Truesight



    Sneak Attack: As Rogue

    Crafter: (Ex) Mavens are incredibly gifted in the fields of arts and crafts, from alchemy to woodworking, Mavens gain a circumstance bonus equal to ½ Class Level on all Craft Skill checks.

    Maven's Luck: (Ex) Mavens seem to always be in the right place at the right time. Mavens gain a +1 Luck Bonus on all Saving Throws and AC, this AC and Save Bonus applies no matter what even if tied up unconscious and prone.

    Slyness: (Sp) Tapping into subtle magic, much like a Monk, a Maven is able to sneak past even career rogues. Mavens gain a circumstance bonus equal to ½ Class level on all Stealth checks

    Focus: (Su) By training their intention and focusing on a goal to exclusion, the Maven can attain a Flow State gaining a +1 Bonus to any one check, attack, or roll per round as a free action, the intent must be declared at beginning of round before rolls or damage is calculated. At 10th Level, this bonus increases by +1 and can be divided between several checks within a round, at 20th Level you gain an additional +1 bonus.

    Trapfinding: As Rogue

    Luck Bonus: (Sp) The Maven gains a Luck Bonus to AC equal to the number given.

    Mend: Spell Like Ability, CL equal to Class Level, At Will

    Silence: Spell Like Ability, CL equal to Class Level, 1/day at 5th level and every 5 levels after that

    Luck of Heroes: (Sp) A Maven's luck grows to epic proportions, gain an additional +1 Luck bonus to AC and saves.

    Iron Will: Bonus Feat

    Evasion: As the Rogue ability

    Damage Reduction: Mavens often find themselves on the wrong end of a beatdown, and eventually toughen to the point that they can shrug off blows reducing damage by 1/- this number increases by 1 point for every 4 levels beyond 9

    Vanish: (Su) Masters of misdirection and the subtle magic of staying hidden, a Maven can seem to quite literally vanish 3+ Cha Mod rounds/day as the spell Invisibility as a swift action.

    Jack of all Trades: (Ex) A focused dilettante, a Maven gains a smattering of all knowledge from his travels. All skills are treated as class skills, can roll even on unlearned, class specific, or trained only skills.

    Keen Senses: (Ex) The constant focus of the Maven has increased his base senses, at least when compared to a normal man. Gain Low Light Vision (Or add 30 Darkvision if you already have Low Light Vision) and a +1 Circumstance Bonus to Perception checks. x2 base Visual/ Audible sensory range.

    Grace: (Sp) The Maven's Focused state of Relaxation gives him uncanny mental and reflexive defense adding their Cha Bonus to Saves as they seem to effortlessly avoid attacks.

    Hide in Plain Sight: (Su) A Maven's skill grows to the point that they can Hide while being observed as long as they touch a shadow. (not your own)

    Flow: (Ex) A Maven's Incredible Luck and Undaunting focus come to a head as he gains his Cha Bonus as a Luck bonus to AC, and can gain his Charisma mod as a Luck bonus on all skill checks.

    Improved Evasion:
    As the Rogue ability

    Truesight: Spell-Like Ability. Constant effect, can be resumed or ended at will as an immediate action

    Master Maven: (Sp) Never fail on a natural “1”, Sneak Attack range increases by 30ft, Can attack creatures behind cover with no penalty within 60ft, constantly under the effect of a Pass Without Trace and Misdirection spell.
    Last edited by Beefermatic; Friday, 10th November, 2017 at 12:18 PM.

  3. #13
    Reposting the Odine Gnoll here.

    Gnoll, Odine, CR 3


    This strong looking more animalistic gnoll stands almost a foot taller than it's lesser brethren, and appears as a more pure cross of hyena and humanoid, it's striking black and white fur stained with blood, it's two-toned mohawk raises as it sees you it's heavy jaw tensing slightly... with calculating eyes it lopes towards you with a measured and rolling gait, it's powerful body ripples with sinewy muscle.


    XP: 800
    N Medium Monstrous Humanoid (Gnoll)
    Init +6, Senses: Low Light Vision, Darkvision 60, Scent; Perception +13


    Defense
    AC: 21 ( +2 Dex, +4 Natural, +4 Hide armor, +1 Dodge) Touch: 13, Flat Footed: 18
    Hit Dice: 4d10+16 ( 41 hp)
    Fort +7, Ref +6, Will +2
    Immune: Disease, +10 Resistance to Ingested Poison
    Defensive Abilities: Cast Iron Stomach


    Offense
    Speed 40ft (30ft in armor)
    Melee: Spear +8 (1d8+6/ x3), or 2 Claws +8 (1d3+4), or Bite +8 (1d8+8)
    Ranged: Spear +6 (1d8+6 /x3), Hunting bow or Sling +6 (1d4+4)
    Special Attacks: Gnoll Butter +6, Die Biting the Throat


    Statistics
    Str 18 +4
    Dex 15 +2
    Con 17 +3
    Int 8 -1
    Wis 13 +1
    Cha 8 -1
    Base attack+4; CMB +8; CMD 21
    Feats: Toughness, Dodge (b), Skill Focus: Perception, Improved Initiative, Endurance (b)
    Skills: Climb +9, Heal +6, Intimidate +10, Perception +13, Stealth +6, Survival +10, ; Racial Modifiers: +2 Climb, +2 Heal, +2 Intimidate, +2 Perception, +2 Survival
    Languages: Gnoll, Common
    Special Qualities: Crushing Bite, Weapon Familiarity


    Ecology
    Environment: Forest, Plains
    Organization: Solitary, Pair, Hunting Party (3-5), Band (6-20), or Tribe (21-60)
    Treasure: NPC gear (Hide armor, well balaced belt knife with various knocks and grooves (-1 to improvised tool penalty), sling, hunting bow (deals sling damage but deals piercing damage, applies str mod), spear, 10 balanced stones, 10 fire hardened wood arrows, flint and tinder, Red Frog Poison (DC:12 injury fort 1d3dex and reduces speed by 5 ft for 1d3 hours, primary, 1 str secondary 1/minute for 3 minutes), 1-10gp in semiprecious stones and gold pieces)


    Special Abilities
    Gnoll Butter (Ex): An Odine Gnoll can produce a thick, brown, gritty, foul smelling, extremely sticky grease from glands in their anus as a move action 3+ con mod/ per day. This substance though disgusting, is in fact a powerful antihemorrhagic, antibiotic, astringent, antiseptic, and healing agent. When applied to a wound it converts 1d8+ the gnoll's constitution modifier lethal damage into nonlethal damage for every 5 hit dice the gnoll possesses, and adds a +5 circumstance bonus on heal checks made to the recipient for 1 hour. Only 1 dose of Gnoll Butter may be applied in this fashion per hour.
    Additionally, high quantities of naturally occurring alcohols in the substance make it extremely flammable. If ignited, the substance burns for 1d4 + the gnoll's constitution modifier rounds, dealing 1d6 fire damage per round. Gnoll Butter may be thrown as a ranged touch attack with a range of 10 feet dealing no initial damage, on a critical hit it blinds the target for 24 hours with no save. All non gnolls within 5 feet of the substance must make a DC 15 fort save to avoid being sickened for 1d4 rounds in either application, a successful save makes you immune to this effect for 24 hours.


    1d4 doses of Gnoll Butter can be harvested from a gnoll via a DC 10 Craft Alchemy check.


    Cast Iron Stomach (Ex): Gnoll's capability to eat just about anything is legendary. They can eat even the most horrid, putrid, rotten meat or food and never risk disease and also receive a +10 racial bonus to saves against ingested poisons.


    Crushing Bite (Ex): Gnoll jaws are considered to be some of the strongest, size per size, in the world. Their bite deals damage as if the Gnoll was 2 size categories larger, deal x2 strength damage, and their bite is always considered a primary weapon.

    Die Biting the Throat (Ex):
    When a gnoll takes enough damage to either knock the gnoll unconscious or kill it, they gain a single immediate attack at their highest attack bonus.


    Scent (Ex): Gnolls can detect enemies by scent to a range of 30 ft, strong scents at double range, and overpowering scents at triple range. Pinpointing the location is a move equivalent action. Can track by smell.

    Weapon Familiarity (Ex): All gnolls are drilled from birth to be trained in the art of hunting and war, all of a gnoll's natural attacks are considered primary attacks and all are trained with the use of Slings, Bows, Daggers, Spears, and improvised weapons of all types, they also do not suffer accidental risk of poisoning themselves on poisons and toxins found from their known local environment (including their frog poison) they are incredibly perceptive to the weaknesses of weapons and how to counter them and can find suitable items from their environment usually.


    Odine Gnolls are powerfully built gnolls who stand considerably larger stronger and more imposingly than their cousins. Odine gnolls were simply a subset of normal gnolls until about 300 years ago when the gnolls becoming increasingly aware of the power and dominance of human kind and the loss of the influence of the Beastmen, Elves, and Goblinoids worldwide enacted a strategy to secure their independence, dominance, autonomy, and power in their environment and to secure the future of gnoll kind, if not world wide, at least for themselves and their neighbors.


    The gnolls convened with other tribes in the area, but the Odine tribe so named as they lived in the human nation of Odine, spearheaded an initiative to strictly guard and regulate who could breed, when and with who, and control the attributes so desired. After three hundred years, the gnolls have become exceedingly strong, large, and efficient, dismissing most religious ideals, and living in simple harmony with the world around them, they have learned to adapt to humankind and their lessons are spreading...


    Being driven by their curiosity and a greater sense of purpose, the Odine gnolls have made many leaps and bounds to bridge the gap of understanding between man and gnoll, living in close proximity and clashing with a powerful and prosperous human kingdom in it's prime, the gnolls have learned to face mounted knights, to avoid crossbow bolts, learn the common tongue and the power of written words and contracts (if not the very basics) and to use their land and their natural capabilities to their full advantage and when death seems certain they face their foe with a suicidal fury. They've learned the value of not needing supply lines and the value of tight knit groups, the gnolls... have become exceedingly powerful and mankind may need to start worrying...


    Odine gnolls stand roughly a foot taller than their cousins, their hands are rough and black on the palms and covered in black fur up to the elbows, their bodies are covered in fur that ranges from black and brown or white striped to plain brown black or gray, or white and many will either have a bald ( basic fur covered) head or a crest of two toned black and white hair like a mo hawk that raises when they are angered or otherwise emotionally aroused.


    They are simple, very intelligent in regards to what they know, sure of mind to the point of single mindedness, curious, predatory, and alert. They are just as likely to try and converse with you if they don't deem you a threat as they are to eat you simply because they are hungry and they could.


    They forget how frail human bodies are to them and have been known to badly maim close friends simply by excitedly hugging or playfully cuffing a humanoid friends arm.


    Combat:
    When Odine Gnolls are roused to combat against a powerful foe they attack viciously and if in their own environment will lead foes on a goose chase using sling bolts and javelins to irritate foes from a distance and their natural speed and endurance to lead less manueverable horses and men into traps made for both animals and men; mainly swinging logs, pit traps deadfall traps and falling boulders, they frequently use poisons and diseases if needed but prefer to kill foes outright. At this point they close with foes and strike hard attempting their strongest attacks against the most wounded of foes attempting a kill shot constantly. If at a distance they will throw a spear or if the foe seems doomed, simply leave and come back or soften them up with a few sling bolts or hunting arrows.


    After a few hours if the prey isn't dead they'll either attack or attempt communication, if the latter, such 'conversations' can take days, the gnoll will provide food, 'gnoll butter' and water to deal with whatever the survivor needs in order to continue their talk, after a time the gnoll willl either free, befriend or eat the survivor with basically equal chances.


    If wounded they will fight through the pain or retreat to relative safety before deploying their 'gnoll butter' to heal slightly and produce a terrible 'aura' effect. They may also use this to nauseate and horrify foes, throwing it at them like a mudball, they use this to their advantage attacking while their foe is weakened.


    If killed in combat, they throw themselves at their killers and attack with the last ounce of their strength...


    An odine gnoll once bit a into famous knight's arm after he had beheaded the beast on it's way down, clamping to the man's forearm and crushing it, with no priest around and no one of sufficient spellcasting or alchemical prowess to save it, his arm was ampuated, leaving him ruined...
    Last edited by Beefermatic; Monday, 8th January, 2018 at 09:15 AM.

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