Knightfall
World of Kulan DM
Planetouched, Go’lok
Medium Outsider (Evil, Lawful)
Hit Dice: 1d8+2 (6 hp)
Initiative: +2 (Dex)
Speed: 20ft. in scale mail (4 squares); base speed 20ft.
AC: 19 (+2 Dex, +4 scale mail, +2 heavy shield, +1 natural), touch 12, flat-footed 17
Base Attack/Grapple: +1/+4
Attack: Claw +4 melee (1d4+3) or dwarven waraxe +5 melee (1d10+2) or composite shortbow (+3) +3 ranged (1d6+3)
Full Attack: 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1) or dwarven waraxe +5 melee (1d10+2) and bite -1 melee (1d6+1) and claw -1 melee (1d4+1) or composite shortbow (+3) +3 ranged (1d6+3)
Space/Reach: 5ft./5ft.
Special Attacks: Smite good
Special Qualities: Damage reduction 5/magic, spell-like abilities, stability, stonecunning, weapon familiarity, plus other racial traits (see below)
Saves: Fort +5*, Ref +2*, Will -1*
Abilities: Str 17 (+3), Dex 15 (+2), Con 16 (+3), Int 14 (+2), Wis 9 (-1), Cha 8 (-1)
Skills: Appraise +6**, Concentration +5, Craft (blacksmithing) +6**, Craft (stonemasonry) +6**, Knowledge (arcana) +4, Knowledge (the planes) +4, Listen +3, Search +4, Spellcraft +4, Spot +3
Feats: Weapon Focus (dwarven waraxe)
Environment: Any hill, mountains, and underground
Organization: Team (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd to 6th-level), or clan (30–100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 2
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +4
Dwarves are known for their vigilance against evil even so much as to take the fight to it. This often leads to dwarven warriors dying or being taken prisoner. Those unfortunate dwarven souls that are captured by fiends are often dragged backed to the Nine Hells or the Abyss. Those taken by demons don’t last long in the chaos of the Abyss. However, dwarves adapt better to the lawful nature of the Hells, regardless of the horrors that exist there.
Go’loks are children of dwarven slaves that adapted to living within the lawful and evil society of the devils in the Nine Hells. They appear to be dwarves but with mottled skin, which ranged from blood red to pitch black. They have long, black claws and jagged teeth, as well as milky-white eyes filled with malevolence.
Go’loks speak Dwarven and Infernal.
Combat
Go’loks use tactics like normal dwarves but without honor or mercy. They battle to kill, maim, and smite good opponents using traditional dwarven weapons modified with jagged edges and fiendish engravings.
Smite Good (Su): Once per day a go’lok can make a normal melee attack to deal extra damage equal to its Hit Dice against a good foe. This ability doesn’t stack with the Smite Good class ability of the Blackguard prestige class.
Spell-Like Abilities: 3/day—darkness. This ability is as if the spell is cast by a 1st-level cleric.
Stability: A go'lok gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Stonecunning: This ability grants a go'lok a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A go'lok who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a go'lok can use the Search skill to find stonework traps as a rogue can. A go'lok can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Go’loks may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Go’loks as Characters
Go’loks favor the fighter class.
Go’lok Traits
Go’loks benefit from a number of racial traits:
— +4 to Strength, +4 to Dexterity, +4 to Constitution, +4 Intelligence.
— Medium-sized. (Use dwarf height and weight. See the PHB in Chapter 6: Description.)
— Base land speed is 20 feet. However, go’loks can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
— Darkvision up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
— A go’lok is immune to poison and has acid, cold, electricity and fire resistance 20.
— +1 racial bonus to attack rolls against orcs and goblinoids, through special combat training.
— +2 racial bonus to Will saves against spells and spell-like abilities. *Not reflected in the saving throw numbers given here.
— +4 dodge bonus against giants, through special defensive training. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
— Special Attacks: Smite good.
— Special Qualities: DR 5/magic, spell-like abilities.
— Skills: Go’loks receive a +2 racial bonus to Appraise checks and Craft or Profession checks that are related to stone or metal. **Not reflected in the skill numbers given here.
— Automatic Languages: Dwarven and Infernal. Bonus Languages: Giant, Goblin, Orc, Terran, and Undercommon.
— Favored Class: Fighter. A multiclass go’lok's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
Base Creature: Dwarf
Template(s): Half-Fiend (D&D Monster Manual v.3.0), converted to v.3.5
Medium Outsider (Evil, Lawful)
Hit Dice: 1d8+2 (6 hp)
Initiative: +2 (Dex)
Speed: 20ft. in scale mail (4 squares); base speed 20ft.
AC: 19 (+2 Dex, +4 scale mail, +2 heavy shield, +1 natural), touch 12, flat-footed 17
Base Attack/Grapple: +1/+4
Attack: Claw +4 melee (1d4+3) or dwarven waraxe +5 melee (1d10+2) or composite shortbow (+3) +3 ranged (1d6+3)
Full Attack: 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1) or dwarven waraxe +5 melee (1d10+2) and bite -1 melee (1d6+1) and claw -1 melee (1d4+1) or composite shortbow (+3) +3 ranged (1d6+3)
Space/Reach: 5ft./5ft.
Special Attacks: Smite good
Special Qualities: Damage reduction 5/magic, spell-like abilities, stability, stonecunning, weapon familiarity, plus other racial traits (see below)
Saves: Fort +5*, Ref +2*, Will -1*
Abilities: Str 17 (+3), Dex 15 (+2), Con 16 (+3), Int 14 (+2), Wis 9 (-1), Cha 8 (-1)
Skills: Appraise +6**, Concentration +5, Craft (blacksmithing) +6**, Craft (stonemasonry) +6**, Knowledge (arcana) +4, Knowledge (the planes) +4, Listen +3, Search +4, Spellcraft +4, Spot +3
Feats: Weapon Focus (dwarven waraxe)
Environment: Any hill, mountains, and underground
Organization: Team (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd to 6th-level), or clan (30–100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 2
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: By character class
Level Adjustment: +4
Dwarves are known for their vigilance against evil even so much as to take the fight to it. This often leads to dwarven warriors dying or being taken prisoner. Those unfortunate dwarven souls that are captured by fiends are often dragged backed to the Nine Hells or the Abyss. Those taken by demons don’t last long in the chaos of the Abyss. However, dwarves adapt better to the lawful nature of the Hells, regardless of the horrors that exist there.
Go’loks are children of dwarven slaves that adapted to living within the lawful and evil society of the devils in the Nine Hells. They appear to be dwarves but with mottled skin, which ranged from blood red to pitch black. They have long, black claws and jagged teeth, as well as milky-white eyes filled with malevolence.
Go’loks speak Dwarven and Infernal.
Combat
Go’loks use tactics like normal dwarves but without honor or mercy. They battle to kill, maim, and smite good opponents using traditional dwarven weapons modified with jagged edges and fiendish engravings.
Smite Good (Su): Once per day a go’lok can make a normal melee attack to deal extra damage equal to its Hit Dice against a good foe. This ability doesn’t stack with the Smite Good class ability of the Blackguard prestige class.
Spell-Like Abilities: 3/day—darkness. This ability is as if the spell is cast by a 1st-level cleric.
Stability: A go'lok gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Stonecunning: This ability grants a go'lok a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A go'lok who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a go'lok can use the Search skill to find stonework traps as a rogue can. A go'lok can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Go’loks may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Go’loks as Characters
Go’loks favor the fighter class.
Go’lok Traits
Go’loks benefit from a number of racial traits:
— +4 to Strength, +4 to Dexterity, +4 to Constitution, +4 Intelligence.
— Medium-sized. (Use dwarf height and weight. See the PHB in Chapter 6: Description.)
— Base land speed is 20 feet. However, go’loks can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
— Darkvision up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
— A go’lok is immune to poison and has acid, cold, electricity and fire resistance 20.
— +1 racial bonus to attack rolls against orcs and goblinoids, through special combat training.
— +2 racial bonus to Will saves against spells and spell-like abilities. *Not reflected in the saving throw numbers given here.
— +4 dodge bonus against giants, through special defensive training. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
— Special Attacks: Smite good.
— Special Qualities: DR 5/magic, spell-like abilities.
— Skills: Go’loks receive a +2 racial bonus to Appraise checks and Craft or Profession checks that are related to stone or metal. **Not reflected in the skill numbers given here.
— Automatic Languages: Dwarven and Infernal. Bonus Languages: Giant, Goblin, Orc, Terran, and Undercommon.
— Favored Class: Fighter. A multiclass go’lok's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
Base Creature: Dwarf
Template(s): Half-Fiend (D&D Monster Manual v.3.0), converted to v.3.5