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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 2733948" data-attributes="member: 2012"><p>My anthropomorphic geckos, updated to v.3.5, from my old Humanoids + Templates thread. - KF72</p><p></p><p><span style="color: DarkOrange"><strong>GECKOFOLK</strong></span></p><p><strong>Medium Monstrous Humanoid (Reptilian)</strong></p><p><strong>Hit Dice:</strong> 2d8+6 (15 hp)</p><p><strong>Initiative:</strong> +2 (Dex)</p><p><strong>Speed:</strong> 30 ft. (6 squares), climb 30 ft.</p><p><strong>AC:</strong> 15 (+2 Dex, +3 natural), touch 12, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +2/+5</p><p><strong>Attack:</strong> Bite +2 melee (1d8+4) or longspear +2 melee (1d8+3/x3) or shortbow +2 ranged (1d6/x3)</p><p><strong>Full Attack:</strong> Bite +2 melee (1d8+4) or longspear +2 melee (1d8+3/x3) or shortbow +2 ranged (1d6/x3)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> None</p><p><strong>Special Qualities:</strong> Darkvision 60 ft.</p><p><strong>Saves:</strong> Fort +3, Ref +5, Will +5</p><p><strong>Abilities:</strong> Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 11 (+0), Wis 14 (+2), Cha 6 (-2)</p><p><strong>Skills:</strong> Climb +9, Hide +8, Listen +6, Move Silently +8, Spot +4</p><p><strong>Feats:</strong> Deep Denizen</p><p></p><p><strong>Continent/Region:</strong> Kanpur and the Fallenlands</p><p><strong>Climate/Terrain:</strong> Any warm lands and underground </p><p><strong>Organization:</strong> Solitary or group (2–5 plus 100% noncombatants plus 1 3rd-level leader)</p><p><strong>Challenge Rating:</strong> 2</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always neutral good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +1</p><p></p><p><em>This reptilian creature, which stands as tall as an elf, has pale-blue colored skin with orange-brown spots. Its hands and feet are webbed and the tips of its fingers and toes have suction cups like that of a gecko. Its lizard-like head has bulging eyes and mouth filled with sharp teeth. The creature carries a longspear deftly in its oddly formed hands, and it has a bow and quiver strapped to its back.</em></p><p></p><p>Geckofolk are nature lovers, both the wild warm forests and plains of the continents of Kanpur & the Fallenlands and the untouched, dark beauty of the Underearth. They are allies to any good ranger and also respect most druids as well.</p><p></p><p>On the continent known as the Fallenlands, geckofolk are rarely found outside the confines of the Ong Jungle. They have been seen living on some of the more remote islands surrounding the continent, but these geckofolk are more savage (considered true neutral) and don’t allow outsiders near their settlements.</p><p></p><p>On the continent of Kanpur, geckofolk range throughout the entire region known as the Dark Continent. They natives believe geckofolk are good nature spirits that protect forests and grasslands. Geckofolk are also found east of the Lands of Fate near the Indjiran Peninsula. They are allies to the tortles living in that region.</p><p></p><p>Geckofolk speak Sylvan and Undercommon.</p><p></p><p><strong>Combat</strong></p><p>Geckofolk often climb up shear surfaces, such as cavern walls, and then drop on opponents from above.</p><p></p><p><em>Skills</em>: Geckofolk receive a + 4 racial bonus to Hide, Move Silently and Climb checks. Geckofolk gain a +2 competence bonus on Listen checks and a +4 competence bonus when tracking by scent.</p><p></p><p><strong>Geckofolk Society</strong></p><p>Geckofolk are nomadic by nature and rarely stay in one place for more than a few months. Their leaders are always fighters or wizards. Rarely, a group of geckofolk will have a fighter/wizard or ranger/druid as their leader. Geckofolk groups are never made up of more than 6 adults although they always have an equal number of children in the group, minus the leader.</p><p></p><p>Geckofolk tend to get along well with other good or neutral races with a bent towards nature such as elves, gnomes, and halflings (including the sahne of the Fallenlands). They don’t get along with other lizard-like races (i.e. lizardfolk) and despise goblinoids, orcs, and evil giants. They are neutral towards dwarves and humans. Geckofolk hate most of the evil race of the Underearth, but the morlocks most of all.</p><p></p><p><strong>Geckofolk as Characters</strong></p><p>Geckofolk make poor sorcerers and bards but have a good sense for nature and wizardry. Thus, they often become wizards, druids and rangers. Most geckofolk encountered are usually rogues, however, and they favor that class.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2733948, member: 2012"] My anthropomorphic geckos, updated to v.3.5, from my old Humanoids + Templates thread. - KF72 [COLOR=DarkOrange][B]GECKOFOLK[/B][/COLOR] [B]Medium Monstrous Humanoid (Reptilian)[/B] [B]Hit Dice:[/B] 2d8+6 (15 hp) [B]Initiative:[/B] +2 (Dex) [B]Speed:[/B] 30 ft. (6 squares), climb 30 ft. [B]AC:[/B] 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 [B]Base Attack/Grapple:[/B] +2/+5 [B]Attack:[/B] Bite +2 melee (1d8+4) or longspear +2 melee (1d8+3/x3) or shortbow +2 ranged (1d6/x3) [B]Full Attack:[/B] Bite +2 melee (1d8+4) or longspear +2 melee (1d8+3/x3) or shortbow +2 ranged (1d6/x3) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] None [B]Special Qualities:[/B] Darkvision 60 ft. [B]Saves:[/B] Fort +3, Ref +5, Will +5 [B]Abilities:[/B] Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 11 (+0), Wis 14 (+2), Cha 6 (-2) [B]Skills:[/B] Climb +9, Hide +8, Listen +6, Move Silently +8, Spot +4 [B]Feats:[/B] Deep Denizen [B]Continent/Region:[/B] Kanpur and the Fallenlands [B]Climate/Terrain:[/B] Any warm lands and underground [B]Organization:[/B] Solitary or group (2–5 plus 100% noncombatants plus 1 3rd-level leader) [B]Challenge Rating:[/B] 2 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always neutral good [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +1 [I]This reptilian creature, which stands as tall as an elf, has pale-blue colored skin with orange-brown spots. Its hands and feet are webbed and the tips of its fingers and toes have suction cups like that of a gecko. Its lizard-like head has bulging eyes and mouth filled with sharp teeth. The creature carries a longspear deftly in its oddly formed hands, and it has a bow and quiver strapped to its back.[/I] Geckofolk are nature lovers, both the wild warm forests and plains of the continents of Kanpur & the Fallenlands and the untouched, dark beauty of the Underearth. They are allies to any good ranger and also respect most druids as well. On the continent known as the Fallenlands, geckofolk are rarely found outside the confines of the Ong Jungle. They have been seen living on some of the more remote islands surrounding the continent, but these geckofolk are more savage (considered true neutral) and don’t allow outsiders near their settlements. On the continent of Kanpur, geckofolk range throughout the entire region known as the Dark Continent. They natives believe geckofolk are good nature spirits that protect forests and grasslands. Geckofolk are also found east of the Lands of Fate near the Indjiran Peninsula. They are allies to the tortles living in that region. Geckofolk speak Sylvan and Undercommon. [B]Combat[/B] Geckofolk often climb up shear surfaces, such as cavern walls, and then drop on opponents from above. [I]Skills[/I]: Geckofolk receive a + 4 racial bonus to Hide, Move Silently and Climb checks. Geckofolk gain a +2 competence bonus on Listen checks and a +4 competence bonus when tracking by scent. [B]Geckofolk Society[/B] Geckofolk are nomadic by nature and rarely stay in one place for more than a few months. Their leaders are always fighters or wizards. Rarely, a group of geckofolk will have a fighter/wizard or ranger/druid as their leader. Geckofolk groups are never made up of more than 6 adults although they always have an equal number of children in the group, minus the leader. Geckofolk tend to get along well with other good or neutral races with a bent towards nature such as elves, gnomes, and halflings (including the sahne of the Fallenlands). They don’t get along with other lizard-like races (i.e. lizardfolk) and despise goblinoids, orcs, and evil giants. They are neutral towards dwarves and humans. Geckofolk hate most of the evil race of the Underearth, but the morlocks most of all. [B]Geckofolk as Characters[/B] Geckofolk make poor sorcerers and bards but have a good sense for nature and wizardry. Thus, they often become wizards, druids and rangers. Most geckofolk encountered are usually rogues, however, and they favor that class. [/QUOTE]
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