Knight Otu
First Post
BOZ said:yeah, i don't think fey would work at all.![]()
And it wouldn't work for the two following creatures, either.

I’ve taken some liberties with the Sha’az, granting the knights more hit dice than the single one they would have according to the conversion guidelines.
Sha’az, Drone
Medium-Size Monstrous Humanoid
Hit Dice: 1d8 (4 hp)
Initiative: +0
Speed: 15 ft.
AC: 13 (+3 natural), touch 10, flat-footed 13
Attacks: Bite +0 melee
Damage: Bite 1d4-1
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Qualities: Darkvision 60 ft., icewalking
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 9, Dex 11, Con 11, Int 10, Wis 11, Cha 8
Skills: Craft (any one) +4, Listen +6, Search +4, Spot +6, Wilderness Lore +4
Feats: Alertness
Climate/Terrain: Cold mountains
Organization: Hive (14-28 drones, 15-30 warriors, 1-2 knights, 1 queen)
Challenge Rating: 1/2
Treasure: None
Alignment: Usually lawful neutral (good tendencies)
Advancement: By character class
Sha’az, Warrior
Medium-Size Monstrous Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 15 ft., fly 50 ft. (average)
AC: 16 (+5 natural, +1 small wooden shield), touch 10, flat-footed 16
Attacks: Weapon +3 melee and bite -2 melee, or bite +3 melee
Damage: By weapon +1, bite 1d4 (and poison) (secondary) or 1d4+1 (and poison) (primary)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., icewalking
Saves: Fort +1, Ref +2, Will +3
Abilities: Str 12, Dex 10, Con 12, Int 10, Wis 12, Cha 8
Skills: Intuit Direction +5, Listen +7, Search +4, Spot +7, Wilderness Lore +5
Feats: Alertness
Climate/Terrain: Cold mountains
Organization: Hive (14-28 drones, 15-30 warriors, 1-2 knights, 1 queen)
Challenge Rating: 1
Treasure: None
Alignment: Usually lawful neutral (good tendencies)
Advancement: By character class
Sha’az, Knight
Medium-Size Monstrous Humanoid
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 15 ft., fly 50 ft. (good)
AC: 16 (+5 natural, +1 small wooden shield), touch 10, flat-footed 16
Attacks: Weapon +6 melee and bite +1 melee, or bite +6 melee
Damage: By weapon +2, bite 1d4+1 (and poison) (secondary) or 1d4+2 (and poison) (primary)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., hivemind, icewalking
Saves: Fort +2, Ref +3, Will +5
Abilities: Str 15, Dex 10, Con 15, Int 10, Wis 15, Cha 10
Skills: Intuit Direction +6, Listen +8, Search +5, Spot +8, Wilderness Lore +7
Feats: Alertness, Flyby Attack (B)
Climate/Terrain: Cold mountains
Organization: Hive (14-28 drones, 15-30 warriors, 1-2 knights, 1 queen)
Challenge Rating: 2
Treasure: None
Alignment: Usually lawful neutral (good tendencies)
Advancement: By character class
Sha’az, Queen
Medium-Size Monstrous Humanoid
Hit Dice: 10d8+20 (65 hp)
Initiative: +0
Speed: 15 ft., fly 50 ft. (average)
AC: 18 (+8 natural), touch 10, flat-footed 18
Attacks: Weapon +13 melee and bite +8 melee, or bite +13 melee
Damage: By weapon +3, bite 1d4+1 (and poison) (secondary) or 1d4+3 (and poison) (primary)
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Poison, spells
Special Qualities: Darkvision 60 ft., hivemind, icewalking
Saves: Fort +5, Ref +7, Will +11
Abilities: Str 17, Dex 10, Con 15, Int 14, Wis 19, Cha 14
Skills: Concentration +9, Diplomacy +9, Knowledge (any one) +9, Listen +12, Sense Motive +11, Spot +12, Wilderness Lore +10
Feats: Alertness, Flyby Attack, any 3 metamagic or item creation feats
Climate/Terrain: Cold mountains
Organization: Hive (14-28 drones, 15-30 warriors, 1-2 knights, 1 queen)
Challenge Rating: 11
Treasure: Double standard
Alignment: Usually lawful neutral (good tendencies)
Advancement: By character class
Sha’az are a race of insectile humanoids adapted to arctic climates. The torso and head are human-like, but the lower body is that of a four-legged insect, covered in white fur and downs protecting from the cold weather. The arms are also insectile in shape, but allow the use of tools. The hind legs allow the sha’az to walk over ice freely, thanks to small, retractable claws. From the cheeks of the sha’az, powerful mandibles grow, which allow most of them a poisoned bite.
The sha’az have several castes, with the female drones being the servants of the queen. They are the weakest among the sha’az, and usually stay close to their queen, not entering combat. They are not poisonous. Next are the warriors, male sha’az with not only a poisonous bite, but also with four translucent wings hidden within their downs. One in ten warriors is actually a knight, a more powerful variant with a direct empathic link to the sha’az queen. This queen is a natural spellcaster, obviously always female, even though it shares many features with her knights. She can usually create magical equipment for her most powerful servants.
Sha’az speak their own language, a combination of words, smells and and gestures.
Combat
Drones never fight unless the queen is in danger, leaving the martial ways to the warriors and knights. These will usually attack with their weapons, reserving the poison of their bite for lightly armored opponents. Knights will use their Flyby Attack bonus feat liberally.
Poison (Ex): A sha’az, with the exception of the drone, can choose to deliver its poison on a successful bite attack. If it does so, it cannot use its poison again for 24 hours. Thje Fortitude save and damage depend on the caste of the sha’az. The initial and secondary damage is the same. Drones do not have this ability.
Code:
[color=white][b]Caste DC Damage[/b]
Warrior 11 1d4 Dex, 1d4 Con
Knight 13 1d6 Dex, 1d6 Con
Queen 17 1d8 Dex, 1d8 Con[/color]
Hivemind (Ex): A sha’az queen and all her knights within 900 feet are in constant communication. If one is aware of a particular danger, they all are. If one of them is not flat-footed, none of them are. No sha’az knight or queen in a group is considered flanked unless all of them are. This ability can exceed the normal range, but a knight beyond the range risks being seperated from the hivemind for a period of time. In up to 1 mile, the knight can make a Will save (DC 7) or loose this ability for 24 hours. For every mile beyond that, the knight must make another Will save, with the DC being increased by 1 for each mile passed. Neither warriors nor drones have this ability.
Icewalking (Ex): This ability works like the spider climb[/b] spell, but the surface the sha’az climbs must be icy. It is always in effect.
Skills: Sha’az receive a +2 racial bonus on Climb checks.
Society
The sha’az live in hives of 30 to 60 individuals, dug into arctic glaciers. They serve their queen, who is usually the only major spell-caster in the hive, with the ability to create magical items. The queen, who can live several centuries, lays the eggs from which the young sha’az hatch. Sometimes, a new queen is born among them, who leaves the hive as soon as she has grown to adulthood, forming a vassal hive loyal to the mother queen.
The death of a queen always results in the death of the whole hive, as the drones seal of the exits to the hive, to suffocate in their old home. If the dead queen had any vassals, they pledge their loyalty to the oldest living relative of the dead queen.
Characters
While the roles in the sha’az society are rigidly bound to the castes, several sha’az advance in class levels to better serve their queen. A sha’az favored class and level adjustment depend on the caste.
Code:
[color=white][b]Caste LA Fav.Class[/b]
Drone +0 Expert
Warrior +1 Ranger
Knight +3 Paladin/Ranger (choose one)
Queen +15 Cleric[/color]