Several Leonin NPCs for use in games.
Abuna Acolyte
Abuna Acolytes are apprentice Abunas, clerics and healers of the Leonin. They are able to heal the wounded and repair equipment, they also learn how to become spiritual healers and leaders.
Leonin Abuna Acolyte
CR 1;
Medium Humanoid
Hit Dice: 2d8+4; hp 16;
Mass: 15;
Init: +1;
Speed: 40 ft;
Defense 13, touch 13, flat-footed 12;
BAB: +1; Grap +2; Atk +2 melee spear (1d8+1), or +2 melee claw (1d4+1);
Full Atk +2 melee spear (1d8+1) or +2 melee claw (1d4+1);
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SA: Pounce, Healing Touch, Mending Touch
SQ: Keen Smell, Leonin traits,
AL: Tribe;
SV: Fort +3, Ref +2 , Will +4; AP 0; Rep +0;
Ability Scores: Str 13, Dex 13, Con 15, Int 11, Wis 12, Cha 10.
Skills: Balance +3, Climb +2, Knowledge (earth & life sciences) +2, Knowledge: Theology & Religion +2, Listen +4, Repair +2, Read/Write Leonin, Read/Write English (or regional area), Search +2, Spot +3, Treat Injury +4
Feats: Simple Weapons Proficiency, Brawl, Archaic Weapon (Spear)
Advancement:
Organization: Found in groups of 1, 2, or 3 with an Abuna
Equipment: 2 Spears, sack with 3 days rations, healing herbs, tools, few personal items, robes.
Leonin not in tribal lands will typically have vibro blade knives, spears, crossbow with high tech bolts, may even have repeating crossbows. Higher level members will have Personal Firearms proficiency and carry automatic weapons, needlers, or similar projectile weapons.
Healing Touch (Sp)
The Abuna Acolyte can place their hand on a living being as a full round action, channeling divine magical energy into the wounded, able to heal 1d4+1 hp. Able to do this 5 times (3 + Con modifier) times per day).
Mending Touch (Sp)
The Abuna Acolyte can use their divine magic to repair equipment. As a full round action, touching the target item, can repair 2 hit points. This can be combined with the Repair check to double the amount of hit points repaired. Usable 3 (1 + Con modifier) times per day.
Armoured Guardian
Armoured Guardians are protectors that use magical energy to protect themselves and others from magical attacks.
Leonin Armoured Guardian
CR 4;
Medium Humanoid
Hit Dice: 5d8+10; hp 39;
Mass: 15;
Init: +1;
Speed: 30 ft;
Defense 15, touch 10, flat-footed 15
BAB: +3; Grap +6; Atk +6 melee spear (1d8+3) or +6 melee scimitar (1d6+3), or +6 melee claw (1d4+3), or +3 ranged crossbow (1d10, 40 ft);
Full Atk +6 melee spear (1d8+3) or +6 melee scimitar (1d6+3) or +6 melee claw (1d4+3), or +3 ranged crossbow (1d10, 40 ft);
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SA: Pounce, Protection, Magic Shroud
SQ: Keen Smell, Leonin traits
AL: Tribe;
SV: Fort +3, Ref +1 , Will +5; AP 0; Rep +0;
Ability Scores: Str 16, Dex 11, Con 15, Int 11, Wis 12, Cha 8.
Skills: Balance +4, Climb +5, Intimidate +4, Knowledge (earth & life sciences) +2, Listen +6, Move Silently +4, Read/Write Leonin, Read/Write English (or regional area), Search +3, Spot +5
Feats: Simple Weapons Proficiency, Brawl, Archaic Weapon (Spear, Sword)
Advancement:
Organization: Found in groups of 1, 2, or 3, usually with important member of Leonin society, such as Abuna, chiefs, etc.
Equipment: 2 Spears, scimitar, sack with 3 days rations, few personal items, breast plate armour, crossbow, 20 bolts.
Leonin not in tribal lands will typically have vibro blade knives, spears, crossbow with high tech bolts, may even have repeating crossbows. Higher level members will have Personal Firearms proficiency and carry automatic weapons, needlers, or similar projectile weapons.
Protection (Sp)
The Armoured Guardian can draw upon magical energy to grant an ally protection against attacks and magic. As a full round action, can select one ally within 15 feet, granting them a +2 Deflection bonus to Defense and +2 to Magic resistance and saves against magical effects. If the target has no magical resistance, has magic resistance 12. This lasts for 5 rounds, usable 3 (2 + Wis modifier) times per day.
Magic Shroud (Sp)
The Armoured Guardian can draw upon magical energy to protect themselves from magic and spell-like abilities. As a full round action, grains +4 Deflection to Defense, +3 saves against magical effects and Magic resistance 13, lasts for 3 rounds. Usable 3 (2 + Wis modifier) times per day.
Hero of the Pride
Leonin Fight for neither god nor polis; their loyalty is to their pride. Heroes of the Pride are powerful warriors, they exhibit great combat skills and leadership, being the champions of the Pride. They inspire their fellow warriors and lead from the front, charging into danger. They are usually equipped with the best equipment the tribe can provide, with a magical scimitar as their primary weapon after they charge into battle with their spears.
Tribes in rural areas may equip their heroes with magical vibro blades, and grenade launchers with magical ammunition if any are available.
Leonin Hero of the Pride
CR 6;
Medium Humanoid
Hit Dice: 7d8+21; hp 126;
Mass: 16;
Init: +1;
Speed: 30 ft;
Defense 17, touch 11, flat-footed 16
BAB: +5; Grap +8; Atk +8 melee spear (1d8+3) or +9 melee scimitar +1 (1d6+4 +1d6 fire), or +8 melee claw (1d4+3), or +6 ranged crossbow (1d10, 40 ft);
Full Atk +8 melee spear (1d8+3) or +9 melee scimitar (1d6+4 + 1d6 fire) or +8 melee claw (1d4+3), or +6 ranged crossbow (1d10, 40 ft);
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SA: Pounce, Shared Might,
SQ: Keen Smell, Leonin traits, Strength of the Pride
AL: Tribe;
SV: Fort +8, Ref +3 , Will +2; AP 0; Rep +0;
Ability Scores: Str 16, Dex 12, Con 16, Int 11, Wis 10, Cha 10.
Skills: Balance +4, Climb +5, Intimidate +4, Knowledge (earth & life sciences) +2, Listen +6, Move Silently +4, Read/Write Leonin, Read/Write English (or regional area), Search +3, Spot +5
Feats: Simple Weapons Proficiency, Brawl, Archaic Weapon (Spear, Sword)
Advancement:
Organization: Found in groups of 1, 2, or 3, usually with important member of Leonin society, such as Abuna, chiefs, etc.
Equipment: 4 Spears, Magic scimitar, sack with 3 days rations, few personal items, breast plate armour, crossbow, 30 bolts.
Leonin not in tribal lands will typically have vibro blade knives, spears, crossbow with high tech bolts, may even have repeating crossbows. Higher level members will have Personal Firearms proficiency and carry automatic weapons, needlers, or similar projectile weapons.
Shared Might (Sp)
Whenever an ally uses a spell or spell-like ability on the Hero of the Pride, the Hero of the Pride can share some of that magical power with their allies. For each spell or spell-like ability used by an ally on the Hero of the Pride, all allies and the Hero of the Pride, gain +1 to attack rolls and +1 to melee damage for 2 rounds.
Strength of the Pride (Ex)
The Hero of the Pride can draw upon their loyalty to their Pride, able to gain strength and speed. As a move equivalent action, the Hero of the Pride gains +4 Strength, +20 ft speed, melee damage increased by +3 (this is factoring in +2 to Strength), but suffers -2 to Defense and Reflex saves. This lasts for 4 (1 + Con modifier) rounds, usable 5 (2 + Con modifier) times per day. After each use, the Hero of the Pride is exhausted.
Abuna Acolyte
Abuna Acolytes are apprentice Abunas, clerics and healers of the Leonin. They are able to heal the wounded and repair equipment, they also learn how to become spiritual healers and leaders.
Leonin Abuna Acolyte
CR 1;
Medium Humanoid
Hit Dice: 2d8+4; hp 16;
Mass: 15;
Init: +1;
Speed: 40 ft;
Defense 13, touch 13, flat-footed 12;
BAB: +1; Grap +2; Atk +2 melee spear (1d8+1), or +2 melee claw (1d4+1);
Full Atk +2 melee spear (1d8+1) or +2 melee claw (1d4+1);
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SA: Pounce, Healing Touch, Mending Touch
SQ: Keen Smell, Leonin traits,
AL: Tribe;
SV: Fort +3, Ref +2 , Will +4; AP 0; Rep +0;
Ability Scores: Str 13, Dex 13, Con 15, Int 11, Wis 12, Cha 10.
Skills: Balance +3, Climb +2, Knowledge (earth & life sciences) +2, Knowledge: Theology & Religion +2, Listen +4, Repair +2, Read/Write Leonin, Read/Write English (or regional area), Search +2, Spot +3, Treat Injury +4
Feats: Simple Weapons Proficiency, Brawl, Archaic Weapon (Spear)
Advancement:
Organization: Found in groups of 1, 2, or 3 with an Abuna
Equipment: 2 Spears, sack with 3 days rations, healing herbs, tools, few personal items, robes.
Leonin not in tribal lands will typically have vibro blade knives, spears, crossbow with high tech bolts, may even have repeating crossbows. Higher level members will have Personal Firearms proficiency and carry automatic weapons, needlers, or similar projectile weapons.
Healing Touch (Sp)
The Abuna Acolyte can place their hand on a living being as a full round action, channeling divine magical energy into the wounded, able to heal 1d4+1 hp. Able to do this 5 times (3 + Con modifier) times per day).
Mending Touch (Sp)
The Abuna Acolyte can use their divine magic to repair equipment. As a full round action, touching the target item, can repair 2 hit points. This can be combined with the Repair check to double the amount of hit points repaired. Usable 3 (1 + Con modifier) times per day.
Armoured Guardian
Armoured Guardians are protectors that use magical energy to protect themselves and others from magical attacks.
Leonin Armoured Guardian
CR 4;
Medium Humanoid
Hit Dice: 5d8+10; hp 39;
Mass: 15;
Init: +1;
Speed: 30 ft;
Defense 15, touch 10, flat-footed 15
BAB: +3; Grap +6; Atk +6 melee spear (1d8+3) or +6 melee scimitar (1d6+3), or +6 melee claw (1d4+3), or +3 ranged crossbow (1d10, 40 ft);
Full Atk +6 melee spear (1d8+3) or +6 melee scimitar (1d6+3) or +6 melee claw (1d4+3), or +3 ranged crossbow (1d10, 40 ft);
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SA: Pounce, Protection, Magic Shroud
SQ: Keen Smell, Leonin traits
AL: Tribe;
SV: Fort +3, Ref +1 , Will +5; AP 0; Rep +0;
Ability Scores: Str 16, Dex 11, Con 15, Int 11, Wis 12, Cha 8.
Skills: Balance +4, Climb +5, Intimidate +4, Knowledge (earth & life sciences) +2, Listen +6, Move Silently +4, Read/Write Leonin, Read/Write English (or regional area), Search +3, Spot +5
Feats: Simple Weapons Proficiency, Brawl, Archaic Weapon (Spear, Sword)
Advancement:
Organization: Found in groups of 1, 2, or 3, usually with important member of Leonin society, such as Abuna, chiefs, etc.
Equipment: 2 Spears, scimitar, sack with 3 days rations, few personal items, breast plate armour, crossbow, 20 bolts.
Leonin not in tribal lands will typically have vibro blade knives, spears, crossbow with high tech bolts, may even have repeating crossbows. Higher level members will have Personal Firearms proficiency and carry automatic weapons, needlers, or similar projectile weapons.
Protection (Sp)
The Armoured Guardian can draw upon magical energy to grant an ally protection against attacks and magic. As a full round action, can select one ally within 15 feet, granting them a +2 Deflection bonus to Defense and +2 to Magic resistance and saves against magical effects. If the target has no magical resistance, has magic resistance 12. This lasts for 5 rounds, usable 3 (2 + Wis modifier) times per day.
Magic Shroud (Sp)
The Armoured Guardian can draw upon magical energy to protect themselves from magic and spell-like abilities. As a full round action, grains +4 Deflection to Defense, +3 saves against magical effects and Magic resistance 13, lasts for 3 rounds. Usable 3 (2 + Wis modifier) times per day.
Hero of the Pride
Leonin Fight for neither god nor polis; their loyalty is to their pride. Heroes of the Pride are powerful warriors, they exhibit great combat skills and leadership, being the champions of the Pride. They inspire their fellow warriors and lead from the front, charging into danger. They are usually equipped with the best equipment the tribe can provide, with a magical scimitar as their primary weapon after they charge into battle with their spears.
Tribes in rural areas may equip their heroes with magical vibro blades, and grenade launchers with magical ammunition if any are available.
Leonin Hero of the Pride
CR 6;
Medium Humanoid
Hit Dice: 7d8+21; hp 126;
Mass: 16;
Init: +1;
Speed: 30 ft;
Defense 17, touch 11, flat-footed 16
BAB: +5; Grap +8; Atk +8 melee spear (1d8+3) or +9 melee scimitar +1 (1d6+4 +1d6 fire), or +8 melee claw (1d4+3), or +6 ranged crossbow (1d10, 40 ft);
Full Atk +8 melee spear (1d8+3) or +9 melee scimitar (1d6+4 + 1d6 fire) or +8 melee claw (1d4+3), or +6 ranged crossbow (1d10, 40 ft);
FS: 5 ft. by 5 ft.; Reach 5 ft.;
SA: Pounce, Shared Might,
SQ: Keen Smell, Leonin traits, Strength of the Pride
AL: Tribe;
SV: Fort +8, Ref +3 , Will +2; AP 0; Rep +0;
Ability Scores: Str 16, Dex 12, Con 16, Int 11, Wis 10, Cha 10.
Skills: Balance +4, Climb +5, Intimidate +4, Knowledge (earth & life sciences) +2, Listen +6, Move Silently +4, Read/Write Leonin, Read/Write English (or regional area), Search +3, Spot +5
Feats: Simple Weapons Proficiency, Brawl, Archaic Weapon (Spear, Sword)
Advancement:
Organization: Found in groups of 1, 2, or 3, usually with important member of Leonin society, such as Abuna, chiefs, etc.
Equipment: 4 Spears, Magic scimitar, sack with 3 days rations, few personal items, breast plate armour, crossbow, 30 bolts.
Leonin not in tribal lands will typically have vibro blade knives, spears, crossbow with high tech bolts, may even have repeating crossbows. Higher level members will have Personal Firearms proficiency and carry automatic weapons, needlers, or similar projectile weapons.
Shared Might (Sp)
Whenever an ally uses a spell or spell-like ability on the Hero of the Pride, the Hero of the Pride can share some of that magical power with their allies. For each spell or spell-like ability used by an ally on the Hero of the Pride, all allies and the Hero of the Pride, gain +1 to attack rolls and +1 to melee damage for 2 rounds.
Strength of the Pride (Ex)
The Hero of the Pride can draw upon their loyalty to their Pride, able to gain strength and speed. As a move equivalent action, the Hero of the Pride gains +4 Strength, +20 ft speed, melee damage increased by +3 (this is factoring in +2 to Strength), but suffers -2 to Defense and Reflex saves. This lasts for 4 (1 + Con modifier) rounds, usable 5 (2 + Con modifier) times per day. After each use, the Hero of the Pride is exhausted.