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Elfquest racial write up
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<blockquote data-quote="Wolf72" data-source="post: 4607255" data-attributes="member: 265"><p>I've got that book (wolf checks shelf real quick ... hmmm) ... well I had it, or have it somewhere. In between moving, living, moving, it's probably still my mom's with all my previous edition stuff. That and I don't really play anymore (just lurk and read).</p><p></p><p>really neat info on other possible types of elves.</p><p></p><p>I'd definitely model wolfriders off of Wild elves and stick with small size. Figuring out their magic would be much different though, same with psionic abilities (or there all just magic abilities).</p><p></p><p>Trolls I really could see as some sort of dwarf derivative, especially stat wise.</p><p></p><p>here's a shameless plug for something I did a long time ago ...</p><p>[code]</p><p>Mad Coil, Abomination Template: Dire Leopard + Dire Snake (3.5). Inspired from Elf Quest</p><p>• Large Magical Beast [Psionic]</p><p>HD: 6d10 +30 (63 hp, max 90 hp)</p><p>Initiative: +5</p><p>Speed: 30’, swim 20’</p><p>AC: 19 (-1 sz, +5 nat, +5 dex)</p><p>BAB/Grapple: +6/+17</p><p>Attacks: bite +11, 2 claws +6, tail stinger +6 and poison</p><p>Damage: bite 1d8+7, claw 1d4+3, stinger [poison] DC16 Fort (init/sec 1d6 temp con)</p><p>Face/Reach: 5x10/10</p><p>Spec Attk: Improved Grab (Ex), Constrict (1d6+10) (Ex), Poison (Ex)</p><p>Spec Qual: Scent, psionics</p><p>Saves: Fort +9, Ref +10, Will +3</p><p>Abilities: Str 25 (+7), Dex 20 (+5), Con 19 (+4), </p><p>Int 6 (-2), Wis 12 (+1), Cha 12 (+1)</p><p></p><p>Skills: Balance +6, Hide +5, Move Silently +9, Listen +5, Spot +5</p><p>Feats: Alertness, Improved toughness, Stealthy</p><p>Clim/Ter: Forest, tropical forest, underground</p><p>Organization: Solitary or pair</p><p>CR: 5</p><p>Treasure: </p><p>Alignment: Always Neutral Evil</p><p>Advancement: 7-10 HD (large), 11-18 HD (huge)</p><p></p><p>MadCoils are the result of ancient magicks gone awry ... </p><p>festering in a pool of bad magic, that trapped a leopard and snake intent </p><p>on killing each other, now that hatred is focused </p><p>on all the living sentients that might have caused that foul pool to exist </p><p>in the first place.</p><p></p><p>Psi-like abilities: at will – </p><p>1. Demoralize (DC 12): You fill your enemies with self-doubt. </p><p>Any enemy in the area that fails its save becomes shaken </p><p>for the duration of the power. </p><p>Allies and creatures without an Intelligence score are unaffected. </p><p></p><p>2. Id Insinuation (DC 13): As confusion spell</p><p>[/code]</p></blockquote><p></p>
[QUOTE="Wolf72, post: 4607255, member: 265"] I've got that book (wolf checks shelf real quick ... hmmm) ... well I had it, or have it somewhere. In between moving, living, moving, it's probably still my mom's with all my previous edition stuff. That and I don't really play anymore (just lurk and read). really neat info on other possible types of elves. I'd definitely model wolfriders off of Wild elves and stick with small size. Figuring out their magic would be much different though, same with psionic abilities (or there all just magic abilities). Trolls I really could see as some sort of dwarf derivative, especially stat wise. here's a shameless plug for something I did a long time ago ... [code] Mad Coil, Abomination Template: Dire Leopard + Dire Snake (3.5). Inspired from Elf Quest • Large Magical Beast [Psionic] HD: 6d10 +30 (63 hp, max 90 hp) Initiative: +5 Speed: 30’, swim 20’ AC: 19 (-1 sz, +5 nat, +5 dex) BAB/Grapple: +6/+17 Attacks: bite +11, 2 claws +6, tail stinger +6 and poison Damage: bite 1d8+7, claw 1d4+3, stinger [poison] DC16 Fort (init/sec 1d6 temp con) Face/Reach: 5x10/10 Spec Attk: Improved Grab (Ex), Constrict (1d6+10) (Ex), Poison (Ex) Spec Qual: Scent, psionics Saves: Fort +9, Ref +10, Will +3 Abilities: Str 25 (+7), Dex 20 (+5), Con 19 (+4), Int 6 (-2), Wis 12 (+1), Cha 12 (+1) Skills: Balance +6, Hide +5, Move Silently +9, Listen +5, Spot +5 Feats: Alertness, Improved toughness, Stealthy Clim/Ter: Forest, tropical forest, underground Organization: Solitary or pair CR: 5 Treasure: Alignment: Always Neutral Evil Advancement: 7-10 HD (large), 11-18 HD (huge) MadCoils are the result of ancient magicks gone awry ... festering in a pool of bad magic, that trapped a leopard and snake intent on killing each other, now that hatred is focused on all the living sentients that might have caused that foul pool to exist in the first place. Psi-like abilities: at will – 1. Demoralize (DC 12): You fill your enemies with self-doubt. Any enemy in the area that fails its save becomes shaken for the duration of the power. Allies and creatures without an Intelligence score are unaffected. 2. Id Insinuation (DC 13): As confusion spell [/code] [/QUOTE]
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