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Knightfall's "Creature Anthology" Thread: v.3.5 Monsters (Updated: Sept 09/08)
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<blockquote data-quote="Knightfall" data-source="post: 2197152" data-attributes="member: 2012"><p><strong>Planetouched, Scalefolk</strong></p><p><strong>Medium Outsider (Native, Reptilian)</strong></p><p><strong>Hit Dice:</strong> 2d8+6 (15 hp)</p><p><strong>Initiative:</strong> +1</p><p><strong>Speed:</strong> 30 ft. (6 squares); fly 60 ft. (good)</p><p><strong>AC:</strong> 17 (+1 Dex, +6 natural) or 19 (+1 Dex, +6 natural, +2 heavy shield), touch 11, flat-footed 16 or 18</p><p><strong>Base Attack/Grapple:</strong> +1/+4</p><p><strong>Attack:</strong> +4 melee (1d4+3, claw) or +4 melee (1d6+3, club) or +2 ranged (1d6+3, javelin)</p><p><strong>Full Attack:</strong> +4 melee (1d4+3, 2 claws) and +2 melee (1d4+1, bite); or +4 melee (1d6+3, club) and +2 melee (1d4+1, bite); or +2 ranged (1d6+3, javelin)</p><p><strong>Special Attacks:</strong> Daylight, smite evil, spell-like abilities</p><p><strong>Special Qualities:</strong> +4 racial bonus on Fortitude saves against poison, damage reduction 5/magic, darkvision 60 ft., hold breath, immunity to disease, resistance to acid 10, cold 10, and electricity 10, spell resistance 12</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Saves:</strong> Fort +3, Ref +4, Will +2</p><p><strong>Abilities:</strong> Str 17 (+3), Dex 12 (+1), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 14 (+2)</p><p><strong>Skills:</strong> Balance +7, Concentration +6, Diplomacy +6, Heal +6, Jump +9, Knowledge (religion) +5, Listen +6, Sense Motive +6, Spot +6, Swim +7</p><p><strong>Feats:</strong> Multiattack</p><p></p><p><strong>Environment:</strong> Temperate marshes</p><p><strong>Organization:</strong> Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd-6th-level), or tribe (30–60 plus 2 lieutenants of 3rd-6th-level and 1 leader of 4th-10th-level)</p><p><strong>Challenge Rating:</strong> 2</p><p><strong>Treasure:</strong> 50% coins; 50% goods; 50% items</p><p><strong>Alignment:</strong> Always neutral good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +5</p><p></p><p>The race of native outsiders known as the scalefolk is an enigma throughout the world. The race is, obviously, related to lizardfolk and can be found in the same regions as those reptilian humanoids. However, while lizardfolk tend towards neutrality and are known for fiercely protecting their territory from other, scalefolk are actually friendly towards others, as long as their intentions are not malign.</p><p></p><p>Scholars argue about how scalefolk could come to exist as an actual race and not just as isolated half-celestial lizardfolk. Some believe that a particularly large tribe of lizardfolk was blessed by one of the Five Companions of Talisad (scholars believe Manath is the most likely culprit). </p><p></p><p>A scalefolk has emerald, silver, or copper scales and dark feathered wings (its feathers are similar to that of waterfowl). A scalefolk weighs from 200 to 250 pounds, like a lizardfolk, but is taller (usually 7 to 8 feet) with a longer tail (4 to 5 feet).</p><p></p><p>Scalefolk speak Celestial and Draconic.</p><p></p><p><strong>Combat</strong></p><p>Scalefolk prefer diplomacy to conflict when dealing with non-evil opponents. However, they will fight fiercely if provoked and will often use their ability to fly to throw javelins from above. Scalefolk will concentrate their attacks on opponents they know to be evil first, using their smite ability.</p><p></p><p>A scalefolk’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</p><p></p><p><em>Daylight</em> (Su): Scalefolk can use a daylight effect (as the spell) at will.</p><p></p><p><em>Hold Breath</em>: A scalefolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.</p><p></p><p><em>Smite Evil</em> (Su): Once per day a scalefolk can make a normal melee attack to deal 2 point of extra damage against an evil foe.</p><p></p><p><em>Spell-like Abilities</em>: Scalefolk can use the following as a 2nd-level cleric: 3/day—protection from evil (DC 13, harmless); 1/day—bless. The save DC is Charisma-based.</p><p></p><p><em>Skills</em>: Because of their tails, scalefolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield.</p><p></p><p><strong>Scalefolk as Characters</strong></p><p>Scalefolk favor the cleric class. Unlike lizardfolk, scalefolk do not worship the deity known as Semuanya. Instead scalefolk clerics worship the goddess known as Ehlonna, although they more often refer to her as the Lady of the Marshlands. Scalefolk clerics can choose any two of the following domains: Animal, Good, Plant, and Sun.</p><p></p><p><strong>Base Creature:</strong> Lizardfolk</p><p><strong>Template(s):</strong> Half-Celestial, plus added additional class skills</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2197152, member: 2012"] [B]Planetouched, Scalefolk[/B] [B]Medium Outsider (Native, Reptilian)[/B] [B]Hit Dice:[/B] 2d8+6 (15 hp) [B]Initiative:[/B] +1 [B]Speed:[/B] 30 ft. (6 squares); fly 60 ft. (good) [B]AC:[/B] 17 (+1 Dex, +6 natural) or 19 (+1 Dex, +6 natural, +2 heavy shield), touch 11, flat-footed 16 or 18 [B]Base Attack/Grapple:[/B] +1/+4 [B]Attack:[/B] +4 melee (1d4+3, claw) or +4 melee (1d6+3, club) or +2 ranged (1d6+3, javelin) [B]Full Attack:[/B] +4 melee (1d4+3, 2 claws) and +2 melee (1d4+1, bite); or +4 melee (1d6+3, club) and +2 melee (1d4+1, bite); or +2 ranged (1d6+3, javelin) [B]Special Attacks:[/B] Daylight, smite evil, spell-like abilities [B]Special Qualities:[/B] +4 racial bonus on Fortitude saves against poison, damage reduction 5/magic, darkvision 60 ft., hold breath, immunity to disease, resistance to acid 10, cold 10, and electricity 10, spell resistance 12 [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Saves:[/B] Fort +3, Ref +4, Will +2 [B]Abilities:[/B] Str 17 (+3), Dex 12 (+1), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 14 (+2) [B]Skills:[/B] Balance +7, Concentration +6, Diplomacy +6, Heal +6, Jump +9, Knowledge (religion) +5, Listen +6, Sense Motive +6, Spot +6, Swim +7 [B]Feats:[/B] Multiattack [B]Environment:[/B] Temperate marshes [B]Organization:[/B] Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd-6th-level), or tribe (30–60 plus 2 lieutenants of 3rd-6th-level and 1 leader of 4th-10th-level) [B]Challenge Rating:[/B] 2 [B]Treasure:[/B] 50% coins; 50% goods; 50% items [B]Alignment:[/B] Always neutral good [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +5 The race of native outsiders known as the scalefolk is an enigma throughout the world. The race is, obviously, related to lizardfolk and can be found in the same regions as those reptilian humanoids. However, while lizardfolk tend towards neutrality and are known for fiercely protecting their territory from other, scalefolk are actually friendly towards others, as long as their intentions are not malign. Scholars argue about how scalefolk could come to exist as an actual race and not just as isolated half-celestial lizardfolk. Some believe that a particularly large tribe of lizardfolk was blessed by one of the Five Companions of Talisad (scholars believe Manath is the most likely culprit). A scalefolk has emerald, silver, or copper scales and dark feathered wings (its feathers are similar to that of waterfowl). A scalefolk weighs from 200 to 250 pounds, like a lizardfolk, but is taller (usually 7 to 8 feet) with a longer tail (4 to 5 feet). Scalefolk speak Celestial and Draconic. [B]Combat[/B] Scalefolk prefer diplomacy to conflict when dealing with non-evil opponents. However, they will fight fiercely if provoked and will often use their ability to fly to throw javelins from above. Scalefolk will concentrate their attacks on opponents they know to be evil first, using their smite ability. A scalefolk’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. [I]Daylight[/I] (Su): Scalefolk can use a daylight effect (as the spell) at will. [I]Hold Breath[/I]: A scalefolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. [I]Smite Evil[/I] (Su): Once per day a scalefolk can make a normal melee attack to deal 2 point of extra damage against an evil foe. [I]Spell-like Abilities[/I]: Scalefolk can use the following as a 2nd-level cleric: 3/day—protection from evil (DC 13, harmless); 1/day—bless. The save DC is Charisma-based. [I]Skills[/I]: Because of their tails, scalefolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield. [B]Scalefolk as Characters[/B] Scalefolk favor the cleric class. Unlike lizardfolk, scalefolk do not worship the deity known as Semuanya. Instead scalefolk clerics worship the goddess known as Ehlonna, although they more often refer to her as the Lady of the Marshlands. Scalefolk clerics can choose any two of the following domains: Animal, Good, Plant, and Sun. [B]Base Creature:[/B] Lizardfolk [B]Template(s):[/B] Half-Celestial, plus added additional class skills [/QUOTE]
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Knightfall's "Creature Anthology" Thread: v.3.5 Monsters (Updated: Sept 09/08)
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