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D&D 3E/3.5 Knightfall's "Humanoids + Templates = Fun" Thread (Retired)

A version of thri-kreen with Anime Freak's dire humanoid template attached. I've changed the template's Dexterity bonus to +2 and uped the bonus Special Attack to 2d4 + the creatures adjusted Strength bonus (called potent bite instead of tusk for this creation only).

(Of course, this is another critter/race designed for my World of Kulan campaign setting.) :D

Enjoy!

KF72

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Thri-Kreen, Dire Humanoid (Throkr)
Large Monstrous Humanoid
Hit Dice: 4d8+12 (30 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 18 (+2 Dex, +6 natural)
Attacks: 4 claws +11 melee, bite +6 melee; or gythka +11 melee, bite +6 melee; or large chatkcha +5 ranged
Damage: Claw 1d6+8, bite 1d6+5 plus poison, gythka 1d8+8, large chatkcha 1d8+8
Face/Reach: 10 ft. / 10 ft.
Special Attacks: Poison, potent bite 2d4+6
Special Qualities: Darkvision 60 ft., immunity to sleep, leap, scent, weapon familiarity (gythka), weapon familiarity (chatkcha)
Saves: Fort +5, Ref +6, Will +5
Abilities: Str 22 (+6), Dex 15 (+2), Con 17 (+3), Int 8 (-1), Wis 12 (+1), Cha 7 (-2)
Skills: Balance +3, Climb +7, Hide +5*, Jump +38, Listen +2, Spot +3
Feats: Deflect Arrows (B), Desert Dweller (SS), Weapon Focus (gythka)

Climate/Terrain: The Fallenlands – any desert or dry plains
Organization: Solitary, pair, or family (5–10)
Challenge Rating: 3
Treasure: None
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +3

Fallenlanden thri-kreen, known as throkr, are large thri-kreen similar to the medium-size kreen living on the continent of Kanpur. While not as intelligent as the thri-kreen of Kanpur, throkr make up for this by being stronger and wiser. Throkr stand roughly 11 ½ feet tall and weigh 700 lbs.

Other than size, they look and dress the same as other kreen.

Throkr speak the same language as other kreen, which is composed of clicking and snapping sounds made with their mandibles, as well as the common tongue of The Fallenlands, Ignan.

Combat
Throkr se their natural camouflage, quick speed, and natural jumping ability, in melee, just as normal kreen do.

Note that throkr never develop psionics like normal kreen.

Immunity to Sleep (Ex): Since throkr do not sleep, they are immune to magic sleep effects. Throkr spellcasters still requires 8 hours of rest before preparing spells.

Leap (Ex): Throkr are natural jumpers. It gains a +30 competence bonus on all Jump checks, and its maximum jumping distance is not limited by height.

Poison (Ex): A throkr delivers its poison (Fortitude save DC 16) with a successful bite or potent bite attack. The initial and secondary damage is the same (paralysis for 2d6 minutes). A throkr produces enough poison for bite type attack per day.

Potent Bite (Ex): A throkr can deliver a more powerful bite attack that does 2d4 damage plus its adjusted Strength modifier, as well as poison. Only the bite itself is more powerful, not the poison. This is a standard action.

Scent (Ex): A throkr can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

Skills: *The exoskeleton of a throkr blends in well with desert terrain, granting it a +4 racial bonus on Hide checks in sandy or arid settings. As a dire creature, throkr also gain a +1 bonus to Jump checks and a +2 bonus to Hide checks.

Throkr Characters
Throkr favor the ranger class.
 
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ok, these halflings are from the continent known as The Fallenlands and were designed using both the wild and desert racial templates from Dragon #306. Major changes to the resultant race were also made including: Speak without Sound added; Code of Honor added; favored class is psion not ranger; removed wild racial template social penalties; and changed weapons listed under attacks and damage. -- KF72

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Halfling, Wild Desert (Sahne)
Small Humanoid (Halfling)
Hit Dice: 1d8 (4 hp)
Initiative: +1 (Dex)
Speed: 25 ft.
AC: 12 (+1 size, +1 Dex)
Attacks: Short sword +2 melee; or sling +3 ranged
Damage: Short sword 1d6; or sling 1d4
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Racial traits
Special Qualities: Racial traits, code of honor, speak without sound
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 10 (+0), Dex 13 (+1), Con 10 (+0), Int 9 (-1), Wis 11 (+0), Cha 9 (-1)
Skills: Climb +1, Hide +5, Intuit Direction +2, Jump +1, Listen +3, Move Silently +2, Spot +2, Survival +7
Feats: Desert Dweller (SS), Weapon Focus (short sword) (B)

Climate/Terrain: The Fallenlands
Organization: Company (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd to 6th-level), or tribe (30–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 8–16 giant lizards)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +1

Fallenlanden halflings, who call themselves the Sahne, are more nomadic than their distant kin on Harqual. As a result, they also tend to be stronger. Sahne shave their heads bald and are fond of tattooing their skull, face, back and arms. They tend to wear loose fitting garments and males often wear nothing above the waist.

Sahne speak their own racial tongue, which is different from other halfling languages.

Combat
Sahne prefer to fight from the backs of giant lizards, known as cilias, using their short swords and slings to best advantage. Sahne believe in honor but are more likely to find fault with those from outside of their tribal structure. Such incidents are common with bakemono and the sahne have no respect for the cowardly goblinoids.

Code of Honor: Sahne have a strict code of conduct that they must follow when dealing with other sahne, as well as most outsiders. The most common tenets are as follows:

* Never lie to a ruling member or psion.
* Never trade with outsiders, except at the Year City.
* Never look a tribal psion or psychic warrior in the eyes, always look at his feet.
* Never betray a fellow tribe member.
* Honor the jann.

Racial Traits (Ex): See below.

Speak without Sound (Su): Sahne can communicate telepathically with any creature within 20 feet, just as if speaking to him or her. The sahne can only speak and listen to one person at a time, and they must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails.

Sahne Society
Sahne usually live apart from all other societies, and tend to be very self-sufficient. They are known to wander from place to place all over the Fallenlands and trade amongst themselves with a complex bartering system that others find difficult to understand. Sahne goods are some of the finest items you will find anywhere.

Sahne rarely trade goods outside of their society but there is one well-known exception. On the first day of the New Year (Nagpa Calendar), the sahne pick one city of the jann to enter and sell their goods to those that happen to be there at the time. They never tell anyone the city they plan to bless with their goods until the last 10 days of the year. This news always sends traders of other races running to collect their assets and travel to the Year City so they can get the best deals from the sahne. Many a trader has made his fortune in this way (however, most die along the way to the city by the treachery of his enemies).

Sahne society is based on tight-knit family groups within a larger tribe. The system is highly diplomatic but does rely on challenges of strength and agility for control of the tribe. One family controls the tribe and dictates its involvement with other races and alliances with other sahne tribes. Each year a tribe will hold a series of diplomatic games where different families try to convince their fellow tribe members to vote their family into power for the next year. No one is allowed to vote for their family, and the competition is fierce but non-violent. There isn't a guarantee that if a family wins every event that they will become the ruling family for the tribe. The diplomatic vote takes precedence.

Psions and psychic warriors are highly respected in sahne society. Most family members defer judgements to psions within the family and the ruling family of a tribe is always guided by the most powerful psion. A family without a psion isn't likely to win the vote regardless of how many events the family wins.

Sahne get along with most races they choose to have contact with. Surprisingly, they get along with both the kenku and the nagpa and are often called upon to settle disputes between the two races. Sahne also enjoy the company of thri-kreen and the jann. They don't like the bakemono but then again most races don't. They try to remain neutral whenever possible.

Sahne Characters
Sahne favor the psion class.

Sahne Traits
Sahne benefit from a number of racial traits:
-> +2 Dexterity, -2 Intelligence, -2 Charisma
-> Small: Sahne gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.
-> Speed: Base land speed is 25 ft.
-> +1 racial attack bonus with a thrown weapon.
-> Spells (Sp): Sahne gain the ability to cast create water once per day (caster level equals sahne’s character level).
-> Code of Honor: As per the description under Combat.
-> Speak without Sound (Ex): As per the description under Combat.
-> Save Adjustments: +1 racial bonus to all saving throws and a +2 morale bonus to saving throws against fear effects. +1 racial bonus on saves against fire effects and a -1 racial penalty on saving throws against cold effects. These adjustments apply to cold and fire effects from any source, whether mundane or magical.
-> Skills: A sahne gains 1 extra skill point at each level (or HD) because he must constantly train herself to stay one step ahead of the dangers that surround him. In addition, a sahne gains a +2 racial bonus on Intuit Direction, Listen and Spot checks and a +6 racial bonus on Survival checks. Sahne can use Intuit Direction untrained.
-> Automatic Languages: Sahne. Bonus Languages: Bakemono, Ignan, Kenku, Kreen, and Nagw.
-> Favored Class: Psion. A multiclass sahne’s psion class does not count when determining whether he suffers an XP penalty for multiclassing.
-> ECL: +2
 
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Bakemono, Fallenlanden (Goblin, Dire Humanoid)
Medium-Size Monstrous Humanoid (Goblinoid)
Hit Dice: 3d8+6 (19 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 12 (+1 Dex, +1 natural)
Attacks: 2 Claws +6 melee; or by weapon +6 melee; or by weapon +3 ranged
Damage: Claw 1d6+5; or by weapon
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Tusk 2d4+2
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 14 (+2), Dex 13 (+1), Con 15 (+2), Int 8 (-1), Wis 11 (+0), Cha 8 (-1)
Skills: Gather Information -1*, Hide +4, Jump +4, Listen +3, Move Silently +6, Spot +3, Urban Lore +5
Feats: Alertness, Port Savvy (B) **

Climate/Terrain: The Fallenlands
Organization: Solitary or gang (4–9)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +1

These Bakemono have more in common with the goblins of Harqual than the eastern goblins that share their name. Fallenlanden bakemono stand around 5 ½ to 6 feet in height and weigh as much as a human. Their skin is dark green in color and their eyes are either red or yellow. Fallenlanden bakemono have no hair of any kind, long, sharp claws and two noticeable tusks protruding from their bottom lip.

Fallenlanden bakemono are the scavengers and miscreants of the many urban sprawls that dot the Fallenlands. From the jann cities of the plains and steppes to the mud and rock underground cities of the Ong Jungle, these bakemono can be found just about anywhere. Most other races consider them pests and the one place you won’t find these bakemono is in the mountain hideaways of the nagpa, who consider them one step below the kenku.

Regardless of how they are treated, these bakemono go out of their way to behave favorably towards other races, not out of hoping to change their detractors minds, but because they are always looking for their next mark.

Fallenlanden bakemono speak Goblin.

Combat
Fallenlanden bakemono shy away from combat in order to seem harmless to those few that don’t know of their races reputation. Often they will hire themselves out as guides through the urban sprawls of jann cities leading adventurers and unwary nobles into dead alleys where the rest of their gang awaits.

Fallenlanden bakemono will attack with whatever is at hand – weapons, rocks, or even the most unlikely things. They have been known to throw rotting produce mixed in blood at their opponents.

Scent (Ex): A Fallenlanden bakemono can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

Tusk (Ex): A Fallenlanden bakemono can deliver a tusk attack that does 2d4 damage plus its adjusted Strength modifier. This is a standard action.

Skills: Fallenlanden bakemono gain a +4 racial bonus to Move Silently and Urban Lore checks. They also gain a +1 bonus to Jump attacks and +2 bonus to Hide checks. *Urban Lore gives +2 synergy bonus to Gather Information checks once per use of the Gather Information skill. **+4 bonus on all Gather Information checks when used in a seaside port city.
** Port Savvy feat is from the L&L Seafarer’s Handbook from Fantasy Flight Games.

Fallenlanden Bakemono Characters
Fallenlanden bakemono favor the rogue class.
 

Yep, I'm a liiiiiiiiittle crazy sometimes. ;) Half-Human is from AEG Monster, Multiheaded is from the WotC site, Half-Dragon is from MM1, Half-Breed Dragon and Feral Dragon are from the Monster's Handbook

Swamp King (Crocodile, Giant + Half-Human + Multiheaded (3 Extra) + Half-Black Dragon + Half-Breed Red Dragon + Feral Dragon)
Large Dragon
Hit Dice: 17d10+136 (229)
Initiative: +4 (Improved Initiative)
Speed: 40 Ft, Swim 15 Ft., Fly 60 Ft. (Average)
AC: 17 (-1 Size, +8 Natural)
Attacks: 4 Bite +15 melee, 2 Claws +12 Melee, Gore +12 Melee; or tail slap +14 melee
Damage: Bite 2d4+9, Claw 1d8+4, Gore 2d6+4;or tail slap 1d10+9
Face/Reach: 5 Ft. By 5ft/10ft
Special Attacks: Improved Grab, Breath Weapon, Feral Rage
Special Qualities: Darkvision 60’, Low-Light vision, Immunities
Saves: Fort: +10 Ref: +5 Will: +2
Abilities: Str:26, Dex:11, Con:26, Int:6, Wis:11, Cha:6
Skills: Hide +13*, Listen +18, Search +18, Spot +18, Swim +19, Wilderness Lore +16
Feats: Flyby Attack, Hover, Improved Initiative, Multiattack, Weapon Focus (Bite), Wingover
Climate/Terrain: Any Land, or Warm Marsh and aquatic
Organization: Solitary
Challenge Rating: 11
Treasure: Half Standard
Alignment: Always Chaotic Evil
Advancement: By Character Class (Sorcerer)

The Swamp King is among the deadliest opponents in the world. He is a mutation that bred true over generations. With his four heads he can spew acid or flame, in many directions at once. He lurks deep within a bog, hunting and killing. He even hunts his own kind, the crocodile men of his swamp.

Combat

The Swamp King begins combat with his breath weapons, often favoring acid to fire. If this does not annihilate his opponent, the Swamp King flies into a rage. The improve grab ability is only used on an opponent he makes a meal of, usually the last one standing.

Breath Weapon (Ex): The Swamp King can breath a Line (5 ft. high, 5 ft. wide, and 60 ft. long) or Cone (30 ft. long) dealing 6d10 damage of Acid or Fire. A reflex save DC: 19 halves damage. This is usable once every 1d4 rounds, each head may fire a breath weapon, and the breath weapons need not be the same for each one, these count as one use.

Feral Rage (Ex): Once per day the Swamp King can enter a blood frenzy that grants it tremendous physical power at the cost of its special abilities. As a free action, the dragon enters a state of unthinking fury. It gains a +6 bonus to Strength and Constitution, and a +4 bonus to all Will saves, but it suffers a –4 penalty to AC and cannot use any of its supernatural or spell-like abilities. This rages lasts 5 rounds + the dragon’s rage enhanced Constitution modifier.

Immunities: The Swamp King is immune to sleep and paralysis effects as well as damage from Acid and Fire.

Improved Grab (Ex): To use this ability, the Swamp King must hit a medium or smaller opponent with a bite attack. If it gets a hold, the crocodile grabs the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. The Swamp King automatically deals bite damage each round it maintains this pin.

Skills: *The Swamp King gains a +12 racial bonus to Hide checks while submerged. The Swamp King gain a +8 racial bonus to all Swim checks as well as a +6 racial bonus to Listen, Search, and Spot checks.
 



Frilf: Groovy!

EldonG: Your shadow elves are quite good. I like them.

Kitsune: The shadow template transforms any creature into a magical beast, the sample creature for the template for example uses a Wight. Personally I think that it is stupid, and hopefully a fixed version will be printed eventually. I can understand making vermin and animals into magical beasts, but not undead. Also, the Swamp King is insanely evil :D

Knightfall: Thanks for the info. The Throkr's LA should be +3 not +2, other than that it rocks! I love the Sahne, infact intend to *swipe* then for my own campaign. The goblinoid rocks also.

*swipe* :D
 

Krishnath said:
Knightfall: Thanks for the info. The Throkr's LA should be +3 not +2, other than that it rocks! I love the Sahne, infact intend to *swipe* then for my own campaign. The goblinoid rocks also.

*swipe* :D

Ya, I was wondering if the Throkr's La needed to be higher, and I think you're right, after checking again.

And if you love the Sahne, then you're really going to like my alternate dragon-kin and mongrelman races. Plus, now that Kit has created the star-borne template, I'm finally inspired enough to do a race I've been planning for a while -- star gnomes.

Note to Kitsunekaboom: My star gnomes aren't going to have the template's DR as I want them to be a more playable PC race. Also, what do you think the LA should be for the template?

Cheers!

KF72

p.s. Back to sleep for a while.
 

Personally I think that template is severely overpowered. It grants immunity to 3 elements as well as gas attacks as the base creature becomes breathless (which is good, btw).

If you ask me, it should only grant immunity to one element (cold) besides the breathlessness.

AS it stands now, the template would give at least a +6 to LA, probably more.

Later,
 

Ok, new version is up of the Star-Borne. I can't remember why I put electricity and fire immunity on so they were taken off. Also thirst was added to the list of things a Star-Borne doesn't suffer.

I haven't picked up Savage Species, so no clue as to what LA equals.

And yes, the Shadow Creature template is kinda dumb it if turns everyone into magical beasts, but I could do something funky with that too. :)
 

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