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


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I'm gonna finally bite the bullet & start posting the assorted drow/driders/& other bugoids that are fixin to raise hell in the realms---my question is, since there will be a large number of 'em, do yall want me to add 'em to this thread or start a new one...

I will, no doubt, need some help from you more rules saavy types:D
 


Krishnath said:
Half-Elemental Anthropomorphic Lions?

Heh, you know me know so well... it's scary! :eek:

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Ember Lion Lord (Lion + Anthropomorphic Animal + Half-Fire Elemental)
Large Outsider
Hit Dice: 3d8+6 (19 hp)
Initiative: +5 (Dex)
Speed: 30 ft.
AC: 18 (-1 size, +5 Dex, +4 natural)
Attacks: 2 claws +8 melee, bite +6 melee; or falchion +8 melee; or composite longbow +8 ranged
Damage: Claw 1d4+5, bite 1d8+2; or falchion 2d4+5; or composite longbow 1d8
Face/Reach: 10 ft. / 5 ft.
Special Attacks: Pounce, improved grab, spell-like abilities
Special Qualities: Scent, immune to disease and fire-based effects, +4 bonus on Fortitude saves against poison
Saves: Fort +5, Ref +8, Will +5
Abilities: Str 21 (+5), Dex 21 (+5), Con 15 (+2), Int 13 (+1), Wis 14 (+2), Cha 12 (+1)
Skills: Balance +12, Concentration +8, Hide +12*, Jump +12, Listen +9, Move Silently +12, Spot +9
Feats: Multiattack, Weapon Focus (claw, bite)

Climate/Terrain: Any land
Organization: Solitary, pair, or clan (6–10 plus 2–6 ember lions)
Challenge Rating: 5
Treasure: Standard
Alignment: Always lawful evil
Advancement: By character class

These half-elemental lion men are allies of the efreet. They are send to have ascended from ember lions. (See Kit's thread.)

Ember lion lords speak Common and Ignan.

Combat
Ember lion lords prefer to attack with weapons but will attack with their claws and bite attack if forced to improvise. They prefer large bladed weapons such as falchions and greatswords, as well as polearms. They prefer using javelins and composite longbows as their ranged weapons.

Pounce (Ex): If a ember lion lord leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Improved Grab (Ex): To use this ability, the ember lion lord must hit with its bite attack.

Scent (Ex): An ember lion lord 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.

Spell-like Abilities: 1/day–burning hands and produce flame. These abilities are as the spells cast a 3rd-level cleric.

Skills: An ember lion lord receives a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of complete fire, the Hide bonus improves to +12.
 

My revised Fallenlanden dragon-kin!

The chromithians are small monstrous humanoids but I changed their abilites scores to fit a medium sized version but didn't increase their hit dice. Then I added the half-dragon template from the Monster Manual.

The result is a medium-sized, bipedal dragon race with HD a little lower than a medium dragon should have but I'm happy with the results.

Cheers!

KF72

p.s. Minions: Fearsome Foes by Bastion Press totally rocks.

EDIT: Changed them to Monstrous Humanoids with Dragon listed as subtype. This is legal in my world or at least it is now.

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Dragon-Kin, Fallenlanden (Half-Chromithian/Half-Blue Dragon)
Medium-size Monstrous Humanoid (Dragon)
Hit Dice: 3d10+9 (25 hp)
Initiative: +3 (Dex)
Speed: 30 ft., glide 40 ft. (average)
AC: 21 (+3 Dex, +8 natural)
Attacks: 2 claws +10 melee, tail +8 melee, bite +8 melee; or greatsword +10 melee
Damage: Claw 1d6+8, bite 1d6+4, tail 1d8+4; or greatsword 2d6+12
Face/Reach: 10 ft. / 10 ft.
Special Attacks: Breath weapon, spell-like abilities
Special Qualities: Darkvision 60 ft., glide, immunities, low-light vision
Saves: Fort +6, Ref +6, Will +4
Abilities: Str 24 (+8), Dex 16 (+3), Con 17 (+3), Int 12 (+1), Wis 12 (+1), Cha 17 (+3)
Skills: Climb +19*, Concentration +9, Hide +9, Jump +24*, Listen +7, Move Silently +9, Spot +7
Feats: Multidexterity, Multiattack

Climate/Terrain: The Fallenlands – any volcanic or desert
Organization: Solitary, pair, or company (2–6 plus 1 3rd-level lieutenants and 1 5th-level leader)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +6

Fallenlanden dragon-kin were an unknown race up until the Year of Rumors (Harqual Calendar). The dragon-kin were bought as slave warriors by the genies to help free the land from a rising tide of evil. The genie lords then left the dragon-kin behind in the Fallenlands, as unwilling guardians of an ancient ruined city. Only recently were their geas duties completed. Now able to explore the rest of the continent this draconic race is becoming more common throughout the Fallenlands.

As they are an ancient race tied to the genies, dragon-kin are treated with awe and fear by many of the other races of the Fallenlands. Both kenku and nagpa are distrustful of dragon-kins, each for their own reasons. The sahne and throkr consider them to be a decent, honorable people but too bent towards law sometimes. The mongrel men of the Blasted Lands consider the dragon-kins to be gods and have been known to try to worship them. The jann remember the service that the dragon-kin did for the Elemental Lords during the Ages War and show them respect but also expect it in return.

The dragon-kin of the Fallenlands are descended from blue dragons taken from another part of Harqual. However, they now hardly resemble the dragons that fostered them to the genies. Fallenlanden dragon-kin have mottled scales in all the colors of the known chromatic and metallic dragons across Kulan. The have dragon-like wings that while semi-functional, only allow them to glide, not actually fly. Dragon-kin also have a long, flexible tail that is spiked on the end. They rarely wear any sort of garment, except that which allows them their modesty. Dragon-kin never wear armor. Dragon-kin are quite long, lived although no more so than, say, a silver elf from Harqual is long lived.

Dragon-kin speak Draconic and Ignan.

Combat
Dragon-kins are the protectors of the Balance in the Fallenlands, or at least that is what they believe their role should be. The land has been ravaged throughout history and the dragon-kin have witnessed most of it. They are keen to lend their strength, magical abilities, and beliefs in justice wherever they go. This has a tendency to get them in trouble, which they are more than capable of getting themselves out of.

Dragon-kins prefer to fight to settle disputes but always in an orderly manner. They will offer have contests to the first blood using the natural weapons but will adopt weapons, especially swords, when honor fighting with other races. A dragon-kin warrior doesn’t stray to far from his sword, no matter what the occasion. If pressured into a real combat they give it their all attempting to send a message to onlookers.

Breath Weapon (Su): Line of lightning; 5 ft. high, 5 ft. wide, and 60 ft. long; once per day; damage 6d8; Reflex half DC 18.

Glide (Ex): Dragon-kin wings do not allow them to fly, but do permit gliding. This glide is voluntary, and can slow a dragon-kin’s descent up to 10 feet per round. While gliding, a dragon-kin can move at a speed of 40 feet, as if they were flying with average ability, but with no upward movement possible. Glide also helps with their Jump and Climb skills. Attacking dragon-kins often freefall for distance before beginning their glide in order to reach the ground quickly. Dragon-kins under the influence of a levitate spell are able to fly normally (40 ft., average).

Immunities: Dragon-kin are immune to electricity, sleep, and paralysis effects.

Spell-like Abilities: Dragon-kins have a number of innate spell-like abilities, which they can employ as sorcerers of a level equal to their Hit Dice (save DC 12 + spell level); 3/day–dancing lights, mage hand. 2/day–flare, shocking grasp; 1/day–color spray.

Skills: *A dragon-kin receives a +5 racial bonus to Climb checks, and a +10 racial bonus to Jump checks due to its wings (already included in statistics block).

Dragon-Kin Characters
Dragon-kins favor the fighter class.
 
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I put this somewhere else but I think it belongs here.

I started with Goblins, added 1 exta HD, change size to medium, add Krishnath's half ice para elemental template, changed the saves, skills, and BAB to outsider, and finally added channel spelll for fun.

Half-Ice Para-Elemental Goblins
Medium Outsider (Ice)
Hit Dice: 2d8+6 (15 hp)
Initiative: +0
Speed: 30 ft.
AC: 17 (+3 studded leather, +2 large shield, +2 natural)
Attacks: Half Spear +4, Javelin +2
Damage: Halfspear 1d6 +2; or javelin 1d6+2
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, Channel spell
Special Qualities: Darkvision 60 ft., Elemental traits
Saves: Fort +6, Ref +3, Will +4
Abilities: Str 14, Dex 11, Con 17, Int 10, Wis 13, Cha_8
Skills: Hide +5, Listen +8, Move Silently +9, Spot +8, Swim +7, Ride +5, Jump +7, Knowledge (local) +2 (does not include armor check penalty)
Feats: Alertness,
Climate/Terrain: Cold land and water
Organization: Small tribe (usually 1-4 Half-Ice Para-Elemental Goblins and 10-20 arctic goblins; may include 1 ice para-elemental (small-large) as well)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class

Half-Ice Para-Elemental Goblins speak Goblin; those with Intelligence scores of 12 or above also speak Common.

Combat
They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Typical plans consist of clinging to icebergs and “steering” them into passing boats. These goblins will also pepper sailors with missile attacks from icebergs before trying to board damaged ships.

Channel Spell: These goblins can channel their Chill Touch spell like ability into a weapon. The weapon then does an additional 1d6 cold damage and 1 point of temporary strength damage. A successful Fortitude save (DC 11) negates the ability damage. This effect will last until there are two successful attacks.

Spell like abilities (Sp): Chill Touch 1/day (DC 10)

Elemental traits:
Half-paraelementals are immune to disease and gain a +4 racial bonus against poison. In addition they get the Icewalking special quality (described under the White Dragon entry in the MM)

Skills: Goblins gain a +4 racial bonus to Move Silently checks.
 

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