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

Oh half-dragons are easy to make, (just use the Young version of the dragon for breath weapon) I just thought it might have been another savage species thing that's all :)
 

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These guys WILL show up in my campaign. Giant Lord is from Legends and Lairs: Monster's Handbook

Loktar (Ogre + Giant Lord)
Large Giant
Hit Dice: 4d8+8 (26)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 30 Ft
AC: 17 (-1 Size, -1 Dex, +5 Natural, +4 Scale Mail)
Attacks: Huge greatsword +8 melee; or huge longspear +1 ranged
Damage: Huge greatsword 2d8+7; or Huge longspear 2d6+5
Face/Reach: 5 Ft. By 5ft/10ft
Special Attacks: Nil
Special Qualities: Nil
Saves: Fort: +6 Ref: +2 Will: +3
Abilities: Str:21, Dex:8, Con:15, Int:14, Wis:14, Cha:13
Skills: Climb +3, Intimidate +4, Knowledge (Space) +3, Listen +4, Spot +4
Feats: Improved Initiative, Lightning Reflexes, Weapon Focus (greatsword)
Climate/Terrain: Any land, aquatic, and underground
Organization: Solitary, pair, Gang (2-4), or band (5-8)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually Lawful Evil
Advancement: By character class

The Loktar are an evolved form of ogre. They are known as the scourges of deep space. They have brutally subjugated a race of Space-Borne whales and has used them as war ships. They also keep a few goblinoid sub-races as slaves.

In addition to this, and their vast military might, they are well equipped magically. There is also a breeding program in place, creating various hybrids, hoping to further their own abilities.

Combat

Loktar are organized and militaristic, while they have no special abilities they are capable combatants of immense strength. They will often send well trained warriors ahead of them in combat.

Loktar characters

Loktar most often become fighters, with many mages. Their favored class is fighter however. Some Loktar become priests, but they are normally killed outright when found.
 


I like it, I probably won't use it often because I have the stats for the old half dragon pretty much memorized, but will definately use that template if I have a group of 1/2 dragons and want a good leader. (Might want to call it "advanced half-dragon" or something :D)
 

Love the half-dragons and the boggle-kin. The Mekrit is nice and interresting, but I suggest that their HD be raised to 1d6 (hp remains unchanged.)
The Loktar is just evil! :D
 

Anthropomorphic Heavy War Horse, Psionic (Equinan)
Medium-size Monstrous Humanoid (Equine)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 14 (+2 Dex, +2 natural)
Attacks: 2 hooves +2 melee; bite +0 melee; or handaxe +2 melee; or javelin +4 ranged
Damage: Hoof 1d4; bite 1d3; or handaxe 1d6; or javelin 1d6
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Psionics, psionic attack/defense modes
Special Qualities: Darkvision 60 ft., scent, telepathy
Saves: Fort +1, Ref +5, Will +5
Abilities: Str 10 (+0), Dex 15 (+2), Con 13 (+1), Int 11 (+0), Wis 15 (+2), Cha 10 (+0)
Skills: Listen +7, Spot +7
Feats: Multiattack

Climate/Terrain: Any land
Organization: Solitary or pair
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +2

Equinans are a race of horse-like humanoids with natural psionic potential. They are descended from the great Horse God, Melitia, who was originally a powerful warhorse for a mortal King in ages past. Melitia grew in strength and intelligence with her King, for the mortal man loved her as he would love a child. He did everything he could to bring out the beasts potential for sentience, using magical rituals and powerful artifacts. Eventually, Melitia became aware of who and what she was to the world. She became even more famous than her King, who died upon her great frame during a pitched battle against evil. Melitia ascend to godhood several years after her death.

Melitia wished for a race of mortals to call her own created in her image. Thus, she magically transformed the warhorses in the royal stable of her former human companion into a sentient race that eventually became known as the equinan. Equinans appear to be anthropomorphic creatures that stand nearly 8 feet in height and weigh in at 450 lbs. They have human-like body, except for their horse-like head, hoofed feet, long tail, and heavily furred bodies. Equines have tapering necks that are covered with a long mane that starts at the top of their head. Equines are naturally psionic humanoids, another boon from their Goddess.

Equinans speak Common.

Combat
Equinans are sturdy and quick in a fight but will often use their time hop psionic power to retreat from a fight they don’t have a stake in. They will defend others of their race or their traveling companions, of other races, without hesitation, however.

Equinans rarely speak during combat, instead preferring to communicate with each other through telepathy.

Equinans favor the use of axes and javelins in combat but are well equipped to deal with opponents using their natural weapons. An equinan can deliver two powerful kicks with their hoofed feat, as well as bite. An equinan has to be on all four to kick with their hooves, however.

Psionics (Sp): At will – time hop. This ability is as the power manifested by a 2nd-level psion.

Psionic Attack/Defense Modes (Sp): At will – psychic crush/intellect fortress.

Scent (Ex): An equinan 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.

Telepathy (Su): An equinan can communicate with any creature within 100 feet that has a language.

Equinan Characters
Equinans favor the psion class. Equinans always worship Melitia and their clerics can choose any two of the following domains: Animal, Good, Knowledge, and Protection.
 

Anthropomorphic Swamplight Lynx (Swalynx)
Medium-size Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +6 (Dex, Improved Initiative)
Speed: 40 ft.
AC: 15 (+2 Dex, +3 natural)
Attacks: 2 claws +3 melee, bite -2 melee; or longsword +3 melee; or longbow +4 ranged
Damage: Claw 1d4+1, bite 1d6; or longsword 1d8+1; longbow 1d8
Face/Reach: 5 ft. / 5ft.
Special Attacks: Improved grab, pounce, spell-like abilities
Special Qualities: Darkvision 60 ft., low-light vision, marsh move, scent
Saves: Fort +1, Ref +5, Will +6
Abilities: Str 12 (+1), Dex 15 (+2), Con 13 (+1), Int 11 (+0), Wis 17 (+3), Cha 18 (+4)
Skills: Hide +4*, Jump +3, Listen +5, Move Silently +4, Spot +5
Feats: Improved Initiative

Climate/Terrain: Any marsh
Organization: Solitary, pair, or pride (5–10 plus 1–4 swamplight lynxes)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4

Swalynxes are a race of anthropomorphic lynxes that have spell-like abilities and are well adapted to life in the marshlands of the D&D world. They feline bodies are sleek and their coats are any shade from dark yellow to olive, which allows them to bend in with their swampy surroundings.

Swalynxes are fond of eating humanoid prey, and they especially enjoy the taste of elven flesh. Swalynxes are obviously an advanced humanoid form of swamplight lynxes but how they came to walk upright is unknown. A swalynx pride is always accompanied by a few swamplight lynxes, which they treat as equals.

Swalynxes speak Sylvan.

Combat
Swalynxes tend to attack first, devour any elves, and talk later.

Pounce (Ex): If a swalynx charges, it can make a full attack even though it has moved.

Improved Grab (Ex): If a swalynx hits an opponent of up to one size category larger than itself with a bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +3). Thereafter, it has the option to conduct the grapple normally, or simply use its jaws to hold the opponent (-20 penalty on grapple check, but the swalynx is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals bite damage.

Marsh Move (Ex): Swalynxes take no movement penalties for moving in marshes or mud.

Scent (Ex): A swalynx 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: At will – blur, daze, faerie fire, light. Caster level 6th; save DC 12 + spell level.

Skills: *A swalynx receives a +4 bonus on Hide checks when in marshlands.

Swalynx Characters
Swalynxes favor the sorcerer class.
---------------------------
Swamplight Lynx is from Monster Manual II.
 

Knigtfall: Bother anthropomorphs are very cool, although I think the Equinan's would be better of favoring the PsiWarrior class rather than the psion. Thus keeping them more in line with their origins as warhorses.

Later,
 



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