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


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Liger-kin (Tiger + Half-Human + Half-Celestial)
Medium Outsider
Hit Dice: 6d8+18 (57)
Initiative: +2 (Dex)
Speed: 30 Ft, Fly 60 Ft. (Good)
AC: 14 (+2 Dex, +2 Natural)
Attacks: 2 Claws +9 melee, bite +4 melee
Damage: Claw 1d4+5, Bite 1d4+2
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Pounce, Improved Grab, Rake 1d4+2, Spell-like Abilities
Special Qualities: Immunities, Low-Light vision, Scent
Saves: Fort: +8, Ref: +7, Will: +4
Abilities: Str:20, Dex:14, Con:17, Int:12, Wis:15, Cha:14
Skills: Balance +10, Bluff +4, Hide +10*, Intimidate +4, Knowledge (Planes) +6, Knowledge (Space) +6, Listen +6, Move Silently +10, Spot +6, Swim +9,
Wilderness Lore +4
Feats: Flyby Attack
Climate/Terrain: Any land
Organization: Solitary, Pair, Colony (2-12)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral good
Advancement: By Class (Sorcerer)

The Liger-Kin were created when a Leonal wed with a humanoid tiger like species of unknown origin. The result was the Liger-Kin.

They stand at 6-7 feet tall, with huge billowing white feathered wings and broad shoulders. Their features mix that of tiger and lion. Fuzzy white hair, striped with black fur, covers their body from head to toe. Males have a large mane of fur from the crown of their head to their lower back. Many males braid this hair when going into battle. Females tend to be lithe but just as strong.

The Hafnen have been at war with the Liger-kin for centuries. The two will attack on sight, but unfortunately for the Liger-kin, they don’t breed fast enough. Roughly a quarter of the Liger-kin are fertile, whereas most are sterile. Many of their sages are looking into other races that may be able to provide the proper mix of traits that would allow the Liger-kin to once more breed true.

Combat

Liger-kin are well organized and will be very careful about attacks. They rarely fight to the death because of their dwindling numbers, not because of cowardice.

Immunities: A Liger-kin is immune to acid, cold, disease, and electricity. In addition they gain a +4 racial bonus to Fortitude saves against poison.

Pounce (Ex): If a Liger-kin 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 Liger-kin must hit with its bite attack. If it gets a hold, it can rake.

Rake (Ex): A Liger-kin can make two rake attacks (+9 melee) against a held creature with its hind legs for 1d8+2 damage each. If the Liger-kin pounces on an opponent, it can also rake.

Spell-Like Abilities: At Will – Light 3/day – Protection from evil; 1/day – Aid, Bless, detect evil, cure serious wounds, neutralize poison; as a 6th level sorcerer.

Skills: Liger-kin receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8
 

Kitsunekaboom said:
Ok this thread has been too inactive for my taste. >)

Sorry about that, my arm/hand pain has flared up really bad in the last few days so I've been taking it easy and doing the heat and ice treatments to try and ease the pain.

Maybe more later in the week.

Cheers!

KF72
 

Knightfall1972 said:


Sorry about that, my arm/hand pain has flared up really bad in the last few days so I've been taking it easy and doing the heat and ice treatments to try and ease the pain.

Maybe more later in the week.

Cheers!

KF72

If anyone here understands it's me, my hands get worn out very fast, I've hurt them after so many years of computer use without enough breaks. >_<
 


Real world side note:
I never can remember if it is the Liger or Tigon that is the huge one. (Lion mom- Tiger dad vs. Tiger mom - Lion dad)

I've seen the large one (whichever) at a renfest once. Whew!

Neither half-breed is fertile in the real world, I think.

John
 



Just found this thread... can't believe I missed commenting on all those anthropomorphic animals before... I really missed out on something cool. ;)

Still, I noticed that Savage Species' Anthropomorphic Animal template tends to make anthros that are still very animalistic, hence the low charisma scores on many of them.

So, first of all, here's a Template I just made up for Monstrous Humanoids that's basically the reverse of the Wild Template from Dragon #306: Civilized (Urban-Dweller)

Not every Humanoid or Monstrous Humanoid dwells on the outskirts of civilisation or in the wild. Some have taken to living amongst civilized and peaceful humanoids, and over time, they have calmed down and become civilized creatures as well, at the expense of losing touch with some of their primal instincts.

Cultural Aspects
The following cultural attributes are common to most Civilized Races.
Personality: Urban-Dwellers tend to have personalities somewhere between the cool, civilized attitudes of humans or similar humanoids, and the instincts of their more wild cousins. They are generally as friendly and open as any other civilized human, and form strong bonds with some individuals who earn their trust.

Physical Description: An Urban-Dweller looks very much like a member of her ancestral race, except their appearance is smoother, cleaner, and often more human-like, at least along their bodies. For some reason, female Urban-Dwellers tend to develop human-like breasts, even if their original species lacks them. ( Sorry, couldn't resist :D )

Relations: Members of Civilized races tend to mingle frequently with other races, often co-inhabiting with them.

Alignment: Urban-Dwellers can be of any alignment.

Lands: Urban-Dwellers live in civilized areas appropriate for the Climate/Terrain class of their ancestral cousins. Civilized Lizardfolks tend to live near temperate or warm marshlands, most especially in cities in those regions.

Religion: Members of Civilized races tend to follow local religions, or a variant of their ancestral patron deity worshipped along more civilized lines.

Adventurers: Urban-Dwellers might set out into the world for a variety of reasons, either to accompany friends on an outing, or as part of a deal made with someone else.

Racial Traits:
Civilized Races have the following traits.
Ability Adjustments: An urban-dweller retains all her ancestral race's ability adjustments. In addition, she recieves -2 Str, +2 Int and +2 Cha
Skills: An urban-dweller loses any racial modifiers her ancestral race had. She gains a racial +2 bonus to Bluff, Diplomacy and Sense Motive, due to a need to master social interaction more intensely to compensate for an alien appearance.
Favored Class: Rogue. An urban-dweller loses the favored class of her ancestral race and always favors Rogue instead.
Level Adjustment: +0

And now, an exemple:

Civilized Lizardfolk
Medium-Size Humanoid (Aquatic, Reptilian, Urban)
HD: 2d8+2 (11hp)
Initiative: +0
Speed: 30 ft
AC: 15 (+5 natural) or 17 (+5 natural, +2 large shield)
Attacks: 2 claws +1 melee (or greatclub +1 melee), bite +0 melee or javelin +1 ranged
Damage: Claw 1d4+1, greatclub 1d10+1, bite 1d4, or javelin 1d6+1
Face/Reach: 5ft by 5ft/5ft.
Saves: Fort +1, Ref +3, Will +0
Abilities: Str 11, Dex 10, Con 13, Int 11, Wis 10, Cha 12
Skills: +2 Bluff, +2 Diplomacy, +2 Sense Motive
Feats: Multiattack

Climate/Terrain: Temperate and warm marsh
Organisation: Same as Lizardfolks
CR: 1
Alignment: Usually Neutral
Advancement: by character class.

So, how's it look, guys?
 


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