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

Burt the Barbarian
Cecil the Cleric
Brad the Bard
Wally the Wizard
Rick the Ranger
Moe the Monk
Reggie the Rogue
Scotty the Sorceror
Danny the Druid
Phil the Paladin
?

- Devon
 

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Only three of those are funny: Brad the Bard, Burt the Barbarian, and Reggie the Rogue. The rest are mediocre at best. And why in hades do all those names start with the same letter as the class?

Later,
 

You liked "Burt the Barbarian"? That was more than I had expected.

How about "Murray the Cleric"? He was our favorite random NPC.

Were you simply looking for other whitebread Anglo/Saxon names?

- Devon

I had hoped "Phil the Paladin" would get more of a laugh. Ah, well.
 

I said it was funny not good. But anyways, I was looking for the most generic names possible. And lets face it, you can't really get any more generic than Bob the Fighter. :D
 

Ah, so you were looking for names like: Tim, Tom, Jerry, Pat, Fred, Tony, Jane, Sheila, Heather, Ann and Carl.

Sorry to have wasted your time with the earlier suggestions.

- Devon
 

Morry the Barbarian
Al the Bard
Dale the Cleric
Albert the Druid
Bob the Fighter
Boris the Monk
Habib the Paladin
Willard the Ranger
Milo the Rogue
Nibbles the Sorcerer
Eustace the Wizard

:)
 


<LOL>

Anyways, I really think we should get this thread back on topic before the mods close it. Any ideas.

Personally, I was considering adding the Half-Fey template to an elf or perhaps a drow.
 

To help bring it back on topic here we go.
Edit: Forgot to say, the Lekassi are from Necromancer's Legacy)

Edit2: Noticed a few minor mistakes. And that there was already something called the Black Hand Kobolds in the same book as the Lekassi. Anyway here are the new and improved ones.

Grim Fang Goblins (Goblin + Lekassi)
Small Humanoid (Goblinoid)
Hit Dice: 1d8 (4)
Initiative: +1 (+1 Dex)
Speed: 30 Ft
AC: 15 (+1 Size, +1 Dex. +3 Studded Leather)
Attacks: Morningstar +1 melee; or javelin +3 ranged
Damage: Morningstar 1d8-1; or javelin 1d6-1
Face/Reach: 5 Ft. By 5ft/5ft
Special Attacks: Smite Undead
Special Qualities: Darkvision 60 ft., Detect Undead, Necromantic Resistance
Saves: Fort: +2 Ref: +1 Will: +1
Abilities: Str:8, Dex:13, Con:11, Int:10, Wis:13, Cha:8
Skills: Hide +6, Intimidate +1, Listen +5, Move Silently +4, Spot +4
Feats: Alertness
Climate/Terrain: Temperate and warm land and underground
Organization: Gang (4-9), band (10-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 with worg mounts), or tribe (40-400 plus 1 3rd level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, 10-24 worgs, and 2-4 dire wolves)
Challenge Rating: ¼
Treasure: Standard
Alignment: Usually Neutral Evil
Advancement: By character class

The Grim Fang Goblins were a strange accident. The tribe’s shaman died. Then he came back. He took his old place, and none of the goblins saw it as strange, because he still looked like himself. He raised a brood with the females of the tribe, insisting that he can instill his children with power. And power they were given, the Black Hand tribe is something even the mightiest undead fear. They are the boogie men for vampires, liches, and necromancers.

They use their stealth, cunning, and sheer numbers to overwhelm opponents. They instinctually know what is needed to destroy most common forms of undead.

Combat
The Grim Fang tribe tends to avoid combat with living species. While they are still evil they much prefer destroying the undead, especially long lived intelligent sorts.

Detect Undead (Su): The Lekassi has the spell-like ability to detect undead as a cleric of his character level three times per day.

Necromantic Resistance (Ex): Lekassi gain a +4 racial bonus to all saves against necromantic spells and effects.

Smite Undead (Su): Once per day a Lekassi can make a normal attack, adding his charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per character level.

Skills
Goblins gain a +4 racial bonus to Move Silently checks. Goblin cavalry (mounted on worgs) gain a +6 bonus to Rid checks and the Mounted Combat feat. In addition the Lekassi receive a +2 racial bonus to intimidate checks.
 
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Anthropomorphic Fusion!!!

I felt that my homebrewed version of 'kenku' needed a rework. Thus, I combined the Ability Scores from the eagle, hawk, raven and owl entries in the SRD and then applied the anthropomorphic animal template to the resulting stats.

With a little tweaking I present the Kenku of Kulan.

Kenku (of Kulan)
Medium-Size Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +2 (Dex)
Speed: 20 ft., fly 50 ft. (average)
AC: 12 (+2 Dex)
Attacks: 2 claws +4 melee, bite +2 melee; or by weapon +2 melee; or by weapon +4 ranged
Damage: Claw 1d4, bite 1d6; or by weapon
Face/Reach: 5 ft. / 5 ft.
Special Qualities: Darkvision 60 ft., raven-headed kenku also have SR equal to 10 + any character levels
Saves: Fort +1, Ref +5, Will +6
Abilities: Str 10 (+0), Dex 14 (+2), Con 13 (+1), Int 11 (+0), Wis 16 (+3), Cha 10 (+0)
Skills: Disguise +10, Innuendo +12, Listen +4 *, Move Silently +4 *, Spot +5 **
Feats: Desert Dweller (SS), Multiattack (B), Weapon Finesse (claw, bite) (B)
Climate/Terrain: The Fallenlands – any desert, hills, or plains
Organization: Solitary, pair, gang (3–6), or caravan (30–50 plus 10% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th – 6th-level)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: Hawk and Eagle-headed +1; Raven and Owl-headed +2

Known for their ability to annoy other races to the brink of insanity, kenku are a race of bird-headed humanoids. The typical kenku looks like a humanoid hawk but other bird heads, such as eagles, ravens and owls, are possible. These humanoids have both arms and wings, which are usually folded across the back. A kenku's feathers are predominantly brown with white under-feathers and face markings. A kenku's eyes are a brilliant yellow.

A kenku's type of head doesn't affect racial abilities, beyond those listed in the statistics block above, but does dictate the kenku's favored class (see below). Kenku and nagpas are related but both races usually deny it. However, a kenku is more likely to lie and say that they are related to nagpas if it will get them out of a dangerous situation.

Most kenku wear simple clothes that help them remain cool under the desert sun of the Fallenlands. Kenku's are fond of wearing abas, cloaks, dolmans, and keffiyehs. Raven-headed kenku tend to dress in fine caftans and turban wraps. Kenku females do not wear chadors or have to hide their features, as kenku society isn't like Arabian society. They simply dress similar. Kenku's cannot wear boots or sandals.

Kulan kenku aren’t mute, having a racial language. However, most kenku won't speak it in front of other races and will instead use sign language.

Combat
Kenku tend to negotiate first, fight second. Not to make peace but to try and swindle opponents out of their possessions.
If forced to fight, hawk-headed kenku will lead the charge, while eagle and owl-headed kenku with levels in cleric and wizard respectively, will use magic from a safe distance or in the air. Opponents must also worry about being sneak attacked by raven-headed kenku with levels in rogue.

A kenku caught alone without weapons is still a dangerous opponent, however, as they can attack just as easily with their natural weapons. Raven-headed kenku wizards favor using natural attacks combined with arcane spells.

Skills: All kenku receive a +8 racial bonus to Disguise and Innuendo checks. *Owl-headed kenku receive a +8 racial bonus to Listen checks, and a +14 to Move Silently checks. **All kenku receive a +8 racial bonus to Spot checks during daylight, except for owl-headed kenku, who receive a +8 racial bonus to Spot checks in dusk and darkness conditions.

Kenku Society
Opponents exposed to the kenku society of other worlds aren’t going to have the same experience when dealing with the kenku of Kulan. The kenku of the Fallenlands are almost never encountered beyond the shores of the Fallenlands. Some wonder where they came from, as they are not a native race of the world. Yet, they have been here longer than the other races of the Fallenlands, except for the nagpa and the jann.

Kenku society is nomadic and strangely tight-knit considering their chaotic behavior towards other races. Kenku use camels as beasts of burden and as food but never ride mounts. They are content to walk or fly to wherever they happen to be going (most are happy to see them leave but not arrive).

Kenku are known for setting up around remote oasis’s of the deserts of the Fallenlands and charging for the right to use the oasis’s water. Most kenku caravans include between 30 to 50 adults and children equal to 10% of the total number of adults.
Very little is known of true kenku society beyond what is described above.

Kenku Characters
Favored Class: Hawk-headed - Fighter, Eagle-headed - Cleric, Raven-headed - Wizard, Owl-headed - Rogue.

Kenku clerics may choose any two of the following domains: Air, Chaos, Luck, Sun, and Trickery.

{EDIT}

BTW, does anyone have stats for a vulture?
 
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