• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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

Meow!

i saw Gez's cool cat variant on the Animals! thread and instantly came up with these for my World of Kulan campaign setting. Thanks for the inspiration Gez!

Note: Need opinions on this races LA and ECL.

Anthropomorphic Cat (Kitt)
Small Monstrous Humanoid (Feline)
Hit Dice: 1d8 (4 hp)
Initiative: +4 (Dex)
Speed: 20 ft., climb 15 ft.
Armor Class: 15 (+4 Dex, +1 size)
Attacks: 2 claws +5 melee, bite +3 melee; or dagger -1 melee; or sling +5 ranged
Damage: Claw 1d3-2, bite 1d4-2; or dagger 1d4-2; or sling 1d4-2
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Pounce, improved grab
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +0, Ref +6, Will +4
Abilities: Str 7 (-2), Dex 19 (+4), Con 10 (+0), Int 11 (+0), Wis 14 (+2), Cha 12 (+1)
Skills: Balance +13, Climb +5, Hide +8*, Jump +9, Listen +3, Move Silently +8, Spot +3
Feats: Multiattack, Weapon Finesse (claw, bite) (B)

Climate/Terrain: World of Kulan – any land
Organization: Solitary, mated pair, pack/family (2 –5), or pride (4 – 24 plus 75% noncombatants plus 1 3rd-level sergeant, 1 5th-level cleric, and 1 7th-level leader)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: ?

Kitts are a small race of cat-like humanoids that may be related to both the rakasta and halflings. They stand 3 ½ feet in height and usually weigh no more than 40 lbs. A kitt’s fur color can be almost anything and may be laid out in spots, stripes or patches.

Kitts are typically gregarious creatures, but they have a tendency to also be flighty and quick to anger. They dress similar to halflings and the two races have been known to live together in the same communities. Kitts are most often encountered away from urban sprawls, as they prefer the open countryside.

Kitts are rarely encountered in the eastern lands of Kulan, including Kanpur and Triadora, but are more common in Janardun and Harqual. They are almost unheard of in The Fallenlands, although a few have been known to be found living amongst the Sahne for short periods of time. Sages who have studied kitts speculate that thousands of small, uncharted islands, scattered across Kulan, may or may not have savage kitt living on them.

Kitts speak their own racial tongue, as well as Common.

Combat
Kitts prefer to attack opponents from a hidden position using their speed to their best advantage. Kitts use daggers and slings when fighting against well-armed and armored opponents. Otherwise they use their natural attacks.

Pounce (Ex): If a kitt leaps upon a foe as part of a charge, it can make a full attack.

Improved Grab (Ex): To use this ability, a kitt must hit with a claw or bite attack.

Kitt Society
Beyond those that rarely gather into prides, kitts don’t have a strong racial society. They tend to wander from place to place meeting new people and looking for more of their kind. This intense wanderlust has a tendency to keep the kitt population low, which is a good thing, as they tend to reproduce quickly. A kitt mother can have several litters of cubs in her lifetime with as many as twelve cubs in a litter. A mother will care for her cubs until they are old enough to fend for themselves, but kitt cubs will often wander off to explore the world before they are ready.

Kitts who live in prides are a little more society oriented, however. Kitt prides are lead by the strongest male who is the only male allowed to have children. This rule keeps a kitt pride’s population from exploding, which would be a horrible strain on the pride’s resources. However, it rarely helps when two prides meet. These encounters are often hedonistic affairs where the adult males and females, from opposite prides, mate in a two day ritual. Any resulting children are raised by the female’s pride as full members but are later encouraged to wander and find their own place in the world.

Sometimes kitts will settle down with halflings, which gives them a better balance and understanding about family. These kitt families are usually neutral good in alignment and worship the Halfling Pantheon.

Kitt Toms
Sometime an old male kitt’s need to wander and desire for mates will drive him to become a Tom. These males have 3 HD, an Intelligence score of no more than 7 and are unkempt and unclean. Kitt toms define mean and surly. A kitt tom has Improved Scent and uses it to try and find kitt females to mate with.

Kitt Characters
Kitts favor the rogue class. A kitt doesn’t make a great fighter and one will rarely take that class unless he is the leader of a pride. Kitts often become multiclassed rogue/druids and rogue/rangers. Kitt clerics can choose any two of the following domains: Animal, Chaos, Good, Luck, and Trickery.

Kitt Traits
Kitts benefit from a number of racial traits:
-> -4 Strength, +4 Dexterity, +2 Wisdom, +2 Charisma. Kitts are quick, charismatic and thoughtful, but they are not strong in a fight.
-> Small: As Small creatures, kitts gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on 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 characters.
-> Kitt base speed is 20 feet. Kitt can climb at a speed of 15 feet.
-> Darkvision 60 ft. Darkvision is black and white only, but it is otherwise like normal sight, and kitts can function just fine with no light at all.
-> Pounce (Ex): As per the description under Combat.
-> Improved Grab (Ex): As per the description under Combat.
-> Scent (Ex): Kitt 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.
-> Kitts gain the Weapon Finesse feat for their natural attacks for free at 1st level. (Note: In 3.5E, the Weapon Finesse feat only needs to be taken once and applies to all finesse style weapons.)
-> Natural Attacks: Kitts may attack with two claws and bite and are always treated as being armed when using their natural attacks.
-> Skills: Kitts receive a +4 racial bonus to Hide, Move Silently, and Jump checks; and a +8 racial bonus to Balance checks. They use their Dexterity modifier to Climb and Jump checks. *In area of tall grass or heavy undergrowth, the Hide bonus rises to +8. Kitts are naturally nimble and quiet.
-> Automatic Languages: Kitt and Common. Bonus Languages: Elven, Gnome, Goblin, Halfling and Rakasta.
-> Favored Class: Rogue. A multiclass kitt's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
-> ECL: ?
 
Last edited:

log in or register to remove this ad



This variant forest gnome was done using the magic racial template from Dragon #306.

Rockwood Gnome
Small Humanoid (Gnome)
Hit Dice: 1d8+1 (5 hp)
Initiative: +0
Speed: 20 ft.
AC: 14 (+1 size, +2 leather, +1 small shield)
Attacks: Club +2 melee; or light crossbow +2 ranged
Damage: Club 1d6-1; or light crossbow 1d8
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Racial traits
Special Qualities: Racial traits
Saves: Fort +3, Ref +0, Will -1
Abilities: Str 8 (-2), Dex 10 (+0), Con 12 (+1), Int 11 (+0), Wis 9 (-1), Cha 13 (+1)
Skills: Alchemy +2, Hide, +5*, Knowledge (arcana) +2, Listen +3, Spellcraft +2, Spot +1
Feats: Weapon Focus (club)

Climate/Terrain: Southern Harqual – any forest, hills, mountain and underground
Organization: Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 10 adults, 2 5th-level lieutenants, 1 7th-level captain, and 2-5 dire weasels)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +1

Rockwood gnomes are magic-imbued forest gnomes that live in the Heverkent Forest and Hinderfall Mountains of Southern Harqual. They are the only race of gnomes left on Harqual since the end of the Second Ogre War.

It was only through the divine protection of the Patron of Magic, Immotion, that the rockwood gnomes survived. She used a portion of her essence to give the forest-dwelling gnomes the spark of magic in their souls. This gift tipped the balance of power in their direction when the invading ogres tried to conquer them.

Rockwood gnomes speak their own language, Heverkent, as well as the regional language of Southern Harqual, Suar.

Combat
Rockwood gnomes make heavy use of arcane magic and carefully prepared ambushes and traps whenever they can. Otherwise they avoid most direct confrontations, hiding in the deep foliage of the Heverkent Forest.

Racial Traits (Ex): See below.

Rockwood Gnome Characters
Rockwood gnomes favor the sorcerer class. Rockwood gnomes tend to make poor fighters, monks, and paladins, and most of their forest’s protectors are rogues and/or bards. While their magic-touched nature has taken away from their normal connection with the land they can still become clerics, druids and rangers. Rockwood gnomes often multiclass as sorcerer/rogues or sorcerer/rangers.

Rockwood gnomes worship the Pantheon of the North and the Gnome Deities. Of these gods, they most often worship Baervan, Baravar, Damh, Garl, and Immotion. As they are touched by magic they consider Immotion to be their patron. Rockwood gnome Clerics of Immotion can choose any two of the following domains: Good, Magic, Rune, and Spell.

Rockwood Gnome Traits
Rockwood gnomes benefit from a number of racial traits:
-> -2 Strength, +2 Constitution, -2 Wisdom, +2 Charisma.
-> Small: Rockwood gnomes 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.
-> Low-light Vision. Rockwood gnomes can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
-> +2 racial bonus to saving throws against illusions.
-> +1 racial bonus to attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.
-> +4 dodge bonus against giants.
-> Rockwood gnomes have the innate ability to pass without trace (as the spell).
-> Speak with Animals (Sp): Once per day a rockwood gnome can use speak with animals as a 1st-level druid to communicate with a burrowing mammal (badger, fox, rabbit, etc.).
-> Rockwood gnomes may cast detect magic, Nystul’s magical aura, Nystul’s undetectable aura, and read magic each once per day (caster level equals the gnome’s character level). Rockwood gnomes with Charisma scores of 10 or higher may cast dancing lights, ghost sound, and prestidigitation, each once per day as a 1st-level sorcerer (spell failure penalties for armor apply).
-> Skills: Rockwood gnomes receive a +2 racial bonus to Listen checks, for their keen hearing, and to Alchemy checks, because their sensitive noses allow them to monitor alchemical processes by smell. Rockwood gnomes receive a +2 racial bonus on Knowledge (arcana) and Spellcraft checks because they spend their lives devoted to magic. Rockwood gnomes can use Knowledge (arcana) and Spellcraft untrained. *Rockwood gnomes receive a +4 racial bonus to Hide checks, which improves to +8 in a wooded area.
-> Automatic Languages: Heverkent and Suar. Bonus Languages: Common, Dwarven (torin dialect), Halfling, Kitt, Orc, Rakasta, and Sylvan.
-> Favored Class: Sorcerer. Rockwood gnomes are embedded with the very essence of the magic of nature. Thus, a multiclass rockwood gnome’s sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.
-> ECL: +2
 
Last edited:

Wild elves with the desert racial template from Dragon #306. Note that these desert elves are slightly different than how that template would have made them (i.e. proficiencies, lifespan, favored class).

Elves of the Expanse
Medium-Size Humanoid (Elf)
Hit Dice: 1d8 (4 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 12 (+1 Dex, +1 small shield)
Attacks: Longspear +1 melee; or longbow +3 ranged
Damage: Longspear 1d8; or longbow 1d8
Face/Reach: 5 ft. / 5 ft.
Special Qualities: Racial traits
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 10 (+0), Dex 13 (+1), Con 10 (+0), Int 9 (-1), Wis 10 (+0), Cha 11 (+0)
Skills: Hide +3, Intuit Direction +2, Listen +2, Search +1, Spot +2, Survival +3
Feats: Weapon Focus (longbow)

Climate/Terrain: Harqual – warm desert or plain
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +0

The Elves of the Expanse or desert elves, as they are often referred to as, descended from a different stock than other elves. They prefer to live a more primitive lifestyle than other wild elves within the barren desert of Harqual known as the Great Expanse, which they call home. They are adapted toward simple survival, and they concentrate on their environment rather than on philosophical debates and the study of magic. They are even more temperamental and emotional than traditional wild elves. They have yellow to coppery-red hair and brown eyes. Desert elves normally dress in browns and grays, the better to blend in with the desert.

Desert elves have life spans similar to half-elves and they don't actively worship the elven god, Corellon, although they do respect his teachings and show respect to his people and clerics. Desert elves worship a being they refer to as the Patron or Chaeon. All that is known about the god is that he is still very young for a god and almost no one beyond scholars and the desert elves themselves have heard of Chaeon.

Desert elves are somewhat of a mystery to the other elves of Harqual, as these races have no recollection of a split between rival factions amongst the wild elves of Harqual. In fact, relations between the two societies are cordial. Sages have surmised that the desert elves are from another part of Kulan or maybe even another world.

Others suspect that the desert elves might be descendants of the gray elves that fled the destruction of Caer Amylinyon during the Black Wars. However, no proof of this exists and the desert elves shake their heads when asked about the subject. For them the Great Expanse has always been their home for as long as any of them can remember.

Desert elves speak Elven.

Combat
Desert elves use their surrounding terrain to prepare ambushes against opponents. Often hiding themselves in tall grass and partially burying themselves in the desert. They are masters of the longspear and excellent shots with short or longbows.
Racial Traits (Ex): See below.

Desert Elf Characters
Desert elves favor the barbarian class. Desert elf clerics worship the Interloper God known as Chaeon. These clerics can choose any two of the following domains: Air, Chaos, Earth, Elf, and Protection.

Desert Elf Traits
Desert elves benefit from a number of racial traits:
-> +4 Dexterity, -2 Constitution, -2 Intelligence.
-> Proficient with longspear or javelin, short sword, longbow, and shortbow, regardless of character class. Desert elves tend to use ranged weapons for hunting but are only usually proficient with a more limited number of weapons than their elven cousins in the north.
-> Speed: Base land speed is 30 feet.
-> Immunity to magic sleep spells and effects.
-> Low-light Vision. Desert elves can see twice as far as a human in starlight, moonlight, torchlight, , and similar conditions of poor illumination.
-> Social Penalty: Desert elves are loners by heart and shy away from entering large cities, even when traveling with other races that call that city home. A desert elf that finds himself crowded in or lost in a large city has a -2 penalty to all Charisma checks until he finds a way out of the situation. This could also include being imprisoned with large numbers of other people. A desert elf can spend 2 skill points anytime after 3rd level to reduce the penalty to -1 and can eliminate the penalty altogether after 5th level. If the desert elf is traveling with at least three other members of his tribe then the penalty only comes into effect when exposed to the worst case scenario (i.e. being lost in a huge city while a street festival is taking place).
-> Spells (Sp): Desert elves gain the ability to cast create water once per day (caster level equals desert elf’s character level).
-> Save Adjustments: +2 racial bonus to Will saves against Enchantment spells or 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: +2 racial bonus to Search, Spot, and Listen checks. +2 racial bonus on Intuit Direction and Survival. Desert elves can use Intuit Direction untrained.
-> Automatic Languages: Elven. Bonus Languages: Dwarven (torin dwarf dialect), Giant, Gnoll, Halfling, and Terran. Despite their different heritage, desert elves speak the same dialect of elven that the silver and forest elves of the Great Forest speak although their accent is much heavier.
-> Favored Class: Barbarian. A multiclass desert elf’s barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.
-> Desert elves do not live as long as other elves. They instead have the Random Starting Ages and Aging Effects of half-elves, as per the D&D Player's Handbook (pg. 93),with the following change to Aging Effects: Middle Age 82, Old 113, Venerable 145.
-> ECL: +0
 
Last edited:

Frilf said:


To answer your question, EldonG, the entire Book of Templates: Deluxe Edition will be OGC. Nice, eh?

And, yes, KF72 *is* fast. Very fast :)

Cheers!
Ian

PS I agree with Krishnath, too. There need to be more emoticons. Especially an evil one :D

Schweeeet! :D
 

Used Kitsunekaboom's neat Half-Satyr template, but I recalculated saves, skills, and feats based on the Fey type and the new 3.5E information in Savage Species.

Note to Kitsunekaboom: The template states the following under skills:

"In addition all Half-satyrs gain 2 ranks in Perform: Pan Pipes, and 2 ranks in any other two Perform skills."

Now, the Perform skill says:

"You are capable of one performance per rank."

Thus, you only take Perform once and multiple ranks mean multiple performances. You might want to rework your template.

Cheers!

KF72

--------------------------------------
Minotaur, Half-Satyr (Minotyr)
Large Fey
Hit Dice: 6d6+18 (39 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 17 (+1 Dex, -1 size, +7 natural)
Attacks: Huge greataxe +4 melee, gore +4 melee
Damage: Huge greataxe 2d8+6, gore 1d8+2
Face/Reach: 10 ft. / 10 ft.
Special Attacks: Charge 4d6+6, pipes
Special Qualities: Scent, immunities, low-light vision, natural cunning
Saves: Fort +7, Ref +6, Will +9
Abilities: Str 19 (+4), Dex 12 (+1), Con 17 (+3), Int 9 (-1), Wis 19 (+4), Cha 10 (+0)
Skills: Intimidate +7, Hide +7, Jump +11, Listen +17, Move Silently +10, Perform (drums, pan pipes) +4, Search +8, Spot +17
Feats: Alertness (B), Cleave, Great Fortitude, Power Attack

Climate/Terrain: Any underground
Organization: Solitary or gang (2-4)
Challenge Rating: 5 (6 with panpipes)
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +3

Minotyrs are magical hybrids the result of twisted arcane experiments by evil wizards and sorcerers. Minotyrs look like large satyrs with the head of a minotaur. They stand roughly 8 to 8½ feet tall and weigh 500 to 550 lb.

Minotyrs speak Giant and Sylvan.

Combat
Minotyrs are more intelligent, cunning and fast than minotaurs, but they use most of the same tactic those monsters do. The one main difference is a minotyrs use of panpipes. Most often they use such pipes to cause the fear effect.

Charge (Ex): A minotyr typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+6 points of damage.

Immunities (Ex): A minotyr is immune to pipes played by full-blooded satyrs, as well as other half-satyrs.

Natural Cunning (Ex): Although minotyrs are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.

Pipes (Su): Like their half-satyr kin, minotyrs can play haunting melodies on a set of panpipes. All creatures within a 60 ft. radius must make a Will save DC: 10 + the minotyr’s Charisma modifier or fall under a charm person, sleep, or fear spell, as a sorcerer of level equal to the minotyr’s hit dice.

Skills: Minotyrs gain a +2 racial bonus to Hide, Move Silently, and Perform checks. Minotyrs receive a +4 racial bonus to Search, and a +6 racial bonus to Listen and Spot checks. In addition to their Perform racial bonus, all minotyrs gain 2 ranks in Perform with the following performances: drums and pan pipes.

Minotyr Characters
Minotyrs can choose either bard or fighter as their favored class.
 
Last edited:


Narleth: You should draw it :D

Knightfall: The Kitt's ECL is +2 due to scent, improved grab and their unbalanced ability scores. :D And I like them all!
 

Krishnath said:
Narleth: You should draw it :D

Ya, w/a big 'censored for your protection' sign over part of it:) ...afterall, the Minotyr is horny :D :rolleyes:

Sorry couldn't resist---Knightfall has me slaving away at drawings;) ---well gotta blame somebody:D
 

Into the Woods

Remove ads

Top