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

Centaurs with the arctic racial template from Dragon #306. I also gave this centaur race extra Knowledge skill bonues and the Alertness feat. - KF72

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Centaur, Arctic (Centaur of Harqual)
Large Monstrous Humanoid
Hit Dice: 4d8+12 (30 hp)
Initiative: +2 (Dex)
Speed: 40 ft.
AC: 15 (-1 size, +2 Dex, +2 natural, +2 large shield)
Attacks: Greatclub +7 melee, 2 hooves +3 melee; or mighty composite longbow (+4) +5 ranged
Damage: Greatclub 1d10+4, hoof 1d6+2; or mighty composite longbow 1d8+4
Face/Reach: 10 ft. / 5 ft.
Special Attacks: Racial traits, spell-like abilities
Special Qualities: Racial traits
Saves: Fort +4, Ref +6, Will +5
Abilities: Str 18 (+4), Dex 14 (+2), Con 17 (+3), Int 9 (-1), Wis 13 (+1), Cha 9 (-1)
Skills: Hide +3, Knowledge (agriculture) +1, Knowledge (nature) +1, Listen +4, Move Silently +3, Spot +4, Survival +3
Feats: Alertness (B), Weapon Focus (hoof), Winter’s Child (SS)

Climate/Terrain: Harqual – cold forest
Organization: Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd to 5th-level), or tribe (20-200 plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th to 9th-level)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +2

The centaurs of Harqual live in the forests of the Northlands (beyond the Greystone Mountains) and are steadfast allies of the barbarians living in the north. For as long as barbarians have lived on Harqual there have been these centaurs living alongside them, or at least that's what both the barbarians and these centaurs say.

All centaurs of Harqual have thicker hair than centaurs of other worlds and the human torso part of their body is covered with hair front and back. Males have thick beards, which are usually kept braided and their long manes are always tied up in a ponytail. Females do not have facial hair and their manes are left loose to blow in the frigid winds of the Northlands.

Centaurs of Harqual speak their own racial language and the Barbarian tongue.

Combat
Centaurs of Harqual are stout warriors will defend their homes and kin without any hesitation. Of course, since they are strong allies with the barbarians of the Northlands, almost any conflict that continues for any length of time will eventually draw in their barbarian allies as well.

Centaurs of Harqual use the same tactics and weapons when dealing with hostile opponents. The main difference is the terrain those opponents will have to face them on. Centaurs of Harqual know how to use their homeland’s cold terrain to best help them in a fight (i.e. sinkholes, avalanches, blowing snow and freezing wind, etc.).

Spell-like Abilities: Centaurs of Harqual have the ability to use ray of frost once per day as a 1st-level cleric.

Racial Traits (Ex): See below.

Centaur of Harqual Society
The origin of the centaurs of Harqual is a mystery that baffles even the high elves of Kingdom of the Silver Leaves. It is widely known by powerful diviners that a centaur-like race, known as zebranaurs, is common all over Kulan. However, what's not known is why zebranaurs are so dominate across the world and yet centaurs are not.

Those adventurers that have traveled the world have never encountered centaurs anywhere except on Harqual. And even on Harqual these centaurs are limited to northern reaches of the continent. Zebranaurs dominate the southern lands of Harqual and for some unknown reason the northern-dwelling centaurs of Harqual elders won't willingly cross the Great Expanse, and they attempt too forbid young centaurs from making the journey. Most of these adventuresome centaurs either never come back or reappear several years later with strange arcane symbols tattooed into their hides. Most don't remember what happened and those that do never speak of their experiences.

Strangely enough, centaurs can actually leave Harqual from the north without any strange disappearances (i.e. on a ship) and come back just as easily. And if they land on the shores of the southern half of the continent nothing strange happens. Only when a centaur crosses into the Great Expanse do they disappear in a shimmer of light. Where they go remains a mystery.

Centaur of Harqual Characters
Centaurs of Harqual favor the ranger class. Centaurs of Harqual often are barbarians and fighters as well and sometime become multiclassed ranger/druids and barbarian/druids.

Centaurs of Harqual worship the gods of the Pantheon of the North. They have never heard of Skerrit, the patron deity of centaurs on other worlds. They revere Daghdha before all the other gods of the pantheon. Centaur of Harqual clerics of Daghdha can choose any two of the following domains: Animal, Forest, Plant, Renewal, and Weather.

Centaur of Harqual Traits
-> +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma.
-> Large: As Large creatures, centaurs of Harqual gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters.
-> Speed: Base land speed is 40 feet.
-> Darkvision 60 ft.
-> Centaurs of Harqual gain Alertness as a bonus feat.
-> Spell-like Abilities: As per the description under Combat.
-> Save Adjustments: +1 racial bonus on saves against cold effects and a –1 racial penalty on saves against fire effects. These adjustments apply to cold and fire effects from any source, whether mundane or magical.
-> Skills: +2 racial bonus on all Knowledge (agriculture), Knowledge (nature), and Survival checks.
-> Automatic Languages: Centaur and Barbarian. Bonus Languages: Giant, Gnoll, and Orc.
-> Favored Class: Ranger. A multiclass centaur’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing. If using the rules from Savage Species, then they also could have Centaur as their favored monster class but with the racial traits listed here.
-> ECL: +6
 
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Centaur, Wild (Zebranaur)
Large Monstrous Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: +2 (Dex)
Speed: 45 ft.
AC: 13 (-1 size, +2 Dex, +2 natural)
Attacks: Longspear +10 melee, 2 hooves +4 melee; or composite longbow +5 ranged
Damage: Longspear 1d8+5, hoof 1d6+2; or composite longbow 1d8
Face/Reach: 10 ft. / 5 ft.
Special Attacks: Racial traits
Special Qualities: Racial traits
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 20 (+5), Dex 14 (+2), Con 15 (+2), Int 6 (-2), Wis 13 (+1), Cha 9 (-1)
Skills: Hide +3, Listen +4, Move Silently +3, Spot +4, Survival +7
Feats: Alertness (B), Weapon Focus (hoof), Weapon Focus (longspear)

Climate/Terrain: Warm forests and plains
Organization: Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd-5th level), or tribe (20-200 plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th-9th level)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +2

Zebranaurs have the upper body of a human and the lower body of a zebra. A zebranaur's upper body is normally brown, without the characteristic black-on-white stripes that cover its lower body. Many have a short mane of coarse black bristles running from the middle of the lower back up to the nape of the neck. Most favor a spiked hairstyle, but others prefer the traditional styles of the local humans.

Zebranaurs speak Centaur.

Combat
Zebranaurs normally respond to aggression by retreating, launching a few arrows to discourage pursuit. Against opponents dangerous to their tribe, they use similar tactics, except that about half their number will circle around to lie in ambush or attack the foe from the rear.

Zebranaurs are taught from an early age how to use spears and the javelin. If forces into melee they will use longspears to attack opponents.

Racial Traits (Ex): See below.

Zebranaur Society
Zebranaur society is very simple. They are nomadic, tribal creatures who remain close to nature and are most at home in the wild, much like the humans who live nearest to them. This race thrives in the warm plains and savannas of Kulan’s continents. How they came to be in so many places around the world is a mystery. This is due to the fact that regular centaurs seem to be isolated to Harqual.

When the zebranaur are questioned about the matter, they simply shrug their shoulders and state that it has always been that way. Then they point out the versatility of other races such as humans, elves and dwarves. Zebranaurs simply state that if these races can be so diverse, then why not their people as well. They have no reasoning why their centaur cousins seem to be so isolated.

Zebranaur Characters
Zebranaurs favor the cleric class. Zebranaurs worship a wide variety of deities across the various continents of Kulan. The closest they have to a patron is the world goddess Mirella.

Zebranaur Traits
-> +2 Strength, +2 Dexterity, -4 Intelligence, -2 Charisma.
-> Large: As Large creatures, zebranaurs gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters.
-> +1 racial bonus to attack rolls made with any sort of spear or a javelin.
-> Speed: Base land speed is 45 feet.
-> Darkvision 60 ft.
-> Zebranaurs gain Alertness as a bonus feat.
-> Skills: A zebranaur gains 1 extra skill point at each level (or HD) because she must constantly train herself to stay one step ahead of the dangers that surround her. In addition, a zebranaur gains a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Survival checks. Poorly suited to social interaction, a zebranaur suffers a –2 racial penalty to Bluff, Diplomacy, and Sense Motive.
-> Automatic Languages: Centaur. Bonus Languages: Varies.
-> Favored Class: Cleric. A multiclass zebranaur’s cleric class does not count when determining whether she suffers an XP penalty for multiclassing. If using the rules from Savage Species, then they also could have Centaur as their favored monster class but with the racial traits listed here.
-> ECL: +5
 
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Here we go again. I kind of like the Lekassi template, but this idea just spoke to me. The Lekassi is in Necromancer's Legacy, the Half-Machine is in Dungeon #91.

Dead Hunter (Minotaur + Lekassi + Half-Machine)
Large Monstrous Humanoid
Hit Dice: 6d10+24 (57)
Initiative: +0 (+0 Dex)
Speed: 30 Ft
AC: 22 (-1 Size, +5 Natural, +8 Exoskeleton)
Attacks: Huge greataxe +11/+6 melee, gore +6 melee, 4 claw +6 melee
Damage: Huge greataxe 2d8+6, gore 1d8+3, Claw 1d6+3
Face/Reach: 5 Ft. By 5ft/10ft
Special Attacks: Charge 4d6+9, Smite Undead, Breath Weapon
Special Qualities: Scent, Natural Cunning, Detect Undead, Necromantic Resistance, Programmed, Rust Vulnerability, Damage Reduction 10/+1, Haste
Saves: Fort: +8 Ref: +7 Will: +6
Abilities: Str:23, Dex:10, Con:19, Int:7, Wis:12, Cha:8
Skills: Climb +12, Intimidate +7, Jump +8, Listen +17, Search+5, Spot +9
Feats: Alertness, Blind-Fight, Great Fortitude, Lightning Reflexes, Multiattack,
Power Attack
Climate/Terrain: Any underground
Organization: Solitary or Gang (2-4)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually Chaotic Evil
Advancement: By character class

These creatures were created by a lich to destroy a great army of the undead under the command of a rival necromancer. The minotaurs were specially bred for generations, magically altered, and then given the mechanical implants that make it a living weapon against the undead.

The lich so far has only used these creatures to destroy rival necromancers and their undead armies, however, once no one stands against them, the Dead Hunters will probably be unleashed upon regular humanoids, to use them as slaves and more experimental fodder for the lich.

Combat

Dead Hunters ignore all combatants that do not attack them, concentrating their efforts on any undead. They usually use their breath weapons, haste, then charge. Smite Undead is a last resort ability.

Breath Weapon (Ex): A Dead Hunter can breath a Cone of Fire 40 ft. long dealing 5d6 damage, A reflex save DC: 17 will halve damage. This is usable once per day.

Charge (Ex): A Dead Hunter can charge 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+9 points of damage.

Detect Undead (Su): The Dead Hunter has the spell-like ability to detect undead as a 6th-level cleric three times per day.

Haste (Sp): After it has engaged in at least 1 round of combat, the Dead Hunter can haste itself once per day as a standard action. The effect is the same as the haste spell cast by a 10th-level sorcerer.

Natural Cunning (Ex): Although Dead Hunters 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.

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

Partial Construct (Ex): A Dead Hunter is immune to poison and disease and is considered one size larger when determining death from massive damage. A Dead Hunter is subject to critical hits but takes only half damage from subdual attacks. It can be healed with a successful Craft (metalworking) check as with the standard Heal check. A slain Dead Hunter that is resurrected returns to life as the base creature it was before undergoing mechanical alteration.

Dead Hunter get a +4 resistance bonus to mind-influencing effects.

Programmed (Su): The Dead Hunter is programmed to completely obey its creator as if under the effects of a dominate monster spell cast by a 20th-level wizard. If the creator dies or is destroyed, the Dead Hunter becomes free-willed, but the residual program gives the half-machine a –4 to Will saves against Enchantment spells. The programming can be erased only with a wish or similar spell.

Rust Vulnerability (Ex): All Dead Hunters are affected by rust attacks, such as that of the rust monster or rusting grasp spell.

Smite Undead (Su): Once per day a Dead Hunter can make a normal attack, dealing 6 additional damage to an Undead opponent.

Skills: Dead Hunters receive a +4 racial bonus to Search, Spot, and Listen, and a +2 racial bonus to Intimidate checks.
 

No I wouldn't. The thing is that no shop I know of in this nation in which I reside (sweden, btw.) carries the book of templates, which means I'll have to import it, which will become very, very, expensive, at least, more expensive than what I am willing to pay.

No import duties, my dear Krishnath. Just a quick download from RPG Now :) The entire Book of Templates can be yours with just a couple of mouse clicks. Ain't technology grand? And I'd be sad if you didn't buy a copy, anyway. The dreadnaught template alone is worth the cost of admission, though. Not to mention the Ferrovore. You can pound/freak the living crap out of your players with these things :D

Cheers!
 

Well, the thing is, I'm not really keen on buying stuff over the internet. I'm not on a secure connection you know. It's fast, but not safe. :D

Oh well, I guess I'll just have to live without the Dreadnaught Template then <Sigh>.

Unless of course, I have the great fortune that the hardcover version will be sold here in sweden when it is released. :D Which of the many publishers will be publishing the good book? And I promise, if it is released over here, I will buy it. :D

Knightfall: I like the arctic centaurs. The zebranaurs are nice too, what template did you use to create them?

Kitsune: The Dead Hunter Rocks!

Later,
 

Which of the many publishers will be publishing the good book? And I promise, if it is released over here, I will buy it.

Silverthorne Games (my company) will be publishing the book. The print version will have a distribution deal through a major d20 publisher (I can't say who at present), but their channels should reach Sweden. And thanks for your support! :)

Cheers!
 

Frilf said:


Silverthorne Games (my company) will be publishing the book. The print version will have a distribution deal through a major d20 publisher (I can't say who at present), but their channels should reach Sweden. And thanks for your support! :)

Cheers!

I'm buying it, this month...and anxiously awaiting the Deluxe version! I love the idea of templates, and only a couple of companies have *anything* in the way of decent numbers of good templates...and yours is the *best*, from what I'm seeing!

There is one other, and I'm considering it, too, but it doesn't offer half as much for the money... :D
 

Well...I don't work out things in as much detail as Knightfall does...so this is kinda on the fly...but I fell in love with the idea:

Shadow Elves
Medium Magical Beasts (Humanoids?)

Hit Dice: 1d8-1 (3 hp)
Initiative: +2
Speed: 45 ft
AC: 15 (+1 Dex, +3 studded leather, +1 small shield)
Attacks: Rapier +1 melee; or longbow +3 ranged
Damage: Rapier 1d6/18-20 x2; or longbow 1d8
Face/Reach: 5 ft by 5 ft/5 ft
Special Qualities: Elven traits, Cold Resistance 5+1 per level to 20, Darkvision 60 ft, Low-Light Vision, Shadow Blend, +2 luck bonus on all saving throws
Saves: Fort +3, Ref +3, Will +2
Abilities: Str 10, Dex 13, Con 8, Int 11, Wis 11, Cha 11
Skills: Hide +1, Listen +3, Search +3, Spot +2
Feats: Weapon Focus (longbow)

Climate/Terrain: Shadow...
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 lieutennants, and 3 7th level captains)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class (preferred: Rogue)

Comments? :D
 

Thanks Krishnath, and the Shadow Elves are just humanoids. If I recall the Shadow Creature template right it only changes animals into magical beasts, it leaves everyone else alone. (Though if you run a Rokugan campaign I would say the template adds the Shadowlands subtype but that's me.)
 

Krishnath said:
Knightfall: I like the arctic centaurs. The zebranaurs are nice too, what template did you use to create them?

The zebranaurs were created using the wild racial template from Dragon #306.
 

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