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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Knightfall" data-source="post: 717320" data-attributes="member: 2012"><p><strong>Rules? I don't need no stinking rules!</strong></p><p></p><p>Ok, imagine if you will, the yuan-ti tainted one template added on to another race besides human. Imagine the possibilities. Sure it's against the rules laid down in the template but like I wrote in the header... rules?</p><p></p><p>Thus, the Gnomish-Yuan-Ti Tainted One (now called Nom-Ti - named by Demiurge).</p><p></p><p><strong><em>Nom-Ti</em></strong></p><p><strong>Small-Size Humanoid (Gnome)</strong></p><p>Hit Dice: 1d8+2 (6 hp)</p><p>Initiative: +0</p><p>Speed: 20ft.</p><p>AC: 16 (+1 size, +4 chain shirt, +1 small shield)</p><p>Attacks: Short sword +2 melee; or light crossbow +2 ranged</p><p>Damage: Short sword 1d6-1; or light crossbow 1d8</p><p>Face/Reach: 5ft. / 5ft.</p><p>Special Attacks: Poison bite, psionics, racial traits, spells</p><p>Special Qualities: Poison immunity, racial traits, speak with animals, spell resistance 12</p><p>Saves: Fort +4, Ref +0, Will +0</p><p>Abilities: Str 8 (-1), Dex 10 (+0), Con 15 (+2), Int 11 (+0), Wis 11 (+0), Cha 11 (+0)</p><p>Skills: Craft (alchemy) + 2.5, Listen +3, Spot +2</p><p>Feats: Alertness (B), Weapon Focus (short sword)</p><p></p><p>Climate/Terrain: Warm land</p><p>Organization: Solitary</p><p>Challenge Rating: 3</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic evil</p><p>Advancement: By character class</p><p>Level Adjustment: +2</p><p></p><p><strong>Nom-Ti Traits (Ex):</strong> Nom-Ti tainted ones benefit from a number of racial traits. (For racial skill bonuses, see under Skills below.)</p><p></p><p>-> Small-sized</p><p>-> Low-light vision</p><p>-> +1 racial bonus to attack rolls against kobolds and goblinoids</p><p>-> +2 racial bonus to saves against illusions</p><p>-> +4 dodge bonus against giants</p><p></p><p><strong>Poison Bite (Ex):</strong> The saliva of a nom-ti is poisonous when ingested or introduced into the blood. A nom-ti can only inject its venom while grappling a foe with exposed skin (Fort save to resist – DC of 13). Victims who fail this save take 1d4 points of Con damage. A nom-ti’s kiss is also poisonous, though in this case the save DC is only 11.</p><p></p><p><strong>Poison Immunity (Ex):</strong> Nom-ti are immune to all forms of snake venom, including their own poison.</p><p></p><p><strong>Psionics (Sp):</strong> A nom-ti can create the following effects through the power of its mind as a sorcerer of its character/HD level: <em>poison</em> (Fort save, DC 15) and <em>polymorph self</em> (into snake or snake-like forms only).</p><p></p><p><strong>Speak with Animals (Sp):</strong> Once per day a nom-ti can use <em>speak with animal</em> as a 1st – level druid to communicate with a snake or snake-like reptile.</p><p></p><p><strong>Spell Resistance (Ex):</strong> A nom-ti gains spell resistance of 12 +1 per 3 levels.</p><p></p><p><strong>Spells:</strong> Nom-ti with Intelligence scores of 10 or higher may cast <em>dancing lights, ghost sound,</em> and <em>prestidigitation</em>, each once per day as a 1st – level wizard (spell failure penalties for armor apply).</p><p></p><p><strong>Skills:</strong> Nom-ti receive a +2 racial bonus to Listen checks for their keen hearing, and to Craft (alchemy) checks because their sensitive noses allow them to monitor alchemical processes by smell.</p><p></p><p>Up next... goblin.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 717320, member: 2012"] [b]Rules? I don't need no stinking rules![/b] Ok, imagine if you will, the yuan-ti tainted one template added on to another race besides human. Imagine the possibilities. Sure it's against the rules laid down in the template but like I wrote in the header... rules? Thus, the Gnomish-Yuan-Ti Tainted One (now called Nom-Ti - named by Demiurge). [b][i]Nom-Ti[/i][/b] [b]Small-Size Humanoid (Gnome)[/b] Hit Dice: 1d8+2 (6 hp) Initiative: +0 Speed: 20ft. AC: 16 (+1 size, +4 chain shirt, +1 small shield) Attacks: Short sword +2 melee; or light crossbow +2 ranged Damage: Short sword 1d6-1; or light crossbow 1d8 Face/Reach: 5ft. / 5ft. Special Attacks: Poison bite, psionics, racial traits, spells Special Qualities: Poison immunity, racial traits, speak with animals, spell resistance 12 Saves: Fort +4, Ref +0, Will +0 Abilities: Str 8 (-1), Dex 10 (+0), Con 15 (+2), Int 11 (+0), Wis 11 (+0), Cha 11 (+0) Skills: Craft (alchemy) + 2.5, Listen +3, Spot +2 Feats: Alertness (B), Weapon Focus (short sword) Climate/Terrain: Warm land Organization: Solitary Challenge Rating: 3 Treasure: Standard Alignment: Usually chaotic evil Advancement: By character class Level Adjustment: +2 [b]Nom-Ti Traits (Ex):[/b] Nom-Ti tainted ones benefit from a number of racial traits. (For racial skill bonuses, see under Skills below.) -> Small-sized -> Low-light vision -> +1 racial bonus to attack rolls against kobolds and goblinoids -> +2 racial bonus to saves against illusions -> +4 dodge bonus against giants [b]Poison Bite (Ex):[/b] The saliva of a nom-ti is poisonous when ingested or introduced into the blood. A nom-ti can only inject its venom while grappling a foe with exposed skin (Fort save to resist – DC of 13). Victims who fail this save take 1d4 points of Con damage. A nom-ti’s kiss is also poisonous, though in this case the save DC is only 11. [b]Poison Immunity (Ex):[/b] Nom-ti are immune to all forms of snake venom, including their own poison. [b]Psionics (Sp):[/b] A nom-ti can create the following effects through the power of its mind as a sorcerer of its character/HD level: [i]poison[/i] (Fort save, DC 15) and [i]polymorph self[/i] (into snake or snake-like forms only). [b]Speak with Animals (Sp):[/b] Once per day a nom-ti can use [i]speak with animal[/i] as a 1st – level druid to communicate with a snake or snake-like reptile. [b]Spell Resistance (Ex):[/b] A nom-ti gains spell resistance of 12 +1 per 3 levels. [b]Spells:[/b] Nom-ti with Intelligence scores of 10 or higher may cast [i]dancing lights, ghost sound,[/i] and [i]prestidigitation[/i], each once per day as a 1st – level wizard (spell failure penalties for armor apply). [b]Skills:[/b] Nom-ti receive a +2 racial bonus to Listen checks for their keen hearing, and to Craft (alchemy) checks because their sensitive noses allow them to monitor alchemical processes by smell. Up next... goblin. [/QUOTE]
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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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