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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Knightfall" data-source="post: 841838" data-attributes="member: 2012"><p>Ferret, while your Shadow wood raccoon is kind of cool. It really doesn't qualify as a 'humanoid'. Try to stay within the threads theme please. (You don't have to remove the Shadowood 'coons though.)</p><p></p><p>ANYWAY, here's another one for ya'll... a half-celestial lizardfolk race. (God, I must be tired, I just typed ya'll.) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p><strong><em>Scalefolk (Planetouched)</em></strong></p><p><strong>Medium-Size Outsider (Aquatic, Good, Reptilian)</strong></p><p>Hit Dice: 2d8+6 (15 hp)</p><p>Initiative: +1 (Dex)</p><p>Speed: 30 ft., fly 60 ft. (good)</p><p>AC: 19 (+1 Dex, +6 natural, +2 large shield)</p><p>Attacks: 2 claws +4 melee (or morningstar +4 melee), bite +2 melee; or javelin +2 ranged</p><p>Damage: Claw 1d4+3 (or morningstar 1d8+3), bite 1d4+1, or javelin 1d6+3</p><p>Special Attacks: Spell-like abilities</p><p>Special Qualities: Immunities, light, low-light vision, spell-like abilities</p><p>Face/Reach: 5 ft. / 5 ft.</p><p>Saves: Fort +3, Ref +4, Will +2</p><p>Abilities: Str 17 (+3), Dex 12 (+1), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 14 (+2)</p><p>Skills: Balance +9, Concentration +7, Hide +5, Jump +11, Listen +6, Move Silently +5, Sense Motive +6, Spot +6, Survival +6, Swim +11</p><p>Feats: Multiattack</p><p>Climate/Terrain: Temperate and warm lands (marsh 75%)</p><p>Organization: Solitary or gang (2-3)</p><p>Challenge Rating: 2</p><p>Treasure: 50% coins; 50% goods; 50% items</p><p>Alignment: Always neutral good</p><p>Advancement: By character class</p><p>Level Adjustment: +5</p><p></p><p><strong>Immunities:</strong> Scalefolk are immune to acid, cold, disease, electricity, poison, and <em>charm</em> and <em>hold</em> spells or abilities.</p><p></p><p><strong>Light (Su):</strong> Scalefolk can use <em>light</em> at will as a free action.</p><p></p><p><strong>Spell-Like Abilities:</strong> Scalefolk can use the following as a 2nd-level cleric: 3/day – <em>protection from evil</em> (cast on others); 1/day – <em>bless</em>.</p><p></p><p><strong>Skills:</strong> Thanks to their tails, scalefolk receive a +4 racial bonus to Jump, Swim, and Balance checks.</p><p></p><p>More to come right away...</p></blockquote><p></p>
[QUOTE="Knightfall, post: 841838, member: 2012"] Ferret, while your Shadow wood raccoon is kind of cool. It really doesn't qualify as a 'humanoid'. Try to stay within the threads theme please. (You don't have to remove the Shadowood 'coons though.) ANYWAY, here's another one for ya'll... a half-celestial lizardfolk race. (God, I must be tired, I just typed ya'll.) :p [b][i]Scalefolk (Planetouched)[/i][/b] [b]Medium-Size Outsider (Aquatic, Good, Reptilian)[/b] Hit Dice: 2d8+6 (15 hp) Initiative: +1 (Dex) Speed: 30 ft., fly 60 ft. (good) AC: 19 (+1 Dex, +6 natural, +2 large shield) Attacks: 2 claws +4 melee (or morningstar +4 melee), bite +2 melee; or javelin +2 ranged Damage: Claw 1d4+3 (or morningstar 1d8+3), bite 1d4+1, or javelin 1d6+3 Special Attacks: Spell-like abilities Special Qualities: Immunities, light, low-light vision, spell-like abilities Face/Reach: 5 ft. / 5 ft. Saves: Fort +3, Ref +4, Will +2 Abilities: Str 17 (+3), Dex 12 (+1), Con 17 (+3), Int 11 (+0), Wis 14 (+2), Cha 14 (+2) Skills: Balance +9, Concentration +7, Hide +5, Jump +11, Listen +6, Move Silently +5, Sense Motive +6, Spot +6, Survival +6, Swim +11 Feats: Multiattack Climate/Terrain: Temperate and warm lands (marsh 75%) Organization: Solitary or gang (2-3) Challenge Rating: 2 Treasure: 50% coins; 50% goods; 50% items Alignment: Always neutral good Advancement: By character class Level Adjustment: +5 [b]Immunities:[/b] Scalefolk are immune to acid, cold, disease, electricity, poison, and [i]charm[/i] and [i]hold[/i] spells or abilities. [b]Light (Su):[/b] Scalefolk can use [i]light[/i] at will as a free action. [b]Spell-Like Abilities:[/b] Scalefolk can use the following as a 2nd-level cleric: 3/day – [i]protection from evil[/i] (cast on others); 1/day – [i]bless[/i]. [b]Skills:[/b] Thanks to their tails, scalefolk receive a +4 racial bonus to Jump, Swim, and Balance checks. More to come right away... [/QUOTE]
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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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