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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Kitsunekaboom" data-source="post: 899262" data-attributes="member: 8301"><p>To help bring it back on topic here we go. </p><p>Edit: Forgot to say, the Lekassi are from Necromancer's Legacy)</p><p></p><p>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.</p><p></p><p>Grim Fang Goblins (Goblin + Lekassi)</p><p>Small Humanoid (Goblinoid)</p><p>Hit Dice: 1d8 (4)</p><p>Initiative: +1 (+1 Dex)</p><p>Speed: 30 Ft</p><p>AC: 15 (+1 Size, +1 Dex. +3 Studded Leather)</p><p>Attacks: Morningstar +1 melee; or javelin +3 ranged</p><p>Damage: Morningstar 1d8-1; or javelin 1d6-1</p><p>Face/Reach: 5 Ft. By 5ft/5ft</p><p>Special Attacks: Smite Undead</p><p>Special Qualities: Darkvision 60 ft., Detect Undead, Necromantic Resistance</p><p>Saves: Fort: +2 Ref: +1 Will: +1</p><p>Abilities: Str:8, Dex:13, Con:11, Int:10, Wis:13, Cha:8</p><p>Skills: Hide +6, Intimidate +1, Listen +5, Move Silently +4, Spot +4</p><p>Feats: Alertness</p><p>Climate/Terrain: Temperate and warm land and underground</p><p>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)</p><p>Challenge Rating: ¼ </p><p>Treasure: Standard</p><p>Alignment: Usually Neutral Evil</p><p>Advancement: By character class</p><p></p><p>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. </p><p></p><p>They use their stealth, cunning, and sheer numbers to overwhelm opponents. They instinctually know what is needed to destroy most common forms of undead.</p><p></p><p>Combat</p><p>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. </p><p></p><p>Detect Undead (Su): The Lekassi has the spell-like ability to detect undead as a cleric of his character level three times per day.</p><p></p><p>Necromantic Resistance (Ex): Lekassi gain a +4 racial bonus to all saves against necromantic spells and effects.</p><p></p><p>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.</p><p></p><p>Skills</p><p>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.</p></blockquote><p></p>
[QUOTE="Kitsunekaboom, post: 899262, member: 8301"] 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. [/QUOTE]
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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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