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D&D Older Editions, OSR, & D&D Variants
Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Knightfall" data-source="post: 902872" data-attributes="member: 2012"><p><strong><em>Griff</em></strong></p><p><strong>Medium-Size Monstrous Humanoid</strong></p><p><strong>Hit Dice:</strong> 2d8+5 (14 hp)</p><p><strong>Initiative:</strong> +1 (Dex)</p><p><strong>Speed:</strong> 30 ft., glide 40 ft.</p><p><strong>AC:</strong> 17 (+3 Dex, +4 -natural)</p><p><strong>Attacks:</strong> Bite +4 melee, 2 claws +2 melee; or by weapon +4 melee; or by weapon +5 ranged</p><p><strong>Damage:</strong> Bite 1d8+2, claw 1d3+1; or by weapon</p><p><strong>Face/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Blood frenzy, pounce</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., scent</p><p><strong>Saves:</strong> Fort +1, Ref +6, Will +5</p><p><strong>Abilities:</strong> Str 15 (+2), Dex 17 (+3), Con 12 (+1), Int 9 (-1), Wis 15 (+2), Cha 12 (+1)</p><p><strong>Skills:</strong> Jump +5, Listen +4, Spot +4*</p><p><strong>Feats:</strong> Multiattack, Toughness (B)</p><p></p><p><strong>Climate/Terrain:</strong> Harqual – the Storm Peninsula</p><p><strong>Organization:</strong> Solitary, pair, or patrol (6–10)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually neutral evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +4</p><p></p><p>The griff are descended from griffons that have been magically altered by the tabaxi, who use them as a slave race. Most griff stand roughly 7¾ ft tall and look like a strange mix of griffon and humanoid.</p><p></p><p>Their hands are more like claws and their legs bend back at the knees and they have wings that allow them to glide. Griffs cannot truly fly and must start from an elevated position to become airborne.</p><p></p><p>Griff cannot wear any sort of armor, as it would interfere with their wings, but can use shields.</p><p></p><p>Griff speak a rudimentary racial tongue that is nearly impossible for other races to learn.</p><p></p><p><strong>Combat</strong></p><p>Most opponents don’t realize that a griff is anything other than a griffon until it's too late. Griff are intense, vicious warriors that often fight to the death for their tabaxi masters. The tabaxi rarely let them use constructed weapons, as they don’t trust their slaves (or anyone else for that matter). Most griff are intensely loyal to the tabaxi, however.</p><p></p><p>If left on their own, griff usually revert back to a more feral state. They attack by pouncing on their opponents, either gliding into melee or leaping from above.</p><p></p><p><strong>Blood Frenzy (Su):</strong> If a griff comes within 30 feet of wounded livestock such as horses or cows they automatically go into a blood frenzy similar to a barbarian's rage ability (the griffs HD is equivalent to an equal amount of barbarian levels). The griff will not be able to discern the difference between friend and foe while in this state and is as much a danger to his allies as he is his foes. The griff will remain in this state until he has been physically removed from the vicinity of the wounded animal (more than 30 feet away).</p><p></p><p>Griff with character class levels can spend 2 skill points anytime after gaining 3 levels to reduce the range to 15 feet and can eliminate the disadvantage altogether after gaining an additional 2 character class levels. If the griff is a barbarian, and has bought off the penalty, it can then spend an additional 5 skill points at the next character level, which will allow the griff to harness the blood frenzy and stack the griffs Hit Dice with his barbarian levels. At this point the blood frenzy is now considered an advantage. However, this must be done once the griff has gained six character levels of barbarian and can not be held in reserve. The griff cannot have any other character classes for this to work (i.e. HD plus 6th-level barbarian only).</p><p></p><p><strong>Pounce (Ex):</strong> If a griff dives or leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.</p><p></p><p><strong>Scent (Ex):</strong> A griff 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.</p><p></p><p>Because of their keen senses, griffs must make an additional Fortitude saving throw (DC 15) against attacks based on odor (such as those made by ghasts or stinking cloud spells) or sound (such as a banshee's wail or a harpy's song) beyond any save normally required.</p><p></p><p><strong>Skills:</strong> Griffs receive a +4 racial bonus to Jump checks. *They also receive a +4 racial bonus to Spot checks in daylight.</p><p></p><p><strong>Griff Character</strong></p><p>Griff favor the fighter class. Griff clerics are either killed by the tabaxi or exist in hiding throughout the Storm Peninsula.</p><p></p><p>Good griff clerics worship the tabaxi god known as Sa the Tolerant, while evil griff clerics worship Erythnul. Griff Clerics of Sa may choose any of the following two domains: Animal, Community, Knowledge, and Protection. Griff Clerics of Erythnul may choose any two of the following domains: Animal, Evil, Trickery, and War.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 902872, member: 2012"] [b][i]Griff[/i][/b] [b]Medium-Size Monstrous Humanoid[/b] [b]Hit Dice:[/b] 2d8+5 (14 hp) [b]Initiative:[/b] +1 (Dex) [b]Speed:[/b] 30 ft., glide 40 ft. [b]AC:[/b] 17 (+3 Dex, +4 -natural) [b]Attacks:[/b] Bite +4 melee, 2 claws +2 melee; or by weapon +4 melee; or by weapon +5 ranged [b]Damage:[/b] Bite 1d8+2, claw 1d3+1; or by weapon [b]Face/Reach:[/b] 5 ft. / 5 ft. [b]Special Attacks:[/b] Blood frenzy, pounce [b]Special Qualities:[/b] Darkvision 60 ft., scent [b]Saves:[/b] Fort +1, Ref +6, Will +5 [b]Abilities:[/b] Str 15 (+2), Dex 17 (+3), Con 12 (+1), Int 9 (-1), Wis 15 (+2), Cha 12 (+1) [b]Skills:[/b] Jump +5, Listen +4, Spot +4* [b]Feats:[/b] Multiattack, Toughness (B) [b]Climate/Terrain:[/b] Harqual – the Storm Peninsula [b]Organization:[/b] Solitary, pair, or patrol (6–10) [b]Challenge Rating:[/b] 3 [b]Treasure:[/b] Standard [b]Alignment:[/b] Usually neutral evil [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +4 The griff are descended from griffons that have been magically altered by the tabaxi, who use them as a slave race. Most griff stand roughly 7¾ ft tall and look like a strange mix of griffon and humanoid. Their hands are more like claws and their legs bend back at the knees and they have wings that allow them to glide. Griffs cannot truly fly and must start from an elevated position to become airborne. Griff cannot wear any sort of armor, as it would interfere with their wings, but can use shields. Griff speak a rudimentary racial tongue that is nearly impossible for other races to learn. [b]Combat[/b] Most opponents don’t realize that a griff is anything other than a griffon until it's too late. Griff are intense, vicious warriors that often fight to the death for their tabaxi masters. The tabaxi rarely let them use constructed weapons, as they don’t trust their slaves (or anyone else for that matter). Most griff are intensely loyal to the tabaxi, however. If left on their own, griff usually revert back to a more feral state. They attack by pouncing on their opponents, either gliding into melee or leaping from above. [b]Blood Frenzy (Su):[/b] If a griff comes within 30 feet of wounded livestock such as horses or cows they automatically go into a blood frenzy similar to a barbarian's rage ability (the griffs HD is equivalent to an equal amount of barbarian levels). The griff will not be able to discern the difference between friend and foe while in this state and is as much a danger to his allies as he is his foes. The griff will remain in this state until he has been physically removed from the vicinity of the wounded animal (more than 30 feet away). Griff with character class levels can spend 2 skill points anytime after gaining 3 levels to reduce the range to 15 feet and can eliminate the disadvantage altogether after gaining an additional 2 character class levels. If the griff is a barbarian, and has bought off the penalty, it can then spend an additional 5 skill points at the next character level, which will allow the griff to harness the blood frenzy and stack the griffs Hit Dice with his barbarian levels. At this point the blood frenzy is now considered an advantage. However, this must be done once the griff has gained six character levels of barbarian and can not be held in reserve. The griff cannot have any other character classes for this to work (i.e. HD plus 6th-level barbarian only). [b]Pounce (Ex):[/b] If a griff dives or leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. [b]Scent (Ex):[/b] A griff 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. Because of their keen senses, griffs must make an additional Fortitude saving throw (DC 15) against attacks based on odor (such as those made by ghasts or stinking cloud spells) or sound (such as a banshee's wail or a harpy's song) beyond any save normally required. [b]Skills:[/b] Griffs receive a +4 racial bonus to Jump checks. *They also receive a +4 racial bonus to Spot checks in daylight. [b]Griff Character[/b] Griff favor the fighter class. Griff clerics are either killed by the tabaxi or exist in hiding throughout the Storm Peninsula. Good griff clerics worship the tabaxi god known as Sa the Tolerant, while evil griff clerics worship Erythnul. Griff Clerics of Sa may choose any of the following two domains: Animal, Community, Knowledge, and Protection. Griff Clerics of Erythnul may choose any two of the following domains: Animal, Evil, Trickery, and War. [/QUOTE]
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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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