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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Knightfall" data-source="post: 903550" data-attributes="member: 2012"><p>The template there is definitely better than the Monster's Handbook version. Here's my modified version:</p><p></p><p><strong>DIRE HUMANOID TEMPLATE</strong></p><p><em>By Anime Freak, Edited by Knightfall1972</em></p><p></p><p>The dire humanoid template turns humanoids and other types of humanoid-like creatures into monstrous humanoids. All dire humanoids have a prehistoric look that reveals their dire heritage, yet they retain the same alignment. They have simple, crude cultures.</p><p></p><p><strong>Creating a Dire Humanoid Creature</strong></p><p>"Dire Humanoid" is a template that can be added to any Humanoid, Monstrous Humanoid and humanoid-like Aberration or Beast.</p><p></p><p><strong>Hit Dice:</strong> The creatures Hit Dice increases by 2. </p><p><strong>Size and Type:</strong> The creature’s size usually remains the same, as the creature’s height only increases by 50%. However, a very tall base creature, for its type, may need to increase to the next larger size category. For example, a sahuagin is roughly 6 feet in height. Thus, a dire sahuagin is roughly 9 feet in height and is obviously a large creature.</p><p>The base creature’s type changes to Monstrous Humanoid.</p><p><strong>Initiative:</strong> Adjust based on changes to abilities.</p><p><strong>Speed:</strong> Same as the base creature.</p><p><strong>AC:</strong> Natural armor improves by +1. Adjust for any size increase.</p><p><strong>Attacks:</strong> Readjust for type change and any size increase. +2 enhancement bonus on any Strength related attacks. This is in addition to adjustments based on the creature’s increase in Strength.</p><p>The creature also gains either 2 claw attacks or a slam attack, but not both. If the base creature already has one of those attacks then it gains no additional benefits.</p><p><strong>Damage:</strong> +2 enhancement bonus on any Strength related damage. This is in addition to adjustments based on the creature’s increase in Strength.</p><p><strong>Face/Reach:</strong> Adjust for any size increase.</p><p><strong>Special Attacks:</strong> The base creature retains all it's special attacks and also gains the following special attack.</p><p><em>Tusk (Ex):</em> A dire humanoid can deliver a tusk attack that does 2d4 damage plus its adjusted Strength modifier. This is a standard action.</p><p><strong>Special Qualities:</strong> The base creature retains all it's special attacks and also gains the following special quality.</p><p><em>Scent (Ex):</em> A dire humanoid 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><strong>Saves:</strong> Readjust for type change and any size increase. +1 to all Fortitude saves. Dire humanoids are hardy creatures.</p><p><strong>Abilities:</strong> +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +0 Wisdom, +0 Charisma.</p><p><strong>Skills:</strong> Recalculate skill points based on the creature's new type and size. The base creature’s skills are the new creations class skills. The creature gains a +1 bonus to Jump checks and +2 bonus to Hide checks.</p><p><strong>Feats:</strong> Recalculate feats based on the creatures’ new type and size. The creature gains Track as a bonus feat.</p><p><strong>Climate:</strong> Same as the base creature or any land.</p><p><strong>Organization:</strong> Same as the base creature; or solitary or pair.</p><p><strong>CR:</strong> Same as the base creature’s CR + 1, +1 if size increases.</p><p><strong>Treasure:</strong> Same as the base creature, except no coins and items are crude.</p><p><strong>Alignment:</strong> Same as the base creature.</p><p><strong>Advancement:</strong> Add two to all numerical values and recalculate if the base creature has a range of advancement. If the base creature advances by character class then Advancement doesn’t change.</p><p><strong>Level Adjustment:</strong> +1</p></blockquote><p></p>
[QUOTE="Knightfall, post: 903550, member: 2012"] The template there is definitely better than the Monster's Handbook version. Here's my modified version: [b]DIRE HUMANOID TEMPLATE[/b] [i]By Anime Freak, Edited by Knightfall1972[/i] The dire humanoid template turns humanoids and other types of humanoid-like creatures into monstrous humanoids. All dire humanoids have a prehistoric look that reveals their dire heritage, yet they retain the same alignment. They have simple, crude cultures. [b]Creating a Dire Humanoid Creature[/b] "Dire Humanoid" is a template that can be added to any Humanoid, Monstrous Humanoid and humanoid-like Aberration or Beast. [b]Hit Dice:[/b] The creatures Hit Dice increases by 2. [b]Size and Type:[/b] The creature’s size usually remains the same, as the creature’s height only increases by 50%. However, a very tall base creature, for its type, may need to increase to the next larger size category. For example, a sahuagin is roughly 6 feet in height. Thus, a dire sahuagin is roughly 9 feet in height and is obviously a large creature. The base creature’s type changes to Monstrous Humanoid. [b]Initiative:[/b] Adjust based on changes to abilities. [b]Speed:[/b] Same as the base creature. [b]AC:[/b] Natural armor improves by +1. Adjust for any size increase. [b]Attacks:[/b] Readjust for type change and any size increase. +2 enhancement bonus on any Strength related attacks. This is in addition to adjustments based on the creature’s increase in Strength. The creature also gains either 2 claw attacks or a slam attack, but not both. If the base creature already has one of those attacks then it gains no additional benefits. [b]Damage:[/b] +2 enhancement bonus on any Strength related damage. This is in addition to adjustments based on the creature’s increase in Strength. [b]Face/Reach:[/b] Adjust for any size increase. [b]Special Attacks:[/b] The base creature retains all it's special attacks and also gains the following special attack. [i]Tusk (Ex):[/i] A dire humanoid can deliver a tusk attack that does 2d4 damage plus its adjusted Strength modifier. This is a standard action. [b]Special Qualities:[/b] The base creature retains all it's special attacks and also gains the following special quality. [i]Scent (Ex):[/i] A dire humanoid 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. [b]Saves:[/b] Readjust for type change and any size increase. +1 to all Fortitude saves. Dire humanoids are hardy creatures. [b]Abilities:[/b] +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +0 Wisdom, +0 Charisma. [b]Skills:[/b] Recalculate skill points based on the creature's new type and size. The base creature’s skills are the new creations class skills. The creature gains a +1 bonus to Jump checks and +2 bonus to Hide checks. [b]Feats:[/b] Recalculate feats based on the creatures’ new type and size. The creature gains Track as a bonus feat. [b]Climate:[/b] Same as the base creature or any land. [b]Organization:[/b] Same as the base creature; or solitary or pair. [b]CR:[/b] Same as the base creature’s CR + 1, +1 if size increases. [b]Treasure:[/b] Same as the base creature, except no coins and items are crude. [b]Alignment:[/b] Same as the base creature. [b]Advancement:[/b] Add two to all numerical values and recalculate if the base creature has a range of advancement. If the base creature advances by character class then Advancement doesn’t change. [b]Level Adjustment:[/b] +1 [/QUOTE]
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