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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="Knightfall" data-source="post: 911215" data-attributes="member: 2012"><p>Used Kitsunekaboom's neat Half-Satyr template, but I recalculated saves, skills, and feats based on the Fey type and the new 3.5E information in <em>Savage Species</em>.</p><p></p><p><strong>Note to Kitsunekaboom:</strong> The template states the following under skills:</p><p></p><p><em>"In addition all Half-satyrs gain 2 ranks in Perform: Pan Pipes, and 2 ranks in any other two Perform skills."</em></p><p></p><p>Now, the Perform skill says: </p><p></p><p><em>"You are capable of one performance per rank."</em></p><p></p><p>Thus, you only take Perform once and multiple ranks mean multiple performances. You might want to rework your template.</p><p></p><p>Cheers!</p><p></p><p>KF72</p><p></p><p>--------------------------------------</p><p><strong><em>Minotaur, Half-Satyr (Minotyr)</em></strong></p><p><strong>Large Fey</strong></p><p><strong>Hit Dice:</strong> 6d6+18 (39 hp)</p><p>Initiative: +1 (Dex)</p><p><strong>Speed:</strong> 40 ft.</p><p><strong>AC:</strong> 17 (+1 Dex, -1 size, +7 natural)</p><p><strong>Attacks:</strong> Huge greataxe +4 melee, gore +4 melee</p><p><strong>Damage:</strong> Huge greataxe 2d8+6, gore 1d8+2</p><p><strong>Face/Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Attacks:</strong> Charge 4d6+6, pipes</p><p><strong>Special Qualities:</strong> Scent, immunities, low-light vision, natural cunning</p><p><strong>Saves:</strong> Fort +7, Ref +6, Will +9</p><p><strong>Abilities:</strong> Str 19 (+4), Dex 12 (+1), Con 17 (+3), Int 9 (-1), Wis 19 (+4), Cha 10 (+0)</p><p><strong>Skills:</strong> Intimidate +7, Hide +7, Jump +11, Listen +17, Move Silently +10, Perform (drums, pan pipes) +4, Search +8, Spot +17</p><p><strong>Feats:</strong> Alertness (B), Cleave, Great Fortitude, Power Attack</p><p></p><p><strong>Climate/Terrain:</strong> Any underground</p><p><strong>Organization:</strong> Solitary or gang (2-4)</p><p><strong>Challenge Rating:</strong> 5 (6 with panpipes)</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually chaotic evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +3</p><p></p><p>Minotyrs are magical hybrids the result of twisted arcane experiments by evil wizards and sorcerers. Minotyrs look like large satyrs with the head of a minotaur. They stand roughly 8 to 8½ feet tall and weigh 500 to 550 lb.</p><p></p><p>Minotyrs speak Giant and Sylvan.</p><p></p><p><strong>Combat</strong></p><p>Minotyrs are more intelligent, cunning and fast than minotaurs, but they use most of the same tactic those monsters do. The one main difference is a minotyrs use of panpipes. Most often they use such pipes to cause the fear effect.</p><p></p><p><strong>Charge (Ex):</strong> A minotyr typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+6 points of damage.</p><p></p><p><strong>Immunities (Ex):</strong> A minotyr is immune to pipes played by full-blooded satyrs, as well as other half-satyrs.</p><p></p><p><strong>Natural Cunning (Ex):</strong> Although minotyrs are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.</p><p></p><p><strong>Pipes (Su):</strong> Like their half-satyr kin, minotyrs can play haunting melodies on a set of panpipes. All creatures within a 60 ft. radius must make a Will save DC: 10 + the minotyr’s Charisma modifier or fall under a charm person, sleep, or fear spell, as a sorcerer of level equal to the minotyr’s hit dice.</p><p></p><p><strong>Skills:</strong> Minotyrs gain a +2 racial bonus to Hide, Move Silently, and Perform checks. Minotyrs receive a +4 racial bonus to Search, and a +6 racial bonus to Listen and Spot checks. In addition to their Perform racial bonus, all minotyrs gain 2 ranks in Perform with the following performances: drums and pan pipes.</p><p></p><p><strong>Minotyr Characters</strong></p><p>Minotyrs can choose either bard or fighter as their favored class.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 911215, member: 2012"] Used Kitsunekaboom's neat Half-Satyr template, but I recalculated saves, skills, and feats based on the Fey type and the new 3.5E information in [i]Savage Species[/i]. [b]Note to Kitsunekaboom:[/b] The template states the following under skills: [i]"In addition all Half-satyrs gain 2 ranks in Perform: Pan Pipes, and 2 ranks in any other two Perform skills."[/i] Now, the Perform skill says: [i]"You are capable of one performance per rank."[/i] Thus, you only take Perform once and multiple ranks mean multiple performances. You might want to rework your template. Cheers! KF72 -------------------------------------- [b][i]Minotaur, Half-Satyr (Minotyr)[/i][/b] [b]Large Fey[/b] [b]Hit Dice:[/b] 6d6+18 (39 hp) Initiative: +1 (Dex) [b]Speed:[/b] 40 ft. [b]AC:[/b] 17 (+1 Dex, -1 size, +7 natural) [b]Attacks:[/b] Huge greataxe +4 melee, gore +4 melee [b]Damage:[/b] Huge greataxe 2d8+6, gore 1d8+2 [b]Face/Reach:[/b] 10 ft. / 10 ft. [b]Special Attacks:[/b] Charge 4d6+6, pipes [b]Special Qualities:[/b] Scent, immunities, low-light vision, natural cunning [b]Saves:[/b] Fort +7, Ref +6, Will +9 [b]Abilities:[/b] Str 19 (+4), Dex 12 (+1), Con 17 (+3), Int 9 (-1), Wis 19 (+4), Cha 10 (+0) [b]Skills:[/b] Intimidate +7, Hide +7, Jump +11, Listen +17, Move Silently +10, Perform (drums, pan pipes) +4, Search +8, Spot +17 [b]Feats:[/b] Alertness (B), Cleave, Great Fortitude, Power Attack [b]Climate/Terrain:[/b] Any underground [b]Organization:[/b] Solitary or gang (2-4) [b]Challenge Rating:[/b] 5 (6 with panpipes) [b]Treasure:[/b] Standard [b]Alignment:[/b] Usually chaotic evil [b]Advancement:[/b] By character class [b]Level Adjustment:[/b] +3 Minotyrs are magical hybrids the result of twisted arcane experiments by evil wizards and sorcerers. Minotyrs look like large satyrs with the head of a minotaur. They stand roughly 8 to 8½ feet tall and weigh 500 to 550 lb. Minotyrs speak Giant and Sylvan. [b]Combat[/b] Minotyrs are more intelligent, cunning and fast than minotaurs, but they use most of the same tactic those monsters do. The one main difference is a minotyrs use of panpipes. Most often they use such pipes to cause the fear effect. [b]Charge (Ex):[/b] A minotyr typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+6 points of damage. [b]Immunities (Ex):[/b] A minotyr is immune to pipes played by full-blooded satyrs, as well as other half-satyrs. [b]Natural Cunning (Ex):[/b] Although minotyrs are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed. [b]Pipes (Su):[/b] Like their half-satyr kin, minotyrs can play haunting melodies on a set of panpipes. All creatures within a 60 ft. radius must make a Will save DC: 10 + the minotyr’s Charisma modifier or fall under a charm person, sleep, or fear spell, as a sorcerer of level equal to the minotyr’s hit dice. [b]Skills:[/b] Minotyrs gain a +2 racial bonus to Hide, Move Silently, and Perform checks. Minotyrs receive a +4 racial bonus to Search, and a +6 racial bonus to Listen and Spot checks. In addition to their Perform racial bonus, all minotyrs gain 2 ranks in Perform with the following performances: drums and pan pipes. [b]Minotyr Characters[/b] Minotyrs can choose either bard or fighter as their favored class. [/QUOTE]
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