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Knightfall's "Humanoids + Templates = Fun" Thread (Retired)
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<blockquote data-quote="trentonjoe" data-source="post: 925338" data-attributes="member: 304"><p>I put this somewhere else but I think it belongs here. </p><p></p><p>I started with Goblins, added 1 exta HD, change size to medium, add <span style="color: skyblue">Krishnath's</span> half ice para elemental template, changed the saves, skills, and BAB to outsider, and finally added channel spelll for fun.</p><p></p><p><span style="color: blue">Half-Ice Para-Elemental Goblins</span> </p><p>Medium Outsider (Ice)</p><p>Hit Dice: 2d8+6 (15 hp)</p><p>Initiative: +0 </p><p>Speed: 30 ft.</p><p>AC: 17 (+3 studded leather, +2 large shield, +2 natural)</p><p>Attacks: Half Spear +4, Javelin +2</p><p>Damage: Halfspear 1d6 +2; or javelin 1d6+2</p><p>Face/Reach: 5 ft. by 5 ft./5 ft.</p><p>Special Attacks: Spells, Channel spell</p><p>Special Qualities: Darkvision 60 ft., Elemental traits</p><p>Saves: Fort +6, Ref +3, Will +4</p><p>Abilities: Str 14, Dex 11, Con 17, Int 10, Wis 13, Cha_8</p><p>Skills: Hide +5, Listen +8, Move Silently +9, Spot +8, Swim +7, Ride +5, Jump +7, Knowledge (local) +2 (does not include armor check penalty)</p><p>Feats: Alertness, </p><p>Climate/Terrain: Cold land and water</p><p>Organization: Small tribe (usually 1-4 Half-Ice Para-Elemental Goblins and 10-20 arctic goblins; may include 1 ice para-elemental (small-large) as well)</p><p>Challenge Rating: 2</p><p>Treasure: Standard</p><p>Alignment: Usually neutral evil</p><p>Advancement: By character class</p><p></p><p>Half-Ice Para-Elemental Goblins speak Goblin; those with Intelligence scores of 12 or above also speak Common.</p><p></p><p>Combat</p><p>They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Typical plans consist of clinging to icebergs and “steering” them into passing boats. These goblins will also pepper sailors with missile attacks from icebergs before trying to board damaged ships.</p><p></p><p>Channel Spell: These goblins can channel their Chill Touch spell like ability into a weapon. The weapon then does an additional 1d6 cold damage and 1 point of temporary strength damage. A successful Fortitude save (DC 11) negates the ability damage. This effect will last until there are two successful attacks.</p><p></p><p>Spell like abilities (Sp): Chill Touch 1/day (DC 10)</p><p></p><p>Elemental traits:</p><p>Half-paraelementals are immune to disease and gain a +4 racial bonus against poison. In addition they get the Icewalking special quality (described under the White Dragon entry in the MM)</p><p></p><p>Skills: Goblins gain a +4 racial bonus to Move Silently checks.</p></blockquote><p></p>
[QUOTE="trentonjoe, post: 925338, member: 304"] I put this somewhere else but I think it belongs here. I started with Goblins, added 1 exta HD, change size to medium, add [COLOR=skyblue]Krishnath's[/COLOR] half ice para elemental template, changed the saves, skills, and BAB to outsider, and finally added channel spelll for fun. [COLOR=blue]Half-Ice Para-Elemental Goblins[/COLOR] Medium Outsider (Ice) Hit Dice: 2d8+6 (15 hp) Initiative: +0 Speed: 30 ft. AC: 17 (+3 studded leather, +2 large shield, +2 natural) Attacks: Half Spear +4, Javelin +2 Damage: Halfspear 1d6 +2; or javelin 1d6+2 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spells, Channel spell Special Qualities: Darkvision 60 ft., Elemental traits Saves: Fort +6, Ref +3, Will +4 Abilities: Str 14, Dex 11, Con 17, Int 10, Wis 13, Cha_8 Skills: Hide +5, Listen +8, Move Silently +9, Spot +8, Swim +7, Ride +5, Jump +7, Knowledge (local) +2 (does not include armor check penalty) Feats: Alertness, Climate/Terrain: Cold land and water Organization: Small tribe (usually 1-4 Half-Ice Para-Elemental Goblins and 10-20 arctic goblins; may include 1 ice para-elemental (small-large) as well) Challenge Rating: 2 Treasure: Standard Alignment: Usually neutral evil Advancement: By character class Half-Ice Para-Elemental Goblins speak Goblin; those with Intelligence scores of 12 or above also speak Common. Combat They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Typical plans consist of clinging to icebergs and “steering” them into passing boats. These goblins will also pepper sailors with missile attacks from icebergs before trying to board damaged ships. Channel Spell: These goblins can channel their Chill Touch spell like ability into a weapon. The weapon then does an additional 1d6 cold damage and 1 point of temporary strength damage. A successful Fortitude save (DC 11) negates the ability damage. This effect will last until there are two successful attacks. Spell like abilities (Sp): Chill Touch 1/day (DC 10) Elemental traits: Half-paraelementals are immune to disease and gain a +4 racial bonus against poison. In addition they get the Icewalking special quality (described under the White Dragon entry in the MM) Skills: Goblins gain a +4 racial bonus to Move Silently checks. [/QUOTE]
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