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Kroot for Dungeons and Dragons 3.5?
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<blockquote data-quote="Victor Spieles" data-source="post: 4609441" data-attributes="member: 59260"><p><strong>Kroot conversion from Warhammer 40k to Dungeons and Dragons 3.5</strong></p><p></p><p>Hey Shade:</p><p></p><p>The majority of this conversion came from this link:</p><p><a href="http://wh40k.lexicanum.com/wiki/Kroot" target="_blank">Kroot - Lexicanum</a></p><p></p><p>but could definitely still use some tweaking.</p><p></p><p>I left out the DNA consumption and evolution aspect for the base conversion. Though it would make for interesting variations and CR levels if converted correctly.</p><p></p><p>Kroot</p><p>Medium Humanoid (Kroot)</p><p>Hit Dice: 3d8+3 (20 hp)</p><p>Initiative: +7</p><p>Speed: 20 ft. (40 ft. when galloping), climb 30 ft.</p><p>Armor Class: 20 (+3 Dex, +2 natural, +5 Dodge/Mobility), touch 12, flat-footed 17</p><p>Base Attack/Grapple: +3/+5</p><p>Attack: natural 2 claws 1d4+3, bite 1d4+3; melee Halberd +3 1d10/x3, Heavy Pick 1d6/x4; ranged Heavy Crossbow 1d10/19-20/x2</p><p>Full Attack: natural 2 claws 1d4+3, bite 1d4+3; melee Halberd +3 1d10/x3, Heavy Pick 1d6/x4; ranged Heavy Crossbow 1d10/19-20/x2 (120ft.)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Power Attack, Spring Attack</p><p>Special Qualities: Darkvision 60 ft., Scent, Damage Reduction DR 5/+1 (slashing and piercing weapons only), Evasion, Fire Resistance 5</p><p>Saves: Fort +4, Ref +5, Will +1</p><p>Abilities: Str 16, Dex 16, Con 12, Int 10, Wis 13, Cha 8</p><p>Skills: Animal Empathy +6, Balance +4, Climb +6,</p><p>Handle Animal +6, Hide +8, Jump +8, Knowledge (nature) +8, Listen +2, Move Silently +8, Spot +2, Tumble +2</p><p>Feats: Agile, Alertness, Animal Affinity, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Mobility, Power Attack, Spring Attack, Stealthy, Tracking and Swift Tracker, Woodland Stride</p><p>Environment: Temperate jungle</p><p>Organization: hunting party (4–8), warband (10-20</p><p>plus 1 shaper/leader of 2nd–5th level), kindred (30–80 plus 150% noncombantants plus 5 3rd level shapers/leaders and 1 chieftain of 4th–6th level), or tribe (100–600 plus 150% noncombantants plus 10 3rd-level shapers/leaders, 5 5th-level senior shapers/leaders, and 1 chieftain of 5th–9th level)</p><p>Challenge Rating: 3</p><p>Treasure: Standard</p><p>Alignment: Usually chaotic neutral</p><p>Advancement: By character class</p><p>Level Adjustment: +1</p><p></p><p>The Kroot are a species of avian humanoids who evolved from avian creatures. Kroot are slightly taller than most humans. Their avian ancestry gives them a bird-like beak and long quills protruding from their heads like hair. Smaller quills, possibly the evolutionary remnants of feathers, can be found scattered over their bodies.</p><p></p><p>Physical Description: The Kroot originated in the land of Pech. Though their physiology is humanoid, there is evidence to suggest that the roots of their evolution may be avian in origin. They retain vestigial beaks and have a light, almost hollow bone structure,with four digits on each hand and foot. </p><p> Their skin is rough with small, barbed spines, similar to the elongated quills on their heads, protruding from various locations on their flesh. Skin pigmentation ranges from earthy brown colours and dappled greens to vibrant oranges and everything in between. The coloration of each family grouping, or kindred as they are known, can vary quite considerably. It is also common for Kroot from each kindred to have particular tribal markings painted onto their skin. </p><p> Kroot mature quickly, with their most rapid period of growth occurring in the first ten years of their lives. By the age of twelve they are considered adults and it is not unknown for Kroot to live to over forty years old, their skin becoming increasingly pitted and leathery in their last few years of life.</p><p> Kroot are tall and their bodies have a wiriness to them that appears deceptively fragile. In actuality, Kroot are extremely powerful and quick. Swift muscle contractions create a whiplash effect, allowing the Kroot to deliver powerful blows with great rapidity.</p><p> On the ground, the Kroot tend to move with a bounding, hopping gait but, when in dense forests, they can spring from tree to tree at great speed. </p><p> The Kroot favour primitive garb: harnesses worked from the hides of animals and adorned with bones, handcrafted amulets and circlets.</p><p> The Kroot head is crowned with a great mass of tough, flexible quills that appear to be a part of the Kroot’s sensory apparatus. These quills contain what seem to be ganglia running from the frontal lobes of the alien’s brain and, in this position, would be extremely efficient at receiving and interpreting information on the surrounding environment. The olfactory cavity within the Kroot skull is also enlarged, with multiple sense organs within both it and the mouth. Their eyes are without pupils and generally a milky white. It is likely that they are able to see further into the infrared end of the spectrum and can sense the body heat generated by their prey. Therefore, the Kroot make excellent trackers and are extremely difficult to sneak up on.</p><p> The Kroot generate little in the way of waste, excreting in the form of a pungent, oily sweat that has a variety of properties. The most apparent benefits are that this sweat appears to be heat retardant to a degree and can cause a poorly aimed blow to slide clear. It is also suspected that the Kroot can alter the properties of this secretion in order to leave pheromone trails, mark territories, leave warnings and even communicate with one another. This may also be some form of control that extends to lower life forms such as birds and animals, as there is evidence to suggest that the Kroot employ empathic pheromones to prevent such creatures from being startled by them and giving away their position. Combined with this method of communication, the Kroot can learn new languages at an astounding rate, matching posture and tone to the sound of foreign words in order to discern their meaning. Their own verbal communication is a mixture of clicks and whistles, possibly reinforced by these phenomena exudations.</p><p></p><p>Religion: The Kroot worship no formal deity. They instead practice what most consider a barbaric form of spirituality; that of eating the flesh of the dead. In battle, this leads them to ritually devour the corpses of those they have killed, and almost nothing is beyond their tastes. The Kroot digestive system is extremely efficient, capable of breaking down almost any organic material.</p><p> The consumption of flesh is one of the key tenets of Kroot spirituality, as it is believed that the consumption of prey imparts the ‘spirit’ of the prey to the Kroot, which is then passed on to the Kroot’s children. This is the average Kroot’s understanding of their evolution, with ‘spirit’ as a substitute for a deity figure. As a part of this, the Kroot believe that when a warrior dies, his spirit should be kept safe by the Kindred. They will consider it their responsibility to consume the bodies of their dead foes, along with their own fallen and elders.</p><p></p><p>Tactics: Kroot tactics are relatively simple. Their style of warfare is dependent on their skill and viciousness in close combat, drawn from their fast reflexes and strong musculature. Their main skills lie in tracking and guerrilla warfare.</p><p> The primary weapon favored by the Kroot are halberds and heavy crossbows. In close combat or close quarters Kroot use heavy picks to deliver the killing blow.</p><p> Kroot are more about the Hunt - or more importantly the killing blow of the hunt. The focus of the Kroot is not on the ability to infiltrate – rather the ability to turn every battle to their advantage or ambush.</p><p> If you look at the idea of the the killing blow. it is about putting your enemy into the position where you can conduct the killing strike. This tactic works in much the same way as the ambush of any guerrilla force as well as the ‘bull horn’ tactics of the Zulu ,which draw the enemy in and then the horns encircle the enemy. In a straight fight, very few Kroot encounters last beyond five rounds. The Kroot generally know by that point in combat whether they have the numbers to win a battle. The Kroot believe in keeping with the ideals of the Hunt. Several Kroot hunters and Kroot hounds are sent forward as bait or hunting packs to draw an enemy forward. The main body of the hunting party remains hidden. When the enemy or prey is encircled, the hidden Kroot rush forward attacking from all sides. The Kroot warrior’s belief is you should be everywhere at once!</p><p></p><p>Society: It is easy to think of the Kroot as Savage, but to consider them unintelligent as a result of that savagery is a grave mistake. The Kroot are primitive in that they do not have the advanced culutre of other races – they make and carry what they need. If they can’t make it, then they will barter for it. </p><p> Kroot society is divided into tribes, known as Kindreds. Each Kindred is an extended family group of Kroot and is led by a Shaper. Often, Kindreds will band together, and the Shapers will form a Council, of which the most influential Kindred’s Shaper will be made leader of the group. On rare occasions, a Chief will unite a large number of Kindreds underneath him.</p><p> If you consider that each individual Kroot warrior is part of a family, a family that constantly wants to better itself, to grow and to survive. Expand your view of a family to take in the whole Kroot Race and you start to develop an understanding of the race. When a warrior dies he is consumed by his Kindred so that his spirit is given back to the race. Every experience of the Kroot warrior during his life is fed back into the race. So it is clear that for the Kroot, death is an honour.</p><p></p><p>Race Lands: Kroot dwell in warm, temperate conditions in the realms they inhabit, and construct large tree houses from animal hides, bound together by regurgitated dead wood. Some Kindreds also reside in the ruins of abandoned cities. The majority of Kroot live in Pech, and inparticular the Ygothlac jungle.</p><p></p><p>Language: Kroot (a mixture of clicks and whistles, possibly reinforced by their phenomena exudations) and Common</p><p></p><p>Names: Anghkor, Prok, Gar’anon, Kit’ot, Orek, G’rae, Mont’ka, Por’o, Dal’yth, Kiv’rai, Okiv’rai, Sha’tiro, Suli, Kai’rotaa, Tau’cyrs, Khibala, Yusra</p><p></p><p>Adventurers: Most Kroot entcountered are raiding or hunting parties in or around the land of Pech. From time to time some Kroot warbands are hired by outside kingdoms as mercenary forces. They are favored in particularly brutal campaigns to instill fear in the enemy army and land the war is being waged against.</p></blockquote><p></p>
[QUOTE="Victor Spieles, post: 4609441, member: 59260"] [b]Kroot conversion from Warhammer 40k to Dungeons and Dragons 3.5[/b] Hey Shade: The majority of this conversion came from this link: [url=http://wh40k.lexicanum.com/wiki/Kroot]Kroot - Lexicanum[/url] but could definitely still use some tweaking. I left out the DNA consumption and evolution aspect for the base conversion. Though it would make for interesting variations and CR levels if converted correctly. Kroot Medium Humanoid (Kroot) Hit Dice: 3d8+3 (20 hp) Initiative: +7 Speed: 20 ft. (40 ft. when galloping), climb 30 ft. Armor Class: 20 (+3 Dex, +2 natural, +5 Dodge/Mobility), touch 12, flat-footed 17 Base Attack/Grapple: +3/+5 Attack: natural 2 claws 1d4+3, bite 1d4+3; melee Halberd +3 1d10/x3, Heavy Pick 1d6/x4; ranged Heavy Crossbow 1d10/19-20/x2 Full Attack: natural 2 claws 1d4+3, bite 1d4+3; melee Halberd +3 1d10/x3, Heavy Pick 1d6/x4; ranged Heavy Crossbow 1d10/19-20/x2 (120ft.) Space/Reach: 5 ft./5 ft. Special Attacks: Power Attack, Spring Attack Special Qualities: Darkvision 60 ft., Scent, Damage Reduction DR 5/+1 (slashing and piercing weapons only), Evasion, Fire Resistance 5 Saves: Fort +4, Ref +5, Will +1 Abilities: Str 16, Dex 16, Con 12, Int 10, Wis 13, Cha 8 Skills: Animal Empathy +6, Balance +4, Climb +6, Handle Animal +6, Hide +8, Jump +8, Knowledge (nature) +8, Listen +2, Move Silently +8, Spot +2, Tumble +2 Feats: Agile, Alertness, Animal Affinity, Combat Reflexes, Dodge, Great Fortitude, Improved Initiative, Mobility, Power Attack, Spring Attack, Stealthy, Tracking and Swift Tracker, Woodland Stride Environment: Temperate jungle Organization: hunting party (4–8), warband (10-20 plus 1 shaper/leader of 2nd–5th level), kindred (30–80 plus 150% noncombantants plus 5 3rd level shapers/leaders and 1 chieftain of 4th–6th level), or tribe (100–600 plus 150% noncombantants plus 10 3rd-level shapers/leaders, 5 5th-level senior shapers/leaders, and 1 chieftain of 5th–9th level) Challenge Rating: 3 Treasure: Standard Alignment: Usually chaotic neutral Advancement: By character class Level Adjustment: +1 The Kroot are a species of avian humanoids who evolved from avian creatures. Kroot are slightly taller than most humans. Their avian ancestry gives them a bird-like beak and long quills protruding from their heads like hair. Smaller quills, possibly the evolutionary remnants of feathers, can be found scattered over their bodies. Physical Description: The Kroot originated in the land of Pech. Though their physiology is humanoid, there is evidence to suggest that the roots of their evolution may be avian in origin. They retain vestigial beaks and have a light, almost hollow bone structure,with four digits on each hand and foot. Their skin is rough with small, barbed spines, similar to the elongated quills on their heads, protruding from various locations on their flesh. Skin pigmentation ranges from earthy brown colours and dappled greens to vibrant oranges and everything in between. The coloration of each family grouping, or kindred as they are known, can vary quite considerably. It is also common for Kroot from each kindred to have particular tribal markings painted onto their skin. Kroot mature quickly, with their most rapid period of growth occurring in the first ten years of their lives. By the age of twelve they are considered adults and it is not unknown for Kroot to live to over forty years old, their skin becoming increasingly pitted and leathery in their last few years of life. Kroot are tall and their bodies have a wiriness to them that appears deceptively fragile. In actuality, Kroot are extremely powerful and quick. Swift muscle contractions create a whiplash effect, allowing the Kroot to deliver powerful blows with great rapidity. On the ground, the Kroot tend to move with a bounding, hopping gait but, when in dense forests, they can spring from tree to tree at great speed. The Kroot favour primitive garb: harnesses worked from the hides of animals and adorned with bones, handcrafted amulets and circlets. The Kroot head is crowned with a great mass of tough, flexible quills that appear to be a part of the Kroot’s sensory apparatus. These quills contain what seem to be ganglia running from the frontal lobes of the alien’s brain and, in this position, would be extremely efficient at receiving and interpreting information on the surrounding environment. The olfactory cavity within the Kroot skull is also enlarged, with multiple sense organs within both it and the mouth. Their eyes are without pupils and generally a milky white. It is likely that they are able to see further into the infrared end of the spectrum and can sense the body heat generated by their prey. Therefore, the Kroot make excellent trackers and are extremely difficult to sneak up on. The Kroot generate little in the way of waste, excreting in the form of a pungent, oily sweat that has a variety of properties. The most apparent benefits are that this sweat appears to be heat retardant to a degree and can cause a poorly aimed blow to slide clear. It is also suspected that the Kroot can alter the properties of this secretion in order to leave pheromone trails, mark territories, leave warnings and even communicate with one another. This may also be some form of control that extends to lower life forms such as birds and animals, as there is evidence to suggest that the Kroot employ empathic pheromones to prevent such creatures from being startled by them and giving away their position. Combined with this method of communication, the Kroot can learn new languages at an astounding rate, matching posture and tone to the sound of foreign words in order to discern their meaning. Their own verbal communication is a mixture of clicks and whistles, possibly reinforced by these phenomena exudations. Religion: The Kroot worship no formal deity. They instead practice what most consider a barbaric form of spirituality; that of eating the flesh of the dead. In battle, this leads them to ritually devour the corpses of those they have killed, and almost nothing is beyond their tastes. The Kroot digestive system is extremely efficient, capable of breaking down almost any organic material. The consumption of flesh is one of the key tenets of Kroot spirituality, as it is believed that the consumption of prey imparts the ‘spirit’ of the prey to the Kroot, which is then passed on to the Kroot’s children. This is the average Kroot’s understanding of their evolution, with ‘spirit’ as a substitute for a deity figure. As a part of this, the Kroot believe that when a warrior dies, his spirit should be kept safe by the Kindred. They will consider it their responsibility to consume the bodies of their dead foes, along with their own fallen and elders. Tactics: Kroot tactics are relatively simple. Their style of warfare is dependent on their skill and viciousness in close combat, drawn from their fast reflexes and strong musculature. Their main skills lie in tracking and guerrilla warfare. The primary weapon favored by the Kroot are halberds and heavy crossbows. In close combat or close quarters Kroot use heavy picks to deliver the killing blow. Kroot are more about the Hunt - or more importantly the killing blow of the hunt. The focus of the Kroot is not on the ability to infiltrate – rather the ability to turn every battle to their advantage or ambush. If you look at the idea of the the killing blow. it is about putting your enemy into the position where you can conduct the killing strike. This tactic works in much the same way as the ambush of any guerrilla force as well as the ‘bull horn’ tactics of the Zulu ,which draw the enemy in and then the horns encircle the enemy. In a straight fight, very few Kroot encounters last beyond five rounds. The Kroot generally know by that point in combat whether they have the numbers to win a battle. The Kroot believe in keeping with the ideals of the Hunt. Several Kroot hunters and Kroot hounds are sent forward as bait or hunting packs to draw an enemy forward. The main body of the hunting party remains hidden. When the enemy or prey is encircled, the hidden Kroot rush forward attacking from all sides. The Kroot warrior’s belief is you should be everywhere at once! Society: It is easy to think of the Kroot as Savage, but to consider them unintelligent as a result of that savagery is a grave mistake. The Kroot are primitive in that they do not have the advanced culutre of other races – they make and carry what they need. If they can’t make it, then they will barter for it. Kroot society is divided into tribes, known as Kindreds. Each Kindred is an extended family group of Kroot and is led by a Shaper. Often, Kindreds will band together, and the Shapers will form a Council, of which the most influential Kindred’s Shaper will be made leader of the group. On rare occasions, a Chief will unite a large number of Kindreds underneath him. If you consider that each individual Kroot warrior is part of a family, a family that constantly wants to better itself, to grow and to survive. Expand your view of a family to take in the whole Kroot Race and you start to develop an understanding of the race. When a warrior dies he is consumed by his Kindred so that his spirit is given back to the race. Every experience of the Kroot warrior during his life is fed back into the race. So it is clear that for the Kroot, death is an honour. Race Lands: Kroot dwell in warm, temperate conditions in the realms they inhabit, and construct large tree houses from animal hides, bound together by regurgitated dead wood. Some Kindreds also reside in the ruins of abandoned cities. The majority of Kroot live in Pech, and inparticular the Ygothlac jungle. Language: Kroot (a mixture of clicks and whistles, possibly reinforced by their phenomena exudations) and Common Names: Anghkor, Prok, Gar’anon, Kit’ot, Orek, G’rae, Mont’ka, Por’o, Dal’yth, Kiv’rai, Okiv’rai, Sha’tiro, Suli, Kai’rotaa, Tau’cyrs, Khibala, Yusra Adventurers: Most Kroot entcountered are raiding or hunting parties in or around the land of Pech. From time to time some Kroot warbands are hired by outside kingdoms as mercenary forces. They are favored in particularly brutal campaigns to instill fear in the enemy army and land the war is being waged against. [/QUOTE]
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