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D&D Older Editions, OSR, & D&D Variants
Kroot for Dungeons and Dragons 3.5?
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<blockquote data-quote="Shade" data-source="post: 4628745" data-attributes="member: 287"><p>Victor, I apologize for the slow response. I lost track of the thread.</p><p></p><p>Here's my take on them...</p><p></p><p><strong>Kroot</strong></p><p>Medium Monstrous Humanoid</p><p>Hit Dice: 4d8+4 (22 hp)</p><p>Initiative: +3</p><p>Speed: 40 ft. (8 squares)</p><p>Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12</p><p>Base Attack/Grapple: +4/+8</p><p>Attack: Claw +8 melee (1d4+4) or bladed staff +8 melee (1d8+4) or heavy crossbow +7 ranged (1d10/19-20)</p><p>Full Attack: 2 claws +8 melee (1d4+4) and bite +3 melee (1d6+2) or bladed staff +6 melee (1d8+4) and bladed staff +6 melee (1d8+2) or heavy crossbow +7 ranged (1d10/19-20)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Consume traits</p><p>Special Qualities: Darkvision 60 ft., low-light vision</p><p>Saves: Fort +5, Ref +7, Will +2</p><p>Abilities: Str 18, Dex 17, Con 13, Int 8, Wis 13, Cha 10</p><p>Skills: Climb +4*, Jump +8, Survival +8*</p><p>Feats: Exotic Weapon Proficiency (bladed staff)(B), Track, Two-Weapon Fighting</p><p>Environment: Temperate or warm forests</p><p>Organization: Solitary, hunting party (4–8), warband (10-20 plus 1shaper/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: 4</p><p>Treasure: Standard</p><p>Alignment: Often chaotic evil</p><p>Advancement: By character class (favored class: fighter)</p><p>Level Adjustment: +4</p><p></p><p>Consume Traits (Su): Kroot devour their killed foes to absorb desired genetic material to improve their own forms. If a kroot devours a number of foes of the same kind (for example, orcs) equal to 5 times the kroot's Hit Dice (20 HD for an average kroot), the kroot may obtain one trait from the devoured foe. This is limited to racial ability score bonuses, saving throw bonuses, non-magical movement, and extraordinary abilities. The chosen trait only grants a bonus of 1 point at a time (for ability scores, saving throw bonuses, fast healing, and the like), while extraordinary special qualities with ranges only grant 5 feet range at a time. For example, a kroot that devours 20 Hit Dice worth of orcs may choose to gain a +1 racial bonus on Strength. One that devours enough trolls may gain regeneration 1, and one that devours a number of dire bats may gain blindsense to a range of 5 ft. Consuming additional quantities stacks, so consuming another 20 orcs would grant a total of +2 to Strength, more trolls would improve regeneration to 2, and additional dire bats would increase blindsense to 10 ft.</p><p></p><p>Staff, Bladed: The bladed staff is a 6-foot-long weapon with blades at both ends. The complex fighting styles employed with this weapon typically uses the haft of the weapon for defense, and the blades for offense. The bladed staff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a double weapon in one hand can’t use it as a double weapon. </p><p></p><p>Sweat (Ex): Kroot sweat profusely, which grants them resistance to fire 1 and a +1 bonus on Escape Artist and grapple checks.</p><p></p><p>Skills: *Kroot have a +8 racial bonus on Climb checks made in forest environments. *Kroot have a +10 racial bonus on Survival checks made to follow tracks.</p><p></p><p>Note: I borrowed the bladed staff from an issue of Dragon Magazine, as it seemed to fit the description and image in the link you provided.</p></blockquote><p></p>
[QUOTE="Shade, post: 4628745, member: 287"] Victor, I apologize for the slow response. I lost track of the thread. Here's my take on them... [B]Kroot[/B] Medium Monstrous Humanoid Hit Dice: 4d8+4 (22 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 Base Attack/Grapple: +4/+8 Attack: Claw +8 melee (1d4+4) or bladed staff +8 melee (1d8+4) or heavy crossbow +7 ranged (1d10/19-20) Full Attack: 2 claws +8 melee (1d4+4) and bite +3 melee (1d6+2) or bladed staff +6 melee (1d8+4) and bladed staff +6 melee (1d8+2) or heavy crossbow +7 ranged (1d10/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Consume traits Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +5, Ref +7, Will +2 Abilities: Str 18, Dex 17, Con 13, Int 8, Wis 13, Cha 10 Skills: Climb +4*, Jump +8, Survival +8* Feats: Exotic Weapon Proficiency (bladed staff)(B), Track, Two-Weapon Fighting Environment: Temperate or warm forests Organization: Solitary, hunting party (4–8), warband (10-20 plus 1shaper/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: 4 Treasure: Standard Alignment: Often chaotic evil Advancement: By character class (favored class: fighter) Level Adjustment: +4 Consume Traits (Su): Kroot devour their killed foes to absorb desired genetic material to improve their own forms. If a kroot devours a number of foes of the same kind (for example, orcs) equal to 5 times the kroot's Hit Dice (20 HD for an average kroot), the kroot may obtain one trait from the devoured foe. This is limited to racial ability score bonuses, saving throw bonuses, non-magical movement, and extraordinary abilities. The chosen trait only grants a bonus of 1 point at a time (for ability scores, saving throw bonuses, fast healing, and the like), while extraordinary special qualities with ranges only grant 5 feet range at a time. For example, a kroot that devours 20 Hit Dice worth of orcs may choose to gain a +1 racial bonus on Strength. One that devours enough trolls may gain regeneration 1, and one that devours a number of dire bats may gain blindsense to a range of 5 ft. Consuming additional quantities stacks, so consuming another 20 orcs would grant a total of +2 to Strength, more trolls would improve regeneration to 2, and additional dire bats would increase blindsense to 10 ft. Staff, Bladed: The bladed staff is a 6-foot-long weapon with blades at both ends. The complex fighting styles employed with this weapon typically uses the haft of the weapon for defense, and the blades for offense. The bladed staff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a double weapon in one hand can’t use it as a double weapon. Sweat (Ex): Kroot sweat profusely, which grants them resistance to fire 1 and a +1 bonus on Escape Artist and grapple checks. Skills: *Kroot have a +8 racial bonus on Climb checks made in forest environments. *Kroot have a +10 racial bonus on Survival checks made to follow tracks. Note: I borrowed the bladed staff from an issue of Dragon Magazine, as it seemed to fit the description and image in the link you provided. [/QUOTE]
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