Sample Dúnedain (3.5e Creature)

Dúnedain Rogue

5th level Dúnedain Rogue

CR 8

Rogue 5
CG Medium Humanoid:Human(Adûn) Subtype
Init/Senses +8/Listen +13, Spot +13
AC 22, touch 16, flat-footed 18
hp 67 (7 2d8 racial, 5d6 rogue, +3hp (toughness) HD)
Fort/Ref/Will 8/10/8
Speed 40
Melee +9 masterwork longsword 1d8+3 (18-20 x2) or Ranged +10 masterwork composite longbow +2 strength mod 1d8+2 (x3)
Space/Reach 5 ft./5'
Base Atk/Grp 5/8
Abilities Str 16, Dex 18, Con 20, Int 18, Wis 20, Cha 18
SQ 3d6 sneak attack, trapfinding, evasion, trap sense +1, uncanny dodge,Rally, Sure Footed
Feats Endurance(racial), Toughness(racial), Improved Initiative, Combat Reflexes
Skills Appraise +10, Balance +14, Bluff +8, Climb +10, Diplomacy +14, Disable Device +11, Disguise +9, Escape Artist +7, Forgery +8, Handle Animal +10, Heal +13, Hide +12, Intimidate +14, Jump +14, Knowledge (dungeoneering) +10, Knowledge (geography) +10, Knowledge (Local)+10, Knowledge (nature) +12, Listen +13, Move Silently +12, Ride +10, Search +12, Sleight of Hand +10, Spot +13, Survival +15, Swim +10, Tumble +14 Use Magic Device +9, Use Rope +10
Advancement by character class (any)
Possessions Masterwork Longsword, Masterwork composite longbow(+2 str), Ring of force Shield, Ring of Protection 2, Mithral chain shirt.
Rally Spell-Like Ability 2/week Dúnedain can inspire others to accomplish great things. As a Standard action, a Dúnedain can grant a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls to any ally that can see or hear her. This effect has a 100 foot effective range and lasts for 1 minute/2 levels up to 5 minutes. Similar to the spell Good Hope
Sure Footed Dúnedain are always considered to be under the effect of a freedom of movement spell and may ignore terrain effects that would hinder movement.: Dúnedain can take 10 on balance and tumble checks even when conditions would normally not allow it

Ecology

Environment:Any

Typical Physical Characteristics:Tall, Dark hair pale eyes, generally attractive by human standards.

Alignment: Any

Typical Treasure

Standard Treasure

Creatures As Characters

  • +2 Constitution, +4 Wisdom +2 Charisma.: Dúnedain are larger and much more hearty than typical Humans.
  • Humanoid: Human(Adûn)
  • Medium: Medium Creatures have no penalties or benefits based on size
  • Dúnedain base land speed is 40 feet
  • Dúnedain have 2d8 of racial hit dice: +2 base attack bonus +2 Fort +2 Ref +2 Will
  • Dúnedain have 9+int mod x5 skill points from racial hit dice. Racial skills are: Balance(Dex), Climb (Dex), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope(Dex)
  • Low-Light Vision
  • Dúnedain are proficient with all simple and martial weapons and one exotic weapon of their choice. Dúnedain are proficient in use of light and medium armor but not shields.
  • Dúnedain have 2 bonus feats from racial hit dice: Endurance, Toughness
  • Sure Footed: Dúnedain are always considered to be under the effect of a freedom of movement spell and may ignore terrain effects that would hinder movement.: Dúnedain can take 10 on balance and tumble checks even when conditions would normally not allow it
  • Deep Vitality:Dúnedain maintain the physical condition of their prime for the majority of their lives and as such are largely immune to the negative impact of an aging body. Dúnedain take no penalties for reaching middle age and lessened effects at old and venerable ages.
  • Flawless Memory: Dúnedain have a keen mind that absorbs and retains knowledge. Any time a Dúnedain gains a class skill, it is permanently considered a class skill regardless of current class.
  • Spell-Like Ability: 2/weekRally: Dúnedain can inspire others to accomplish great things. As a Standard action, a Dúnedain can grant a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls to any ally that can see or hear her. This effect has a 100 foot effective range and lasts for 1 minute/2 levels up to 5 minutes. Similar to the spell Good Hope
  • Automatic Languages: Adûnaic, Common, Elven. Bonus Languages: Any other than secret languages.
  • Favored Class: Any, Dúnedain do not take multi-class penalties.
  • Level Adjustment: +1

Vital Statistics

Table: Dúnedain Random Starting Ages
AdulthoodSimpleModerateComplex
35 years+3d4+5d4+4d6
Table: Dúnedain Aging Effects
Middle Age1Old2Venerable3Maximum Age
88 years132 years185 years+4d20 years
  1. At middle age, +1 to Int, Wis, and Cha.
  2. At old age, -1 Str, Dex, +2 to Int, Wis, and Cha.
  3. At venerable age,-2 Str, Dex, Con, +3 to Int, Wis, and Cha.
Table: Dúnedain Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male6' 0"+2d10165 lb.× (2d6) lb.
Female5' 10"+2d10150 lb.× (2d6) lb.}

Advanced Creatures

By Character Class


Back to Main Page 3.5e Homebrew Creatures CR 8

gollark: Sure, but they're one of the best available for *general* intelligence.
gollark: yes.
gollark: That doesn't mean that there aren't other factors, "correlated" doesn't mean "entirely controlled by" or whatever, but they're not meaningless.
gollark: Actual psychological ones and not random internet ones.
gollark: I mean, they correlate decently with various measures of successfulness.
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