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D&D 3E/3.5 The Iconics Templated!

Knightfall

World of Kulan DM
Ok, the idea for this thread is to take any Iconic character (as the base creature) and apply any single template. (Make sure you format the revised Iconic creation in monster block format.

You can also add on prestige class levels before applying a template to an iconic if, say, you wanted to turn Alhandra into a blackguard half-fiend. :D

A full description of how and why the character has changed would be an excellent addition but isn't required.

If you're not sure where to find fully detailed stats for the iconics then let me direct you to the Dungeons & Dragons books section of WotC's website.

http://www.wizards.com/default.asp?x=books/dnd

Look under any of the Iconic Review links for detailed stats on the Iconic characters. You may include any bits of the characters description but you should also rewrite it to match the new template. Feel free to add new possessions or animal companions if you like. (See my revised Lidda w/ the Celestial template to see what I mean.)

Cheers!

KF72

"Here's where the fun begins." - Han Solo, Star Wars: A New Hope
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Lidda, female halfling Rog6 (w/ Celestial Template)
Small Humanoid (Halfling)

Hit Dice: 6d6+6 (hp 29)
Initiative: +8 (Dex, Improved Initiative)
Speed: 20 ft.
AC: 22 (touch 16, flat-footed 22)
Attacks: short sword +6 melee, or short bow +11 ranged
Damage: 1d6+1/19-20, short sword; or 1d6/x3, short bow
Face/Reach: 5 ft. / 5ft.
Special Attacks: Smite evil, sneak attack +3d6
Special Qualities: Acid, cold, and electricity resistance 10, darkvision 60 ft., DR 5/+1, evasion, halfling traits, traps, SR 12, uncanny dodge (Dex bonus to AC, can't be flanked)
Saves Fort +3, Ref +9, Will +2
Abilities: Str 10 (+0), Dex 18 (+4), Con 13 (+1), Int 14 (+2), Wis 10 (+0), Cha 8 (-1)
Skills: Climb +11, Disable Device +13, Gather Information +4, Hide +17, Listen +11, Move Silently +15, Open Lock +15, Search +11, Spot +9, Tumble +13, Use Magic Device +3
Feats: Improved Initiative, Point Blank Shot, Precise Shot

Climate/Terrain: Any land and underground
Organization: Unique
Challenge Rating: 7
Treasure: See Below
Alignment: Chaotic good
Advancement: By character class
Level adjustment: +2

Lidda likes nothing so much as an adventure; she is drawn to the excitement and the danger and the possibility of great treasure. She has seen much of the world since leaving her home, especially cities, and tries to give others the benefit of the doubt until her life is threatened.

Lidda was recently called into Olidammara’s service for an important mission in the Outer Planes. To help her complete her mission the Laughing God granted her temporary celestial status. This ascension has made her more stoic and careful, especially when dealing with protecting innocents and her companions. Why Olidammara choose Lidda for this mission and what the mission is remains a mystery to her companions.

Regdar has discovered he liked the old Lidda better and can’t wait for her temporary celestial status to be over. Jozan and the paladin, Alhandra, hope the experience will temper some of Lidda’s reckless behavior with caution and her rapier-like wit with tact. Only time will tell.

Lidda speaks Common, Elven, Goblin, and Halfling. As a higher being she also speaks Celestial.

Combat
Normally, on adventures, Lidda takes the role of the scout, quietly sneaking ahead of the group to spy on enemies and maybe get in a quick surprise shot with her short bow as her allies arrive. Since her ascension, she has taken on a more active leadership role fighting up front with Regdar and Alhandra. Her damage reduction and resistances have made her formidable. However, she is still a rogue at heart.

Lidda prefers to use stealthy methods rather than ones that require brute force, since her strengths in combat lie in her ability to sneak past an opponent’s guard. She is hardly ever afraid, and sometimes a little reckless (but less so as a celestial), but she is very confident in her abilities. She is a solid team player and does not abandon friends, even when staying with them endangers her own life.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Lidda takes no damage with a successful saving throw.

Halfling Traits: Lidda has a +2 morale bonus on saving throws against fear, a +1 racial bonus on all saving throws, a +1 racial attack bonus with a thrown weapon, and a +2 racial bonus on Climb, Jump, Listen, and Move Silently checks (already figured into the statistics given above).

Smite Evil (Su): Once per day Lidda can make a normal attack to deal an additional 6 points of damage against an evil foe.

Sneak Attack (Ex): Any time Lidda's target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when Lidda flanks the target, Lidda's attack deals +3d6 points of extra damage. Should Lidda score a critical hit with a sneak attack, this extra damage is not multiplied.

Uncanny Dodge (Ex): Lidda retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker.

Possessions
+2 studded leather armor, ring of protection +1, amulet of natural armor +1, cloak of resistance +1, +1 short sword, masterwork composite shortbow, quiver with 20 +1 arrows, potion of cure light wounds, Heward's handy haversack, waterskin, 1 day trail rations, bedroll, sack, flint and steel, masterwork thieves' tools, 3 sunrods, dagger.

Traps
Rogues can use the Search skill to locate traps when the task has a DC higher than 20. Finding a non-magical trap has a DC of at least 20, and the DC is higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues can use the Disable Device skill to disarm magic traps. Disabling a magic trap generally has a DC of 25 + the level of the spell used to create it. A rogue who beats a trap's DC by 10 or more with a Disable Device check can generally study a trap, figure out how it works, and bypass it (with her party) without disarming it.
 
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Robbert Raets

Explorer
Okay, cheating a little by using Enemies & Allies:

"Oooooh, I like it!" Lidda, pinching his arm....
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Regdar, male human fighter 10 (w/ Feral template)
Medium-size Monstrous Humanoid

Hit Dice: 10d10+30 (89 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 27 (touch 11, flat-footed 26)
Attacks: +20/+15 +4 greatsword, +14/+9 +1 mighty composite longbow or +15/+10 claws
Damage: 2d6+13 +4 greatsword, 1d8+4 +1 mighty composite longbow, or 1d8+5 claws
Face/Reach: 5 ft. / 5ft.
Special Attacks: Improved Grab, Pounce, Rake
Special Qualities: Darkvision 90 ft., Fast Healing 3
Saves Fort +12, Ref +6, Will +5
Abilities: Str 21 (+5), Dex 12 (+1), Con 16 (+3), Int 6 (-2), Wis 10 (+0), Cha 13 (+1)
Skills: Climb +13, Handle Animal +14, Swim -1
Feats: Cleave, Dodge, Great Cleave, Improved Critical (composite longbow), Improved Critical (greatsword), Point Blank Shot, Power Attack, Precise Shot, Weapon Focus (composite longbow), Weapon Focus (greatsword), Weapon Specialization (greatsword).

Climate/Terrain: Any land and underground
Organization: Unique
Challenge Rating: 13
Treasure: See Below
Alignment: neutral good
Advancement: By character class
Level adjustment: +1

Regdar, honorable man and valiant fighter, once drank from the fount in a temple dedicated to an evil god of destruction. This was the result, until he got his old buddy Jozan the Cleric to cast 'remove curse' on him.

Improved Grab(Ex): If feral Regdar hits an opponent that is at least one size category smaller than himself with a claw attack, he deals normal damage and may attempt to start a grapple as a free action without provoking an attack of opportunity. If he gets a hold, he can rake (see below). alternatively, he may grapple normally, or simply use his claw to hold the opponent (-20 penalty on the grapple check, but feral Regdar is not considered grappled). In either case, each succesful grapple check he makes during successive rounds automatically deals claw damage. See the MM for additional rules.

Pounce(Ex): If feral Regdar leaps upon a foe during the first round of combat, he can make a full attack even tough he has already moved.

Rake(Ex): If feral Regdar get a hold on an opponent, he may make two rake attacks at his full attack bonus with his legs. Each succesful leg attack deals normal claw damage (1d8) plus half of feral Regdar's strength bonus (+5/2). He may alos rake when he pounces.

Possesions:
+2 full plate, +4 greatsword, +1 mighty
(+4 str bon) composite longbow, 20 masterwork arrows, cloak of resistance +2, gloves of dexterity +2, 4 potions of cure light wounds, backpack, bedroll, flint and steel, sack, 5 torches, waterskin.

Hoppa!!
 

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