Dungeons and Dragons Krenshar 3.5 PBP RPG

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Krenshar

Krenshar

Medium Magical Beast

Hit Dice:

2d10 (11 hp)

Initiative:

+2

Speed:

40 ft. (8 squares)

Armor Class:

15 (+2 Dex, +3 natural), touch 12, flat-footed 13

Base Attack/Grapple:

+2/+2

Attack:

Bite +2 melee (1d6)

Full Attack:

Bite +2 melee (1d6) and 2 claws +0 melee (1d4)

Space/Reach:

5 ft./5 ft.

Special Attacks:

Scare

Special Qualities:

Darkvision 60 ft., low-light vision, scent

Saves:

Fort +3, Ref +5, Will +1

Abilities:

Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13

Skills:

Hide +4, Jump +9, Listen +3, Move Silently +6

Feats:

Multiattack, Track B

Environment:

Temperate forests

Organization:

Solitary, pair, or pride (6-10)

Challenge Rating:

1

Treasure:

None

Alignment:

Usually neutral

Advancement:

3-4 HD (Medium); 5-8 HD (Large)

Level Adjustment:

+2

The krenshar is a strange, catlike carnivore with extremely flexible skin on its head. A typical krenshar measures 4 or 5 feet in length with a long, narrow head. It weighs about 175 pounds.

Combat

Krenshars use solitary scouts to drive prey into the waiting clutches of the pride. The scout appears from hiding, uses its scare ability, then chases the fleeing target to join the attack.

Scare (Ex or Su): As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus).

Combining this scare ability with a loud screech produces an unsettling effect that works like a scare spell from a 3rd-level caster (Will DC 13 partial). A creature that successfully saves cannot be affected again by the same krenshar's scare ability for 24 hours. The shriek does not affect other krenshars. This is a supernatural, sonic mind-affecting fear effect. The save DC is Charisma-based.

Skills: Krenshars have a +4 racial bonus on Jump and Move Silently checks.


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I’d be very interested to see how this pans out.

A thought would be that it would be nice if character progression could be had without increasingly dangerous conflicts.

In many games, despite there being a broad range of skills (Many of which come into play later) many of the quests involve fighting tougher and harder enemies thus making it essential to ignore more character building stuff in favour of advanced combat prowess.

I’d suggest that this was even more relevant in a system similar to Traveller where you could build a great scientist or diplomat but ‘in game’ have very little opportunity to develop skills above and beyond those that you selected in the beginning.

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