D&D 3E/3.5 Knightfall's Campaigns' Bestiary Thread (Retired)

Knightfall

World of Kulan DM
Ok, this new thread are for those creatures I have designed that are not tempalted creature and are campaign specific for one of my campaign setting: World of Kulan, Time of Ages, or Arcanum of the Stars.

I am starting by reposting my Golls (of Harqual) zip file here and removing it from my template thread. And by no means is the other thread done, I've just been concentrating on creating stuff for my campaign settings (Kulan mainly).

Cheers!

Knightfall1972.

NOTE: This thread isn't a general submission thread. Its for my creations only but comments are welcome.
 

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Knightfall

World of Kulan DM
FYI...

Any new Kulan creatures I come up with, whether they are templated or not, will now go on this thread. I won't be moving all the previous posts over here though. However, any of the creatures I was planning to post there, and haven't yet, will now be coming over here.

This includes both of the following: Spider-kin, Gema; Vonakyndra.

Cheers!

KF72
----------------------------------
Here's a new one, my version of the Avariel.

Avariel (Winged Elf)
Medium-Size Monstrous Humanoid (Elf)
Hit Dice: 1d8-1 (3 hp)
Initiative: +3 (Dex)
Speed: 30 ft., fly 50 ft. (perfect)
AC: 14 (+3 Dex, +1 small shield)
Attacks: Short sword +4 melee; or longbow +4 ranged
Damage: Short sword 1d6; or longbow 1d8
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Racial traits
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 10 (+0), Dex 17 (+3), Con 8 (-1), Int 11 (+0), Wis 13 (+1), Cha 11 (+0)
Skills: Hide +2, Listen +4, Search +3, Spot +3
Feats: Weapon Finesse

Continent/Region: Harqual/Sunus Mountains
Climate/Terrain: Temperate forest or mountains
Organization: Company (2¡V4), squad (11¡V20 plus 2 3rd-level sergeants and 1 leader of 3rd to 6th-level), or band (30¡V100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +2

Avariel, or winged elves, are found only on the continent of Harqual in the southern half of the Sunus Mountains. They fight a continuous struggle with the bugbears and other evil humanoids living in the northern half of the mountains.

Avariel look much as silver elves do except for their dark brown or black hair and the reddish brown raptor-like wings protruding from their back. Avariel tend to dress light enough to allow free flowing moment while they fly but heavy enough to keep warn in the cool air of the Sunus Mountains. Avariel rarely wear any sort of footwear heavier then sandals with warm leg wrappings.

An avariel, in flight, is a wondrous thing of beauty to behold and many a human has broken down and cried at the sight of one soaring overhead.

Avariel speak Elven and most also know Sylvan.

Combat
While an avariel soaring overhead is considered a sign of good luck to good rangers, it is the last thing an evil humanoid wants to see. For where there is one avariel, there are many.
Avariel fight from the sky in most cases swooping down to target their foes with longbows or slash at them with well-balanced short swords.

Racial Traits (Ex): See below.

Avariel Characters
Avariel favor the fighter class. Avariel clerics worship the Elven Deity known as Aerdrie. These clerics can choose any two of the following domains: Air, Animal, Chaos, Elf, Good, and Protection.

Avariel Traits
Avariel benefit from a number of racial traits.
-> +2 to Dexterity, -2 to Constitution, +2 to Wisdom.
-> Proficient with longsword or rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
-> Speed: Base land speed is 30 feet. Avariel can also fly at a speed of 50 feet with perfect maneuverability.
-> Immunity to magic sleep spells and effects.
„h +2 racial bonus to Will saves against Enchantment spells or effects.
-> Low-light Vision. Avariel can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination
-> Skills: +2 racial bonus to Search, Spot, and Listen checks.
-> Automatic Languages: Elven. Bonus Languages: Auran and Sylvan.
-> Favored Class: Fighter. A multiclass avariel¡¦s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
-> ECL: +2
 

Knightfall

World of Kulan DM
Created using the 2E racial stats in Dragon 262 as a guide. This is not a 'true' conversion but came out just right for World of Kulan. - KF72
-------------------------

Buckawn
Small Fey
Hit Dice: 1d6-1 (2 hp)
Initiative: +3 (Dex)
Speed: 20 ft.
AC: 17 (+1 size, +3 Dex, +3 natural)
Attacks: +3 melee (dagger)
Damage: 1d4-1 (dagger)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Keen senses, light and odor sensitivity, see invisibility, scent, SR 5
Saves: Fort -1, Ref +5, Will +2
Abilities: Str 9 (-1), Dex 16 (+3), Con 9 (-1), Int 12 (+1), Wis 11 (+0), Cha 11 (+0)
Skills: Balance +7, Hide +11, Listen +6, Move Silently +11, Spot +4, Survival +6*, Tumble +7
Feats: Weapon Finesse

Continent/Region: Any
Climate/Terrain: Any temperate forest or underground
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +5

Buckawns are small, xenophobic race of fey creatures. They stand around 2 to 2 ½ feet in height, have pale complexions, stringy white hair, and black piercing eyes. They live deep within temperate forests, sticking to the darkest places, out of the sunlight and away from other races, even other fey. Buckawns sometimes live in underground lairs.

Buckawns are not evil, even though they prefer the darkness. They simply like their privacy and are self-sufficient creatures. Also, sunlight makes them uncomfortable, although it doesn’t actually hurt them.

A buckawn might befriend a clan of elves or family of halflings, but these occurrences are extremely rare. Buckawns make solid companions once they overcome their natural xenophobia. Regardless, they will always be aloof and a little cold-hearted.

Buckawns are found all over Kulan but are most common on Janardun and Kanpur. Janardun buckawn are a little less reclusive and have dealings with the shoyir elves living on that continent. Kanpurian buckawn are even more reclusive than normal buckawn and have been known to kill those they happen to come across due to xenophobic fear.

Buckawns speak Sylvan and Common.

Combat
Every buckawn is a little different, so one buckawn may use simple melee tactics, while another might ambush opponents or simply run away. In any case, buckawns often use their spell-like abilities to hide, hoping opponents will simply pass them by.

Keen Senses (Ex): Buckawns have low-light vision and 60-foot darkvision.

Light and Odor Sensitivity (Ex): Buckawns suffer a -2 penalty to attack rolls in bright sunlight, within the radius of a daylight spell, or when exposed to a troglodyte’s stench ability.

Scent (Ex): A buckawn can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

See Invisibility (Su): A buckawn can always detect invisible opponents, as per the see invisibility spell. They can then attack any invisible opponents they perceive without penalty.

Spell-like Abilities (Sp): At will – change self, dancing lights, invisibility, and minor image. These abilities are as if cast by a 5th-level wizard. A buckawn with a Wisdom of 13 or more also gains the following additional abilities, usable 1/day: entangle, pass without trace, and summon swarm. These are as if cast by a 5th level druid.

Skills: Buckawns gain a +2 racial bonus to Listen checks and a +4 racial bonus to Hide and Move Silently checks. *Buckawns gain a +2 racial bonus on Survival checks, which increases to +4 in forested region.

Buckawn Characters
Buckawns favor the rogue class. Buckawns often become fighters, bards, and clerics. They can multiclass as fighter/rogues or fighter/bards.

Buckawns rarely become clerics but when they do they often worship deities with darkness, nature, or the moons as part of their portfolio. The buckawn of Janardun often worship the Tangled Woman or Artume. Buckawn cleric of the Tangled Woman can choose any two of the following domains: Animal, Community, Nature, and Plant. Buckawn cleric of Artume can choose any two of the following domains: Chaos, Darkness, Death, and Evil.
 

Knightfall

World of Kulan DM
Elf, Silver
Medium-Size Humanoid (Elf)
Hit Dice: 1d8-1 (3 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
AC: 14 (+1 Dex, +2 leather, +1 small shield)
Attacks: Rapier +2 melee; or longbow +2 ranged
Damage: Rapier 1d6; or longbow 1d8
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Racial traits
Saves: Fort +1, Ref +1, Will +0
Abilities: Str 10 (+0), Dex 13 (+1), Con 8 (-1), Int 11 (+0), Wis 11 (+0), Cha 11 (+0)
Skills: Hide +1, Listen +3, Search +3, Spot +2
Feats: Weapon Finesse

Continent/Region: Harqual
Climate/Terrain: Cold and temperate forest
Organization: Company (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd to 6th-level), or band (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +0

Silver elves are graceful, beautiful humanoids that originate from the northern section of the Great Forest of Harqual. Silver elves are known for their love of art and magic, as well as nature and all the natural creatures in it. They are less chaotic than other elves and have built a sprawling civilization within the boundary of the Great Forest.

Silver elves stand roughly 5 feet 3 inches tall and weigh around 110 pounds on average. They often have pale skinned, deep green or blue eyes, and silver or blonde hair. They dress in dark green and brown wool clothing when traveling through the wilderness but also wear fine, brightly-colored garments made from silk when living in the more urban areas of their kingdom.

Silver elves tend to get along with most good humans and some dwarves but rarely will they consider an individual of one of these two races a personal friend. Dwarves are too gruff and humans don't live long enough to become lasting friends. More often silver elves will befriend forest elves, hairfoot halflings, and forest gnomes. The forest elves now live alongside the silver elves in their kingdom due to the recent events in the southern half of the Great Forest. The experience has drawn the two races together more than they ever have been before. Hairfoot halflings are considered a kindred race, even though they don't live as long, and most of the hairfoots that do live north of the Great Expanse live in the Kingdom of the Silver Leaves. Silver elves remember when gnomes used to live north of the Great Expanse and are glad to meet one whenever they have a chance. Silver elves find them delightful and as kindred to their race as halflings.

Beyond these common races silver elves have been known to ally themselves with fey creatures of all sorts including brownies, pixies, satyrs, sprites, etc. They get along with a race of reclusive forest giants known as the vonakyndra, as well as the following forest dwelling races: centaurs, krenshars, treants, and unicorns. It is rumored in human lands that silver elves are aligned with a intelligent race of benign dire wolves with powers similar to that of winter wolves. If these rumors are true then who knows what other allies the silver elves might have deep within the foliage of the Great Forest.

But their strangest allies are the wild barbarians of the Northlands. Divided by harsh wilderness and the Greystone Mountains, one would think that the barbarians would be the least likely allies to their people. It is the bond of friendship between Corellon and Cronn, the head of the Pantheon of the North, which has brought about this friendship. Silver elves don't worship Cronn but they do honor him, as much as the barbarian of the Northlands honor Corellon. The silver elves living in the very northern section of the Great Forest, and beyond, live more like the barbarians than silver elves. These silver ‘wilds’ as they are nicknamed by humans tend to wander north during the warmer months and trade with the barbarian tribes.

Silver elves speak Common, Elven, and Sylvan. Silver ‘wild’ elves speak Barbarian and Elven. Silver elves are the most literate race of elves on Harqual and often write in a flowing elven script that they invented. Other elves only have a 50% chance to read silver elf documents. Silver elves who become wizards or sorcerers always choose draconic as one of their bonus languages.

Combat
Silver elves rarely travel alone and when danger presents itself, they fight well as a team. Silver elves favor the grace and feel of a rapier to a longsword but do use bows against foes, as other elves do. Silver elves are not much for ambushing foes, as they prefer to fight toe-to-toe with their ancient enemies such as ogres, gnolls and orcs.

A group of silver elves accompanied by silver ‘wilds’ will usually let them scout ahead as they travel. If and when a fight breaks out, against a dangerous foe, the silver ‘wilds’ will usually hit the enemy from behind and the sides, using the cover of the forest to hide them after they’ve struck.

Racial Traits (Ex): See below.

Silver Elf Society
The silver elves of the Great Forest have one of the oldest kingdoms in existence on Harqual. The Kingdom of the Silver Leaves has existed since before the rise of the Empire of Swords. Being the oldest existing kingdom on the continent allows silver elves to have a unique perspective on the events of the last few thousand years. While even the oldest of the silver elves alive today was born several hundred years after the end of the Divinity War, the race as a whole understands where humanity has been. The elves worry that humanities natural tendencies too destroy themselves could plunge the continent into endless war again. They work towards teaching humans to work together or at least behave diplomatically to each other, whenever they can.

Silver elves are the most commonly encountered elves on the continent of Harqual, which is surprising considering the insular nature of most of their people. In truth, most of the silver elves encountered in human lands have chosen to live beyond the bounds of the Kingdom of the Silver Leaves. These elves aren't necessarily outcasts from the kingdom but in most cases they have shed the traditions of their people completely and behave more 'human' then elven. The Kingdom of the Silver Leaves will allow any silver elf to return to the elven way of life, as long as the elf wanting to come home wasn't cast out of the kingdom.

The greatest city of the silver elves is simply known as Silverleaf. Most humans refer to silver elves as being from the city-state of Silverleaf in the Great Forest, to those from other lands. In truth, their are as many as six other great elven cities around the shores of Lake Silverleaf, it's just that most humans have never heard of them. The Kingdom of the Silver Leaves is an enigmatic place full of strange wonders, beautiful glades and cultivated gardens. The first five miles around Lake Silverleaf in any direction is considered lived in and tamed by elven standards. Most humans don't notice that much of a difference until they come within a mile of the lake. Silver elves are extremely protective of their lands even going so far as to place powerful magical wards close to the lake and lesser wards the further one gets away from the city of Silverleaf. Humans that blatantly destroy nature in the Great Forest usually find themselves escorted out of the forest by a patrol of very well armed elven rangers.

Silver elves tend to be very chaotic in their youth but then migrate towards neutrality as they get older. This change takes place over long periods of time and the most venerable of the continent's silver elves are true neutral in alignment. Silver elves are one of the only races as a whole that believe completely in the tenets of the Balance. They often ally themselves with the druids of Daghdha and the Majestic Dragons of Harqual. Syliphiinax, The Majestic Green, lives within the boundary of the Kingdom of the Silver Leaves and is one of their greatest allies. Many silver elves belong to an order of knights, sponsored by these Dragons of the Balance, called the Knights Majestic.

Silver Elf Characters
Silver elves favor the ranger class. Silver ‘wilds’ favor the barbarian class. Silver ‘wilds’ have the following ability scores changes to that listed above: Str 12, Dex 13, Con 8, Int 9, Wis 11, Cha 9.

Silver Elf Racial Traits
Silver elves benefit from a number of racial traits:
-> +2 to Dexterity, -2 to Constitution
-> Proficient with longsword or rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
-> Speed: Base land speed is 30 feet.
-> Immunity to magic sleep spells and effects.
-> Low-light Vision. Silver elves can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
-> Save Adjustments: +2 racial bonus to Will saves against enchantment spells or effects.
-> Skills: +2 racial bonus to Search, Spot, and Listen checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.
-> Automatic Languages: Common, Elven, and Sylvan. Bonus Languages: Centaur, Draconic, Dwarven, Giant, Gnoll, Halfling, and Orc.
-> Favored Class: Wizard. A multiclass silver elf’s wizard class does not count when determining whether he suffers an XP penalty for multiclassing.
-> ECL: +0

Silver ‘Wild’ Elf Racial Traits
Silver ‘wilds’ benefit from a number of racial traits:
-> +2 to Strength, +2 to Dexterity, -2 to Constitution, -2 to Intelligence, -2 to Charisma.
-> Proficient with longsword or rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
-> Speed: Base land speed is 35 feet.
-> Immunity to magic sleep spells and effects.
-> Low-light Vision. Silver ‘wilds’ can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
-> Save Adjustments: +2 racial bonus to Will saves against enchantment spells or effects.
-> Skills: Silver ‘wilds’ gain 1 extra skill point at each level (or HD) because they must constantly train themselves to stay one step ahead of the dangers that surround them. In addition, silver ‘wilds’ gain a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Survival checks. Poorly suited to social interaction, silver ‘wilds’ suffer a –2 racial penalty to Bluff, Diplomacy, and Sense Motive.
-> Automatic Languages: Barbarian and Elven. Bonus Languages: Centaur, Dwarven, Giant, Gnoll, Halfling, Orc, and Sylvan.
-> Favored Class: Ranger. A multiclass silver ‘wild’ elf’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
-> ECL: +0
 

Knightfall

World of Kulan DM
Fremlin
Tiny Fey
Hit Dice: 1d6 (3 hp)
Initiative: +2 (Dex)
Speed: 15 ft., fly 50 ft. (good)
AC: 14 (+2 size, +2 Dex)
Attacks: Bite +2 melee
Damage: Bite 1d2-1
Space/Reach: 2 ½ ft. / 0 ft.
Special Attacks: Sleep
Special Qualities: Damage reduction 5/cold iron, darkvision 60ft., low-light vision
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 10 (+0), Wis 12 (+1), Cha 11 (+0)
Skills: Craft (any one) +7, Listen +13, Move Silently +6, Profession (any one) +7, Spot +5
Feats: Weapon Finesse

Continent/Region: Any
Climate/Terrain: Any land and underground
Organization: Solitary or family (2–5)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +5

Fremlins are tiny gremlins, with fairy-like wings, that are both friendly and mischievous. They live on every continent of Kulan but are most commonly found on Harqual or Janardun. Those living on Janardun are fond of kerrn and will always have at least 1 of the tiny, winged fairy dogs living with them.

They are roughly a foot tall and range in color from slate gray to blue green. They tend to be plump and are known for being lazy. Hey make great companions to those willing to put up with their pranks. However, fremlins will leave any master or companions that mistreat it.

Fremlins are quick and agile and often work with local thieves’ guilds or live with working class commoners and experts. They help with keeping a home tidy and work up to date in exchange for food and fun. A bored fremlin is not something anyone wants, so those with a fremlin living in their home go to great lengths to keep the little creature happy.

Fremlins most often live amongst gnomes, halflings, elves, and humans. They rarely live with dwarves or other races strongly aligned towards law. They aren’t as picky about living with evil races and have been found living amongst orcs, gnolls, and goblins.

Fremlins speak Common and Sylvan.

Combat
Fremlins protect themselves, their companions, and their homes by trying to put as many attackers as they can to sleep. Otherwise, fremlins are fairly useless in combat and will often hide form dangerous foes.

Opponents can only hurt fremlins with weapons made from cold iron.

Sleep (Su): A fremlin has the ability to use sleep as a innate supernatural ability as per the spell cast by a 10th level sorcerer. The fremlin can use this ability 3 times per day.

Skills: Fremlins receive a +8 racial bonus to Listen checks, due to their large ears and keen hearing. Fremlins receive a +4 racial bonus to any one Craft and any one Profession skill. Fremlins may use the Profession skill untrained.

Fremlin Characters
Fremlins favor the rogue class, although most encountered are experts.
 

Knightfall

World of Kulan DM
The return of the hairfoot halflings!

Halfling, Hairfoot
Small Humanoid (Halfling)
Hit Dice: 1d8 (4 hp)
Initiative: +1 (Dex)
Speed: 20 ft.
AC: 13 (+1 size, +1 Dex, +2 leather armor)
Attacks: Short sword +2 melee; or sling +4 ranged
Damage: Short sword 1d6-1; or sling 1d4-1
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Racial traits
Special Qualities: Racial traits
Saves: Fort +3, Ref +2, Will +1
Abilities: Str 9 (-1), Dex 13 (+1), Con 10 (+0), Int 11 (+0), Wis 10 (+0), Cha 11 (+0)
Skills: Climb +0, Hide +5, Jump +0, Listen +3, Move Silently +4
Feats: Weapon Finesse

Continent/Region: Harqual
Climate/Terrain: Any land and underground
Organization: Solitary, pair, family (2–4), caravan (11–20 plus 2 1st-level sergeants and 1 leader of 3rd to 5th-level), or band (30–100 plus 50% noncombatants plus 1 1st-level sergeant per 20 adults, 3 3rd-level lieutenants, 1 5th-level captains, and 6–10 dogs)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +0

Hairfoot halflings, often simply called hairfoots by others, are a small, fun-loving race of demihumans found all over the continent of Harqual. Hairfoots are, strangely, not found anywhere else on Kulan where other unique halfling races hold sway (i.e. the sahne in the Fallenlands).

Hairfoots often live solitary, pastoral lives but can also be found living amongst humans and elves. Hairfoot halflings are becoming more rare on Harqual the further north one travels. It is unheard of for them to live north of the Greystone Mountains or the Kingdom of Ahamudia on the southern shore of the Ragik Peninsula. Hairfoots are common throughout the lands west of the Great Forest but are more scattered along the Eastern Shores on the other side of the continent. Hairfoots are found in larger numbers south of the Great Expanse an are more common in the Far South than humans are.

Hairfoots tend to get along with most good or neutral aligned races and make friends easily. They often form close ties with kitts, rakasta, rockwood gnomes, and elves. They trust good humans and dwarves, as well, but often are less gregarious towards them. Hairfoots will only come to trust a good half-orc or another naturally evil-inclined individual after a long period of caution and watchfulness. This behavior is more common amongst northern hairfoots than southern ones, due to years of mistrust of evil humanoids and oppression from the same.

Hairfoots speak Halfling and Common.

Combat
Hairfoots prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches. They prefer small, light weapons such as daggers, short swords, and sickles when fighting close quarters, but are at their best when using slings or throwing small rocks. Hairfoot have been known to take down a much larger opponent with one well-placed rock.

Hairfoots that live in the Far South often fight unarmed or use tiny-sized sianghams.

Racial Traits (Ex): See below.

Hairfoot Halfling Characters
Hairfoot halflings favor the rogue class, although most are experts or warriors. Hairfoots often become druids, rangers, bards and sorcerers, although many have chosen the path of the illusionist as well. Hairfoots are rarely fighters and are never barbarians. Hairfoots often multiclass as rogue/rangers, rogue/druids, or rogue/illusionists. Those that become bards or sorcerers almost never multiclass.

Hairfoot halflings worship the deities of the Pantheon of the North, as well as their own patron pantheon. Most hairfoots pay homage to Hendomar the Badger Brother or to Kuil, the North God of Rogues and Illusions. Hairfoot clerics of Hendomar can choose any two of the following domains: Animal, Good, Earth, Halfling, and Water. Hairfoot clerics of Kuil can choose any two of the following domains: Good, Illusion, Knowledge, Luck, and Trickery.

Hairfoot Halfling Traits
Hairfoot halflings benefit from a number of racial traits:
-> -2 to Strength, +2 to Dexterity.
-> Small: As Small creatures, hairfoot halflings s gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. But they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
-> Speed: Base land speed is 20 feet.
-> Low-light Vision. Hairfoot halflings can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
-> +1 racial attack bonus with slings or thrown rocks.
-> +1 racial bonus to all saving throws. Hairfoots are highly capable of avoiding mishaps.
-> +2 morale bonus to saving throws against fear. (This bonus stacks with the halfling’s +1 bonus to saving throws in general.).
-> Skills: Hairfoot halflings are agile, surefooted, and athletic. They receive a +2 racial bonus to Climb, Jump, and Move Silently checks. Their keen hearing bestows a +2 racial bonus to Listen checks.
-> Automatic Languages: Halfling. Bonus Languages: Common, Elven, Goblin, Kitt, and Orc. Hairfoot halflings living in the Far South of Harqual’s continent have the following bonus instead: Goblin, Heverkent, Kitt, Rakasta, and Suar.
-> Favored Class: Rogue. A multiclass hairfoot halfling's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
-> ECL: +0
 

Knightfall

World of Kulan DM
Kerrn
Tiny Fey
Hit Dice: ½ d6+2 (3 hp)
Initiative: +6 (Dex)
Speed: 30 ft., fly 50 ft. (perfect)
AC: 19 (+2 size, +6 Dex, +1 natural)
Attacks: Bite +0 melee
Damage: Bite 1d3-1
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Glamour magic
Special Qualities: Low-light vision, scent
Saves *: Fort +3, Ref +7, Will +1
Abilities: Str 9 (-1), Dex 23 (+6), Con 15 (+2), Int 11 (+0), Wis 12 (+1), Cha 14 (+2)
Skills: Bluff, +3, Concentration +3, Intuit Direction +5, Jump +2, Listen +4, Sense Motive +3, Spot +4, Swim +2, Survival +5 **
Feats: Alertness, Track (B)

Continent/Region: Janardun
Climate/Terrain: Any hill, mountain or forest
Organization: Solitary, pair, or pack (5–12)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +2

Kerrn are fey creatures that look like tiny dogs with translucent, multicolored fairy-like wings, which allow them to dart around like hummingbirds. Kerrn fur is as varied as dogs but may also have shades that range from blue to green in color for those living in forested regions. Regardless of fur color, kerrn always have purple eyes that shine in the dark.

Kerrn are intelligent and speak both Common and Sylvan.

Combat
Kerrn aren't much for fighting, preferring to play pranks on opponents using their glamour magic ability. If severely threatened, they flee as fast they can by air.

Glamour Magic (Su): Kerrn gain the ability to use the following spells once per day as a 1st-level sorcerer: dancing lights, mage hand, and flare.

Low-Light Vision (Ex): Kerrn can see twice as far under starlight conditions as a human can under similar conditions.

Scent (Ex): A kerrn can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Range is 30 ft. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

Saves: *Kerrn gain a +4 bonus to all saves versus mind-influencing effects and spells or spell-like effects from the Enchantment school.

Skills: **A kerrn receives a +4 racial bonus on Survival checks when tracking by scent.

Kerrn Characters
Kerrn favor the rogue class. Kerrn clerics can take any two of the following domains: Air, Animal, Chaos, Luck, and Trickery.
 

Knightfall

World of Kulan DM
And finally for today...

... a conversion of the fraal for my Arcanum of the Stars Dragonstar campaign, using the 2E stats, given for them in Dragon Magazine, as a guide. - KF72
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Fraal
Medium-size Humanoid
Hit Dice: 1d8-1 (3 hp)
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 9 (-1 Dex)
Attacks: -1 melee; -1 ranged
Damage: By weapon
Space/Reach: 5 ft. / 5ft.
Special Attacks: Psionics
Special Qualities: Psionics, darkvision 90 ft., hit point restriction, isolation insanity, PR variable (see text)
Saves: Fort -1, Ref -1, Will +4
Abilities: Str 8 (-1), Dex 9 (-1), Con 8 (-1), Int 15 (+2), Wis 15 (+2), Cha 12 (+1)
Skills: Concentration +6, Diplomacy +5, Heal +6, Knowledge (psionics) +10, Search +6, Sense Motive +6
Feats: Skill Focus (Knowledge – psionics), Technical Proficiency (B)

Climate/Terrain: Any land, space, or underground
Organization: Pair, family (2–5), or nomadic sphereship colony (20–100)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +1

The fraal are visitors from somewhere beyond the bounds of known space. Where they come from is unknown and they refuse to tell anyone. Masters of technology and psionics, the goal of the fraal in this area of the galaxy remains a mystery. Their sphereships are an awe-inspiring sight and the fraal are the only known race capable of traveling the stars without the need of a starcaster.

Their sphereships travel through techno-psionic-created wormholes called jump points. They call the process mindjumping but no other race has ever seen the technology used that accomplishes this amazing feat. Mezzenbone would give anything to possess mindjump technology but captured fraal wipe their own minds rather than risk it falling into the hands of the Dragon Empire.

The fraal get along well with elves, the juna, the raia and chronomancers. They don’t get along well with members of the Arcanum or the Freedom League, viewing them as interstellar manipulators and terrorists. For the most part, fraal tend not to get involved with stellar politics and watch from the sidelines. It is rumored that they are a divine race descended from the Twelve True Gods. And while fraal are not prone to emotional outburst they tend to laugh uncontrollably when asked such.

Fraal never associate with the Dragon Empire for any reason and view Mezzenbone as a horrible dictator. As a result, fraal have been forced to work with resistance members from time to time. More often than not, the fraal throw in with the guardians against both sides of the conflict.

The most famous fraal in the history of known space was the xeno-geneticist Iscin. This fraal experimented with genetics on thousands of alien creatures. He was known for warping a primitive creature’s genes to bring about the spark of intelligence in his experiments. Most believe he was evil, as the fraal don't talk of Iscin when asked. It is believed that the xeno-geneticist was an outcast amongst his people due to these experiments.

Dozens of intelligent races that survived his experiments continue to exist to this day. The blount, bronth, crugar, and woffen are all intelligent, mutated races created by Iscin. Some speculate that Iscin also brought about the existence of the dabber, hoop and weren. These races can neither confirm nor deny this possibility, but one should be careful about even mentioning it to a weren. They absolutely refuse to believe that a mortal being created them, no matter how advanced.

The fraal speak Common, Draconic, and their own racial language.

Combat
The fraal are not sturdy combatants, and they will go to great lengths too have others do the fighting. If forced into a confrontation they prefer to use laser and screamer pistols from a distance. If pressed into close melee they will defend themselves with powered staffs.

Hit Point Restriction: A fraal can never gain additional hit points due to an exceptional Constitution score or through any feat that grants hit points (i.e. Toughness).

Isolation Insanity: A fraal that becomes isolated from others of its race will become mentally unbalanced and subject to unprecedented mood swings of depression and anxiety. Eventually, a permanent form of insanity takes hold.

A fraal without at least one other of his or her kind nearby, for more than a month, is at risk of developing this insanity. The fraal must make a Will save (DC 15 + 1 per month – the fraal’s Wisdom modifier) or go insane. (Melancholia, alienation, and dementia praecox are the most likely forms of fraal mental disorder.)

The fraal suffers a -4 circumstance penalty to all Intelligence, Wisdom, and Charisma-based checks until her or she comes back into contact with one of his or her own kind. It is possible that an psionically-endowed individual of another race could help a fraal fight through his or her isolation insanity. (Subtract the psionically-endowed individual’s Wisdom modifier from the Will save’s DC.)

Psionics (Sp): At will – astral construct I, conceal thoughts, detect psionics, identify, lesser mindlink, and object reading. These abilities are as the powers manifested by a 20th level psion.

Attack/Defense Modes (Sp): At will – psychic crush/thought shield

Power Resistance (Ex): A fraal has power resistance equal to 10 + 1 per character level.

Skills: A fraal gains a +4 racial bonus to Knowledge (psionic) checks, as well as a +2 racial bonus to Concentration, Hide, Search, and Sense Motive checks. A fraal may use the Autohypnosis, Psicraft, and Use Psionic Device skills untrained.

Fraal Characters
The fraal favor the psion class. Fraal often become bards, clerics, and rogues, and they sometimes become mechanists, fighters, pilots, and sorcerers. Fraal cannot be barbarians, wizards, paladins, or rangers. Fraal often multiclass as rogue/psions, cleric/psions, and fighter/psions.
 
Last edited:

Kitsunekaboom

First Post
Excelent, I needed an Avariel or two anyway, my campaign takes place in a giant tree (1 inch per 100 feet would go up to your knee in height at least :D)
 

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