Knightfall
World of Kulan DM
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ZEBRANAUR
Large Monstrous Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: +2 (Dex)
Speed: 45 ft. (9 squares)
AC: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +4/+13
Attack: Longspear +9 melee (1d8+5) or composite longbow +6 ranged (1d8)
Full Attack: Longspear +9 melee (1d8+5) and 2 hooves +7 melee (1d6+2) or composite longbow +6 ranged (1d8)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: --
Special Qualities: Racial traits
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 20 (+5), Dex 14 (+2), Con 15 (+2), Int 6 (-2), Wis 13 (+1), Cha 9 (-1)
Skills: Hide +3, Listen +4, Move Silently +3, Spot +4, Survival +7
Feats: Alertness (B), Weapon Focus (hoof), Weapon Focus (longspear)
Continent/Region: Harqual/The Far South; Kanpur/The Dark Continent; Triadora/Any
Environment: Warm forests and plains
Organization: Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd-5th level), or tribe (20-200 plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th-9th level)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +3
Zebranaurs have the upper body of a human and the lower body of a zebra. A zebranaur's upper body is normally brown, without the characteristic black-on-white stripes that cover its lower body. Many have a short mane of coarse black bristles running from the middle of the lower back up to the nape of the neck. Most favor a spiked hairstyle, but others prefer the traditional styles of the local humans.
Zebranaurs speak Centaur.
Combat
Zebranaurs normally respond to aggression by retreating, launching a few arrows to discourage pursuit. Against opponents dangerous to their tribe, they use similar tactics, except that about half their number will circle around to lie in ambush or attack the foe from the rear.
Zebranaurs are taught from an early age how to use spears and the javelin. If forces into melee they will use longspears to attack opponents.
Zebranaur Society
Zebranaur society is very simple. They are nomadic, tribal creatures who remain close to nature and are most at home in the wild, much like the humans who live nearest to them. This race thrives in the warm plains and savannas of Kulan’s continents.
When the zebranaur are questioned about the matter, they simply shrug their shoulders and state that it has always been that way. Then they point out the versatility of other races such as humans, elves and dwarves. Zebranaurs simply state that if these races can be so diverse, then why not their people as well. They have no reasoning why their centaur cousins seem to be so isolated.
Zebranaur Characters
Zebranaurs favor the cleric class. Zebranaurs worship a wide variety of deities across the various continents of Kulan. The closest they have to a patron is Mirella, the All-Mother. Zebranaur clerics of Mirella can choose any two of the following domains: Balance, Creation, Fate, Magic, Mentalism, Portal, Seals, Time, and Travel. Unaligned zebranaur clerics can choose any two of the following domains: Animal, Chaos, Good, Moon, Trade, and Weather.
Zebranaur Traits
Zebranaurs possess the following racial traits.
ZEBRANAUR
Large Monstrous Humanoid
Hit Dice: 4d8+8 (26 hp)
Initiative: +2 (Dex)
Speed: 45 ft. (9 squares)
AC: 13 (-1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: +4/+13
Attack: Longspear +9 melee (1d8+5) or composite longbow +6 ranged (1d8)
Full Attack: Longspear +9 melee (1d8+5) and 2 hooves +7 melee (1d6+2) or composite longbow +6 ranged (1d8)
Space/Reach: 10 ft. / 5 ft.
Special Attacks: --
Special Qualities: Racial traits
Saves: Fort +3, Ref +6, Will +5
Abilities: Str 20 (+5), Dex 14 (+2), Con 15 (+2), Int 6 (-2), Wis 13 (+1), Cha 9 (-1)
Skills: Hide +3, Listen +4, Move Silently +3, Spot +4, Survival +7
Feats: Alertness (B), Weapon Focus (hoof), Weapon Focus (longspear)
Continent/Region: Harqual/The Far South; Kanpur/The Dark Continent; Triadora/Any
Environment: Warm forests and plains
Organization: Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd-5th level), or tribe (20-200 plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th-9th level)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +3
Zebranaurs have the upper body of a human and the lower body of a zebra. A zebranaur's upper body is normally brown, without the characteristic black-on-white stripes that cover its lower body. Many have a short mane of coarse black bristles running from the middle of the lower back up to the nape of the neck. Most favor a spiked hairstyle, but others prefer the traditional styles of the local humans.
Zebranaurs speak Centaur.
Combat
Zebranaurs normally respond to aggression by retreating, launching a few arrows to discourage pursuit. Against opponents dangerous to their tribe, they use similar tactics, except that about half their number will circle around to lie in ambush or attack the foe from the rear.
Zebranaurs are taught from an early age how to use spears and the javelin. If forces into melee they will use longspears to attack opponents.
Zebranaur Society
Zebranaur society is very simple. They are nomadic, tribal creatures who remain close to nature and are most at home in the wild, much like the humans who live nearest to them. This race thrives in the warm plains and savannas of Kulan’s continents.
When the zebranaur are questioned about the matter, they simply shrug their shoulders and state that it has always been that way. Then they point out the versatility of other races such as humans, elves and dwarves. Zebranaurs simply state that if these races can be so diverse, then why not their people as well. They have no reasoning why their centaur cousins seem to be so isolated.
Zebranaur Characters
Zebranaurs favor the cleric class. Zebranaurs worship a wide variety of deities across the various continents of Kulan. The closest they have to a patron is Mirella, the All-Mother. Zebranaur clerics of Mirella can choose any two of the following domains: Balance, Creation, Fate, Magic, Mentalism, Portal, Seals, Time, and Travel. Unaligned zebranaur clerics can choose any two of the following domains: Animal, Chaos, Good, Moon, Trade, and Weather.
Zebranaur Traits
Zebranaurs possess the following racial traits.
- +4 to Strength, +2 to Dexterity, +4 to Constitution, -2 to Intelligence, +2 to Wisdom, -2 to Charisma.
- Large: As Large creatures, zebranaurs gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters.
- +1 racial bonus to attack rolls made with any sort of spear or a javelin.
- A zebranaur's base land speed is 45 feet.
- Zebranaurs have darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and zebranaurs can function just fine with no light at all.
- Racial Hit Dice: A zebranaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, Will +4.
- Racial Skills: A zebranaur's monstrous humanoid levels give it skill points equal to 7 x (2 + Int Modifier, minimum 1). Its class skills are Hide, Listen, Move Silently, Spot, and Survival. A zebranaur gains 1 extra skill point at each level (or HD) because she must constantly train herself to stay one step ahead of the dangers that surround her. Zebranaurs +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Survival checks. Poorly suited to social interaction, a zebranaur suffers a –2 racial penalty to Bluff, Diplomacy, and Sense Motive.
- Racial Feats: A zebranaur's monstrous humanoid levels give it two feats. Centaurs of Harqual gain Alertness as a bonus feat.
- +2 natural bonus to armor class.
- Zebranaurs gain Alertness as a bonus feat.
- Automatic Languages: Centaur. Bonus Languages: Varies by continent.
- Favored Class: Cleric. A multiclass zebranaur’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
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