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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 4420285" data-attributes="member: 2012"><p><strong><span style="color: DarkOrange">PLANETOUCHED, LUMINOUS</span></strong></p><p><strong>Medium-size Outsider (Elf, Native)</strong></p><p><strong>Hit Dice:</strong> 1d8 (4 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 20 ft. in half-plate (4 squares); base speed 30 ft. (6 squares)</p><p><strong>AC:</strong> 19 (+7 half-plate, +2 large steel shield), touch 10, flat-footed 19</p><p><strong>Base Attack/Grapple:</strong> +1/+1</p><p><strong>Attack:</strong> +2 melee (1d6, slam) or +3 melee (1d8/19-20, longsword) or +2 ranged (1d8/x3, composite longbow)</p><p><strong>Full Attack:</strong> +2 melee (1d6, 2 slams) or +3 melee (1d8/19-20, longsword) or +2 ranged (1d8/x3, composite longbow)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Enhanced turning</p><p><strong>Special Qualities:</strong> Lumin traits, poison immunity, unique anatomy</p><p><strong>Saves:</strong> Fort +3, Ref +3, Will +4 (+8 against Necromancy)</p><p><strong>Abilities:</strong> Str 11 (+0), Dex 11 (+0), Con 10 (+0), Int 11 (+0), Wis 12 (+1), Cha 8 (-1)</p><p><strong>Skills:</strong> Concentration +4, Diplomacy +3, Disguise +3, Heal +5, Knowledge (any one) +4, Search +4, Sense Motive +5, Spot +5</p><p><strong>Feats:</strong> Weapon Focus (longsword)</p><p></p><p><strong>Continent/Region:</strong> Harqual</p><p><strong>Environment:</strong> Any land and underground</p><p><strong>Organization:</strong> Solitary</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Always lawful good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +0</p><p></p><p><em><span style="color: SkyBlue">Descriptive text still needed.</span></em></p><p></p><p>The luminous of Harqual are descendants of the gray elves of Amylinyon who were beset by an evil warlord during the time known as the Black Wars. Most of the gray elves were either killed or taken as slaves by the warlord and the elven traitor that helped him.</p><p></p><p>A small few refused to surrender, willing to sacrifice themselves to protect their ancient homeland. Long believers in the power of righteousness and good, the elves that would become the luminous would surely have been wiped out if not for the intervention of the god Jalivier, known as the Defender of the Light.</p><p></p><p>He had long watched them and felt a kinship with the besieged elves of Amylinyon, who had long ago begun to worship him and the Interloper God known as Apollo. Jalivier knew that if any were to survive, he would have to intervene. Thus, Jalivier, with Apollo’s help, transform the gray elves of Amylinyon into the Luminous. And while Amylinyon was lost, now known as the Ruins of the Gray, the luminous continue to live on Harqual as native Outsiders.</p><p></p><p>The luminous appear to be humanoid-like in appearance and have heights and weights similar to elves. However, the only feature that gives away their former elven heritage are the pointed luminescent ears on their head. A luminous’ body is made up of pure positive energy, which is disturbing to behold. A luminous has semitransparent skin, no body or facial hair, and no physical features like other creatures do. However, a luminous’ body has just enough features to distinguish between males and females.</p><p></p><p>The luminous have become solitary creatures since the destruction of Amylinyon and rarely associate with other races. They do still feel a kinship with the elves of Harqual, and have also been known to live amongst humans, especially in the lawfully aligned Kingdom of Navirosov and Monarchy of Avion.</p><p></p><p>The luminous speak Common, Elven and their own racial language.</p><p></p><p><strong>Combat</strong></p><p>The luminous are ever vigilant against the forces of evil and have a tendency to attack evil first, bury it second. They are valued allies of lawful good churches and luminous often become paladins in the service of a good deity.</p><p></p><p>The luminous prefer to fight up close and personal against evil and most wield fine longsword. They will use their physical slam attacks if hard pressed, however. The luminous still remember what it was like to be elves and many also use composite longbows against attacking opponents. A luminous would never fire at an enemy that is fleeing, as long as that opponent had fought honorably.</p><p></p><p><em>Enhanced Turning</em> (Ex): As a being of positive energy, a luminous is a deadly foe to the undead. A luminous character who has the ability to turn undead as a character two levels higher.</p><p></p><p><em>Unique Anatomy</em> (Su): As a being of positive energy, a luminous can intensify his natural glow to match the effects of torchlight or moonlight. A luminous can also dim this glow at times when stealth is called for but this is more difficult to accomplish. A luminous must make a Fortitude save (DC 15) to dim his glow for a number of rounds equal to his Constitution score. The character can attempt this any number of times, but it requires a Fortitude save each time.</p><p></p><p><strong>Luminous as Characters</strong></p><p>The luminous favor the paladin class. Unaligned luminous clerics can choose two of the following domains: Earth, Good, Healing, Law, Sun, and War. The luminous have all the racial traits listed on page 70 of <em><span style="color: Red">L&L Mythic Races</span></em> with the following changes and additions:</p><ul> <li data-xf-list-type="ul">Outsider: The luminous are native outsiders, and are therefore immune to spells that only affect humanoids, such as charm person.</li> <li data-xf-list-type="ul">Automatic Languages: Common, Elven, and Lumin. Bonus Languages: Axiomatic, Celestial, Rakasta, and any one regional language.</li> </ul></blockquote><p></p>
[QUOTE="Knightfall, post: 4420285, member: 2012"] [B][COLOR="DarkOrange"]PLANETOUCHED, LUMINOUS[/COLOR][/B] [B]Medium-size Outsider (Elf, Native)[/B] [B]Hit Dice:[/B] 1d8 (4 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 20 ft. in half-plate (4 squares); base speed 30 ft. (6 squares) [B]AC:[/B] 19 (+7 half-plate, +2 large steel shield), touch 10, flat-footed 19 [B]Base Attack/Grapple:[/B] +1/+1 [B]Attack:[/B] +2 melee (1d6, slam) or +3 melee (1d8/19-20, longsword) or +2 ranged (1d8/x3, composite longbow) [B]Full Attack:[/B] +2 melee (1d6, 2 slams) or +3 melee (1d8/19-20, longsword) or +2 ranged (1d8/x3, composite longbow) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] Enhanced turning [B]Special Qualities:[/B] Lumin traits, poison immunity, unique anatomy [B]Saves:[/B] Fort +3, Ref +3, Will +4 (+8 against Necromancy) [B]Abilities:[/B] Str 11 (+0), Dex 11 (+0), Con 10 (+0), Int 11 (+0), Wis 12 (+1), Cha 8 (-1) [B]Skills:[/B] Concentration +4, Diplomacy +3, Disguise +3, Heal +5, Knowledge (any one) +4, Search +4, Sense Motive +5, Spot +5 [B]Feats:[/B] Weapon Focus (longsword) [B]Continent/Region:[/B] Harqual [B]Environment:[/B] Any land and underground [B]Organization:[/B] Solitary [B]Challenge Rating:[/B] 3 [B]Treasure:[/B] Standard [B]Alignment:[/B] Always lawful good [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +0 [I][COLOR="SkyBlue"]Descriptive text still needed.[/COLOR][/I] The luminous of Harqual are descendants of the gray elves of Amylinyon who were beset by an evil warlord during the time known as the Black Wars. Most of the gray elves were either killed or taken as slaves by the warlord and the elven traitor that helped him. A small few refused to surrender, willing to sacrifice themselves to protect their ancient homeland. Long believers in the power of righteousness and good, the elves that would become the luminous would surely have been wiped out if not for the intervention of the god Jalivier, known as the Defender of the Light. He had long watched them and felt a kinship with the besieged elves of Amylinyon, who had long ago begun to worship him and the Interloper God known as Apollo. Jalivier knew that if any were to survive, he would have to intervene. Thus, Jalivier, with Apollo’s help, transform the gray elves of Amylinyon into the Luminous. And while Amylinyon was lost, now known as the Ruins of the Gray, the luminous continue to live on Harqual as native Outsiders. The luminous appear to be humanoid-like in appearance and have heights and weights similar to elves. However, the only feature that gives away their former elven heritage are the pointed luminescent ears on their head. A luminous’ body is made up of pure positive energy, which is disturbing to behold. A luminous has semitransparent skin, no body or facial hair, and no physical features like other creatures do. However, a luminous’ body has just enough features to distinguish between males and females. The luminous have become solitary creatures since the destruction of Amylinyon and rarely associate with other races. They do still feel a kinship with the elves of Harqual, and have also been known to live amongst humans, especially in the lawfully aligned Kingdom of Navirosov and Monarchy of Avion. The luminous speak Common, Elven and their own racial language. [B]Combat[/B] The luminous are ever vigilant against the forces of evil and have a tendency to attack evil first, bury it second. They are valued allies of lawful good churches and luminous often become paladins in the service of a good deity. The luminous prefer to fight up close and personal against evil and most wield fine longsword. They will use their physical slam attacks if hard pressed, however. The luminous still remember what it was like to be elves and many also use composite longbows against attacking opponents. A luminous would never fire at an enemy that is fleeing, as long as that opponent had fought honorably. [I]Enhanced Turning[/I] (Ex): As a being of positive energy, a luminous is a deadly foe to the undead. A luminous character who has the ability to turn undead as a character two levels higher. [I]Unique Anatomy[/I] (Su): As a being of positive energy, a luminous can intensify his natural glow to match the effects of torchlight or moonlight. A luminous can also dim this glow at times when stealth is called for but this is more difficult to accomplish. A luminous must make a Fortitude save (DC 15) to dim his glow for a number of rounds equal to his Constitution score. The character can attempt this any number of times, but it requires a Fortitude save each time. [B]Luminous as Characters[/B] The luminous favor the paladin class. Unaligned luminous clerics can choose two of the following domains: Earth, Good, Healing, Law, Sun, and War. The luminous have all the racial traits listed on page 70 of [I][COLOR="Red"]L&L Mythic Races[/COLOR][/I] with the following changes and additions: [list][*]Outsider: The luminous are native outsiders, and are therefore immune to spells that only affect humanoids, such as charm person. [*]Automatic Languages: Common, Elven, and Lumin. Bonus Languages: Axiomatic, Celestial, Rakasta, and any one regional language.[/list] [/QUOTE]
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