Lankhmar Characters

Knightfall

World of Kulan DM
Lankhmar Characters
D&D Unearthed Arcana Concept
Designed by Knightfall1972

Almost all the characters done for the World of Nehwon use the generic classes from D&D Unearthed Arcana. The prestige bard, prestige paladin, and prestige ranger, also from that book are available for Nehwon characters, as well as some other modified classes and prestige classes.

A few of the prestige classes from the DMG are available for a Nehwon campaign such as the assassin, the duelist and the loremaster. I could also see the horizon walker, the shadowdancer and the thaumaturgist as possible prestige classes for a Nehwon campaign, but not the rest of the prestige classes from the D&D Dungeon Master’s Guide v.3.5.

Other prestige classes from other D&D sources that “feel” appropriate, to me, are as follows:

Complete Adventurer: Animal lord, beastmaster, bloodhound, dread pirate, ghost-faced killer, highland stalker, spymaster, streetfighter, tempest, thief-acrobat, vigilante, and wild plains outrider.

Complete Arcane: Acolyte of the skin, blood magus, fatespinner, geometer, mindbender, and wild mage.

Complete Divine: Blighter, consecrated harrier, evangelist, geomancer, hospitaler, stormlord, and ur-priest.

Complete Warrior: Cavalier, dervish, drunken master, exotic weapon master, invisible blade, justiciar, kensai, knight protector, master thrower, occult slayer, reaping mauler, and ronin.

Frostburn: Cloud anchorite, frost mage, and primeval.

Sandstorm: Sand shaper and scorpion heritor.

Savage Species: Survivor [any nonstandard human, nonhuman humanoid or monstrous humanoid]. For example, ice gnomes, Nehwon ghouls or invisibles.

Stormwrack: Legendary captain, leviathan hunter, scarlet corsair, sea witch, and stormcaster.

Note: Divine spellcasters are white wizards (cleric and druid spells only) while arcane spellcasters are black wizards (wizard spells only).
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Opinions and suggestions welcome!
 
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Knightfall

World of Kulan DM
Spellcasting Restrictions and Changes
Nehwon spellcasters are limited to a combined caster level of 15 or lower, regardless of classes and prestige classes. Thus a multiclassed arcane spellcaster/divine spellcaster can have a combined total of 15 spellcasting levels, not 15 in each class. Nehwon spellcasters cannot learn spells higher than 7th-level.

The generic spellcaster class states that spellcasters learn and cast spells as sorcerers. This is only partially true for a Nehwon campaign. A Nehwon spellcaster must study his or her spells from a spellbook at the beginning of each week. Then, during the week, the spellcaster may cast spells spontaneously as a sorcerer would.

Therefore, Nehwon spellcasters can only use their spells once per week, instead of once per day. Nehwon adepts also suffer from this restriction, although they don’t use spellbooks (see under Other Classes, below).

Other non-alien-like beings from alternate Material Planes cannot have a caster level above 15, while visiting Nehwon, nor can they cast spells higher than 7th-level. They do not lose access to the spell slots for 8th and 9th-level, however, and may prepare or spontaneously cast lower-level spells in those slots using metamagic feats.

Ningauble of the Seven Eyes and Sheelba of the Eyeless Face (to be detailed below) are not subject to these restrictions, as they are alien beings (aberrations) from beyond Nehwon. Other alien-like beings (aberrations, outsiders) from alternate Material Planes, the Inner Planes, or the Outer Planes, which find their way too Nehwon do not have any spellcasting restrictions, either.

Other Classes
I’m also going to use the following NPC classes: adept and commoner. The adept class will be for a character like Atya – who is not a black or white wizard, but obviously has some magical talent. The adept also has access to the Witch Spell List (up to 3rd-level), in addition to its own spell list (up to 3rd-level), as per page 175 of the DMG v.3.5, as well as the spell calm animals.

Nehwon adepts cast spells as either divine or arcane spellcasters (player’s choice) but cannot learn spells higher than 3rd-level. They do gain spell slots up to 5th-level but can only prepare spells in those slots by using metamagic feats. Nehwon adepts gain bonus feats, as per the generic spellcaster class, but they do not gain the summon familiar class feature at 2nd-level.
 
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Knightfall

World of Kulan DM
Key Characters

Fafhrd [CR 17]
Male northerner warrior 9/expert 8*
(*Generic classes from D&D Unearthed Arcana)
NG Medium Humanoid (human)
Init +3; Senses Listen +14, Spot +14; Alertness
Languages High Lankhmarese, Kvarchish (northern dialect), Low Lankhmarese
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AC 16, touch 13, flat-footed 13; Dodge, uncanny dodge
(+3 Dex, +3 armor)
hp 184 hp (17 HD)
Resist evasion, improved evasion; +3 on saves against cold
Fort +12, Ref +9, Will +5
Weakness magic taboo; -4 on saves against enchantment spells cast by beautiful females
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Speed 30 ft. (6 squares)
Melee mwk bastard sword +21 melee (1d10+7/19-20/x2) or
Melee mwk bastard sword +17/+12/+7 melee (1d10+5/19-20/x2) and dagger +12 melee (1d4+2/19-20/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +15; Grp +20
Atk Options Cleave, Combat Expertise, Power Attack, Ride-By Attack, sneak attack +2d6
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Abilities Str 20 (+5), Dex 17 (+3), Con 19 (+5), Int 15 (+2), Wis 10 (+0), Cha 17 (+3)
SQ evasion, improved evasion, uncanny dodge
Feats Alertness B, Blind-Fight, Cleave, Combat Expertise, Dodge, Endurance B, Exotic Weapon Proficiency (bastard sword), Leadership, Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Climb), Skill Focus (Survival) B, Track
Skills Balance +5, Climb +20, Escape Artist +9, Gather Information +5, Hide +9, Jump +19, Knowledge (local) +8, Knowledge (nature) +10, Listen +14, Move Silently +9, Perform (sing) +9, Profession (sailor) +6, Profession (soldier) +6, Ride +9, Spot +14, Survival +15 (+17 aboveground natural environments), Swim +17, Tumble +11, Use Rope +3 (+5 involving bindings)
Possessions Masterwork studded leather armor, masterwork bastard sword (Graywand), dagger (Heartseeker)
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Uncanny Dodge (Ex) Combines the barbarian class features uncanny dodge and improved uncanny dodge. All class levels stack to determine the minimum character level required to sneak attack the character.
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Roleplaying Hook “By Kos, what sorcery is this?”
 
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Knightfall

World of Kulan DM
Gray Mouser [CR 19]
Male Lankhmart expert 9/warrior 6/spellcaster (arcane) 4*
(*Generic classes from D&D Unearthed Arcana)
N Medium Humanoid (human)
Init +4; Senses Listen +0, Spot +0; Alertness
Languages High Lankhmarese, Ilthmarish, Kvarchish, Low Lankhmarese
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AC 16, touch 14, flat-footed 12; Dodge, Mobility, uncanny dodge
(+4 Dex, +2 armor)
hp 134 (19 HD)
Resist evasion, improved evasion
Fort +11, Ref +15, Will +12
Weakness -4 on saves against enchantment spells cast by beautiful females
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Speed 30 feet (6 squares)
Melee mwk rapier +20 melee (1d6+2/18-20/x2) or
Melee mwk rapier +18 melee (1d6+2/18-20/x2) and mwk dagger +18 melee (1d4+1/19-20/x2) or
Ranged mwk dagger +20 ranged (1d4+2/19-20/x2)
Space 5 ft.; Reach 5 ft.
Base Atk +14; Grp +16
Atk Options sneak attack +2d6
Arcane Spellcaster Spells Known (CL 4th, 10% arcane spell failure chance):
-- 2nd (3/day) – spider climb
-- 1st (6/day) – endure elements, hypnotism, ventriloquism
-- 0 (6/day) – detect magic, mending, message, open/close, prestidigitation, read magic
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Abilities Str 15 (+2), Dex 19 (+4), Con 17 (+3), Int 16 (+3), Wis 11 (+0), Cha 17 (+3)
SQ evasion, improved evasion, trap sense, uncanny dodge
Feats Alertness B, Dodge, Eschew Materials, Endurance, Leadership, Lightning Reflexes, Mobility, Skill Focus (Gather Information), Two-Weapon Fighting, Weapon Finesse, Weapon Focus (dagger), Weapon Focus (rapier), Urban Tracking*
(*This feat can be found in D&D Unearthed Arcana and D&D Cityscape)
Skills Appraise +15, Balance +6, Bluff +9, Climb +14, Concentration +9, Diplomacy +7, Disable Device +15, Escape Artist +16, Gather Information +20, Intimidate +5, Jump +16, Knowledge (arcana) +9, Knowledge (local) +9, Listen +14, Move Silently +14, Open Lock +14, Profession (sailor) +6, Profession (soldier) +6, Search +15, Sense Motive +6, Sleight of Hand +18, Spot +14, Survival +0 (+2 on other planes), Swim +14, Tumble +18, Use Magic Device +9, Use Rope +4 (+6 involving bindings)
Possessions Leather armor, masterwork rapier (Scalpel), masterwork dagger (Cat’s Claw)
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Trap Sense (Ex) Combines the rogue class features trap sense and trapfinding.
Uncanny Dodge (Ex) Combines the barbarian class features uncanny dodge and improved uncanny dodge. All class levels stack to determine the minimum character level required to sneak attack the character.
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Roleplaying Hook “Let’s discover something outrageous, or at least unique, for a change.”
 
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Knightfall

World of Kulan DM
Other Key Characters
Ningauble of the Seven Eyes [LN male aberration Arcane Spellcaster20]*
Sheelba of the Eyeless Face [LN female aberration Arcane Spellcaster20]*

Other Important Characters
Hisvet [CE female wererat Expert8]
Hisvin [LE male wererat Warrior6/Expert6]
Kreeshkra [CG female human (ghoul) Warrior12]
Pulgh [LE male human Warrior10/Expert5/Assassin3]
Vlana [N female human Expert15]

*These two are next. ;)
 

Knightfall

World of Kulan DM
BTW, the race descriptions I'm going to use can be found on the following website...

Races of Nehwon
http://lankhmar.pbwiki.com/RacesofNehwon

...with these changes.

All these races are considered humans, and gain the bonus feat and additional skill points common to the standard humans.

Eevanmarenseer
Fire Mage is not a class for this version of Nehwon. Eevanmarenseer "fire mages" are arcane spellcasters that mainly learn spells with the Fire descriptor.
Favored Class: Any.

Nehwon Ghoul
Automatic Language: All ghouls speak Low Lankhmarese. Bonus languages: Mingol, Iltharish, Desert-Talk, Eevanarensee, Old Ghoulish, and the Eastern Tongue.
Favored Class: Warrior.

Kleshite
Kleshite spellcasters don't require spellbooks, but they are always arcane spellcasters. They are often called "sorcerers". (There isn't an Earth Mystic class for this version of Nehwon.) A "earth mystic" is simply an arcane spellcaster that mainly learns spells with the Earth descriptor.
Automatic Languages: Kleshian. Bonus Languages: Low Lankhmarese, Forest Tongue, Quarmallian, and Ilthmarish.
Favored Class: Warrior.

Mingol
Automatic Languages: Mingol. Bonus Languages: Low Lankhmarese, Ilthmarish, Eastern Tongue, Eevanmarensee, Kvarchish.
Favored Class: Warrior.

Northerner
A northerners +3 to Survival is gained through the Skill Focus (Survivial) feat, as a bonus feat.
Northerners have a +3 racial bonus on saves against cold-based spells and effects.
Favored Class: Warrior.

Quarmallian
Quarmallians cannot be divine spellcasters (i.e. white wizards).
Favored Class: Spellcaster (arcane).

Other Human Races
Lankhmart: Automatic Language: Low Lankhmarese. Bonus Languages: High Lankhmarese, all other languages.

Illthmart: Automatic Language: Ilthmarish.

Rime Islander: Automatic Language: Rimic.

Easterner (the desert lands): Automatic Language: Eastern Tongue. Bonus Languages: Desert-Talk, Eevanarensee, and Mingol.

Southerner (kokgnab and the south ports): Automatic Language: ?

Kvarin (lands of the Eight Cities): Automatic Language: Kvarchish.
 
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Knightfall

World of Kulan DM
Swiped from that same website...

Languages of Nehwon
Many groups of people live and travel the lands of Nehwon, whether for trade or for adventure, but how do they communicate with each other? The following languages are mentioned in the stories. We can probably assume, however, that many more are spoken than are mentioned.

  • 3 Eastern tongues; not specified; just use "Eastern Tongue"
  • Desert-Talk
  • Forest Tongue
  • High Lankhmarese
  • Ilthmarish
  • Kvarchish; there is a specific dialect of this language which is spoken by northerners
  • Low Lankhmarese; is the trading language of the northern world
  • Mingol
  • Old Ghoulish; is no longer spoken by Nehwon ghouls; modern Nehwon ghouls speak Low Lankhmarese
  • Quarmallian
  • Rimic; the language of Rime Isle
 
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Knightfall

World of Kulan DM
Revised Adept Spell List
Note that Nehwon adepts gain spells up to 3rd-level, as normal, but don't gain access to 4th and 5th-level spells. They do gain their 4th and 5th-level spell slots, but they can only prepare metamagicked lower-level spells in those spell slots.

Cantrips -- arcane mark, create water, cure minor wounds, dancing lights, detect magic, detect poison, flare, ghost sound, guidance, light, mending, purify food and drink, read magic, resistance, touch of fatigue, virtue.

1st -- bless, burning hands, calm animals, cause fear, change self, charm person, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, doom, endure elements, hypnotism, identify, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, silent image, sleep, speak with animals, ventriloquism.

2nd -- aid, alter self, animal trance, bear's endurance, blindness/deafness, bull's strength, calm emotions, cat's grace, cure moderate wounds, darkness, delay poison, detect thoughts, enthrall, invisibility, locate object, minor image, resist energy, scare, scorching ray, see invisibility, web, whispering wind.

3rd -- animate dead, bestow curse, clairvoyance/clairaudience, contagion, continual flame, create food and water, cure serious wounds, daylight, deeper darkness, dispel magic, Leomund's tiny hut, lightning bolt, magic circle against chaos, magic circle against evil, magic circle against good, magic circle against law, major image, neutralize poison, rage, remove blindness/deafness, remove curse, remove disease, suggestion, tongues.
 

Angel Tarragon

Dawn Dragon
Good start. I've been wanting this material for a while. It will definetely come in handy. Any ideas as to where to download a decent map of of the world?
 
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