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World of Kulan
[v.3.5] Janardûn: The Psionic Lands
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<blockquote data-quote="Knightfall" data-source="post: 4423841" data-attributes="member: 2012"><p><strong><span style="color: DarkOrange">KERRN</span></strong></p><p><strong>Tiny Fey</strong></p><p><strong>Hit Dice:</strong> ½ d6+2 (3 hp)</p><p><strong>Initiative:</strong> +6 (Dex)</p><p><strong>Speed:</strong> 30 ft. (6 squares), fly 50 ft. (perfect)</p><p><strong>AC:</strong> 19 (+2 size, +6 Dex, +1 natural), touch 16, flat-footed 13</p><p><strong>Base Attack/Grapple:</strong> +0/-9</p><p><strong>Attack:</strong> Bite +1 melee (1d3-1)</p><p><strong>Full Attack:</strong> Bite +1 melee (1d3-1)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Glamour magic</p><p><strong>Special Qualities:</strong> Low-light vision, scent</p><p><strong>Saves *:</strong> Fort +3, Ref +7, Will +1</p><p><strong>Abilities:</strong> Str 9 (-1), Dex 23 (+6), Con 15 (+2), Int 11 (+0), Wis 12 (+1), Cha 14 (+2)</p><p><strong>Skills:</strong> Bluff, +3, Concentration +3, Jump +2, Listen +5, Sense Motive +3, Spot +5, Swim +2, Survival +7 **</p><p><strong>Feats:</strong> Alertness, Track (B)</p><p></p><p><strong>Continent/Region:</strong> Janardûn</p><p><strong>Environment:</strong> Any hills, mountains, and forests</p><p><strong>Organization:</strong> Solitary, pair, or pack (5–12)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually chaotic neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +2</p><p></p><p>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.</p><p></p><p>Kerrn are intelligent and speak both Common and Sylvan.</p><p></p><p><strong>Combat</strong></p><p>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.</p><p></p><p><em>Glamour Magic</em> (Su): Kerrn gain the ability to use the following spells once per day as a 1st-level sorcerer: dancing lights, mage hand, and flare.</p><p></p><p><em>Low-Light Vision</em> (Ex): Kerrn can see twice as far under starlight conditions as a human can under similar conditions.</p><p></p><p><em>Scent</em> (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.</p><p></p><p><em>Saves</em>: *Kerrn gain a +4 bonus to all saves versus mind-influencing effects and spells or spell-like effects from the Enchantment school.</p><p></p><p><em>Skills</em>: **A kerrn receives a +4 racial bonus on Survival checks when tracking by scent.</p><p></p><p><strong>The Kerrn as Characters</strong></p><p>Kerrn favor the rogue class. Kerrn either worship Ishkur, The Storm and Sky, or the Halfling Deity Mahridaar. Kerrn clerics of Ishkur can take any two of the following domains: Air, Chaos, Destruction, and Water. Kerrn clerics of Mahridaar can take any two of the following domains: Air, Chaos, Magic, and Trickery.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 4423841, member: 2012"] [B][COLOR="DarkOrange"]KERRN[/COLOR][/B] [B]Tiny Fey[/B] [B]Hit Dice:[/B] ½ d6+2 (3 hp) [B]Initiative:[/B] +6 (Dex) [B]Speed:[/B] 30 ft. (6 squares), fly 50 ft. (perfect) [B]AC:[/B] 19 (+2 size, +6 Dex, +1 natural), touch 16, flat-footed 13 [B]Base Attack/Grapple:[/B] +0/-9 [B]Attack:[/B] Bite +1 melee (1d3-1) [B]Full Attack:[/B] Bite +1 melee (1d3-1) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] Glamour magic [B]Special Qualities:[/B] Low-light vision, scent [B]Saves *:[/B] Fort +3, Ref +7, Will +1 [B]Abilities:[/B] Str 9 (-1), Dex 23 (+6), Con 15 (+2), Int 11 (+0), Wis 12 (+1), Cha 14 (+2) [B]Skills:[/B] Bluff, +3, Concentration +3, Jump +2, Listen +5, Sense Motive +3, Spot +5, Swim +2, Survival +7 ** [B]Feats:[/B] Alertness, Track (B) [B]Continent/Region:[/B] Janardûn [B]Environment:[/B] Any hills, mountains, and forests [B]Organization:[/B] Solitary, pair, or pack (5–12) [B]Challenge Rating:[/B] 3 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually chaotic neutral [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +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. [B]Combat[/B] 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. [I]Glamour Magic[/I] (Su): Kerrn gain the ability to use the following spells once per day as a 1st-level sorcerer: dancing lights, mage hand, and flare. [I]Low-Light Vision[/I] (Ex): Kerrn can see twice as far under starlight conditions as a human can under similar conditions. [I]Scent[/I] (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. [I]Saves[/I]: *Kerrn gain a +4 bonus to all saves versus mind-influencing effects and spells or spell-like effects from the Enchantment school. [I]Skills[/I]: **A kerrn receives a +4 racial bonus on Survival checks when tracking by scent. [B]The Kerrn as Characters[/B] Kerrn favor the rogue class. Kerrn either worship Ishkur, The Storm and Sky, or the Halfling Deity Mahridaar. Kerrn clerics of Ishkur can take any two of the following domains: Air, Chaos, Destruction, and Water. Kerrn clerics of Mahridaar can take any two of the following domains: Air, Chaos, Magic, and Trickery. [/QUOTE]
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[v.3.5] Janardûn: The Psionic Lands
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