A New World of Kulan PbP Game! (Recruitment [Full])

JustinCase

the magical equivalent to the number zero
Well, look at that... there aren't any either. Why did I not notice that?

Off the top of my head...

• Dexterity +2 for all kenku. Eagle-, hawk-, and raven-headed kenku all have +2 to Wisdom. Owl-headed kenku have +4 to Wisdom. (Eagle- and hawk-headed kenku have the option to select a +2 to Strength instead of the standard bonus to Dexterity.)
• Base Speed 20 ft., Fly 50 ft. (average)
• Darkvision 60 feet. No low-light vision
• 2 levels of monstrous humanoid (2d8 HD, BAB +2, Save bonuses of Fort +0, Ref +3, Will +3); skill points > 5 x (2 + Int modifier), class skills > Disguise, Listen, Move Silently, Sense Motive, and Spot. All Fallenlanden kenku have a +2 racial bonus to Disguise and Sense Motive checks.
• 2 claws (1d4 damage each) and bite (1d6 damage)
• Automatically proficient with their natural weapons, as well as with both scimitars and shortbows.
No Great Ally ability. • No Mimicry ability.
• Raven-headed kenku have SR equal to 10 + character levels
• Bonus feat: Choose either Multiattack or Weapon Finesse.
• Languages: Kenku, Ignan (common language of the Fallenlands), and Kenku sign language. Bonus Languages: Auran, Bakemono (similar to Goblin), Draconic, Jinn, Mongrelfolk, Nagw (language of the nagpas), Sahne (a halfling language).
• Favored Class: Raven-headed > Rogue, Owl-headed > Ranger, Eagle- and Hawk-headed > Fighter.
• Level Adjustment +1 for hawk- and eagle-headed kenku. LA +2 for owl-headed kenku and LA +3 for raven-headed kenku. (I would say pick either hawk-or eagle-headed.)

Fallenlanden kenku, unlike their kin elsewhere in the world, can still fly. They also don't have the special abilities of other kenku. Fallenlanded kenku can have different types of head: eagle, hawl, owl, and raven. Raven-headed kenku don't trust magic and have some resistance to it. Owl-head kenku are know for being wise while eagle- and hawk-headed often choose to be warriors.

(I might have to tweak the Owl-headed's level adjustement, so i suggest you pick one of the other three.)

Edit: If you want, you can play a standard kenku, as per MM3. Standard kenku are from the Eastern Lands of Kanpur, so they have an oriental background in the world
Sounds very interesting, but I love the roleplaying aspect of the Mimicry feature. I think I'll use the MM3 kenku instead.
 

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kind of a dumb question and you may have answered it, but here it goes.

Is it possible to change the color of text on this forum.

If so, do you want to pick specific colors to represent in character, out of character speech?

Also are we allowed to use the alternative rules in complete divine for turning undead?
 


Knightfall

World of Kulan DM
kind of a dumb question and you may have answered it, but here it goes.

Is it possible to change the color of text on this forum.
At the bottom of the page there is a "Go Advanced" button that will give you more option. Once on that screen, you can select colors for text from a drop-down box.

If so, do you want to pick specific colors to represent in character, out of character speech?
It would be helpful but, it isn't required. The most important thing to remember is to make sure you don't pick a color that is too dark. I use one of the black background skins so really dark text will be hard for me to read.

Also are we allowed to use the alternative rules in complete divine for turning undead?
Yes, go ahead.
 

Scott DeWar

Prof. Emeritus-Supernatural Events/Countermeasure
Things are a bit slow for me right now. I have been exhausted as late. I think it might me mental exertion I am going through.
 

kinem

Adventurer
Here's the crunch for my PC. I'll work on the fluff later. BTW, how are we doing hp?

BTW Knightfall, are kobolds physically the same in Kulan? I dislike the idea of glowing eyes not only for kobolds but for everything, and I request a house rule that there is no such thing as that for anything ever :)

SRD said:
Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.

A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2½ feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.

Sarten, kobold warmage 7, LN
[sblock]
Str 11/+0 (-4 racial)
Dex 18/+4 (+2 racial, +1 level)
Con 14/+2 (-2 racial)
Int 14/+2
Wis 14/+2
Cha 16(18)/+4

HD 7d6+14, hp 41?
Move 30', Inititiative +4. Senses: Spot +7, Listen +2, Darkvision 60'
AC 24 (+1 size, +4 dex, +1 natural, +5 armor, +2 shield, +1 deflection), touch 16, flat-footed 20
Saves Fort +6, Reflex +8, Will +9; Small humanoid (kobold); BAB +3, Grapple -1
Languages: Draconic, Bravatin, Pirej-Mel

Attack: morningstar +5 melee (1d6, crit 20/x2)

Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. A dazzled creature takes a -1 penalty on attack rolls, Search checks, and Spot checks.

Eclectic Learning (PHB 2, p 67): Use advanced learning to learn a wizard spell, must be one level lower than you could normally learn.

Class features:
Warmages are proficient with all simple weapons, light armor, and light shields. Armored Mage: No ASF with light armor and light shields.

Spells: DC 14 + spell level. Spells/day: 6 0th, 7 1st, 7 2nd, 5 3rd. Warmage Edge: +2 damage.
Ray or Orb: +8 ranged touch (PBS: +1 to hit and damage within 30'). * = Eclectic Learning.
0th: Acid Splash, Disrupt Undead, Light, Ray of Frost, Detect Magic*
1st: Accuracy, Burning Hands, Chill Touch, Fist of Stone, Hail of Stone, Magic Missile, Lesser Orb of (Acid, Cold, Electricity, Fire, Sound), Shocking Grasp, True Strike
2nd: Blades of Fire, Continual Flame, Fire Trap, Fireburst, Fireburst, Flaming Sphere, Ice Knife, Melf's Acid Arrow, Pyrotechnics, Scorching Ray, Shatter, Whirling Blade, Blindsight*
3rd: Fire Shield, Fireball, Flame Arrow, Gust of Wind, Ice Storm, Lightning Bolt, Poison, Ring of Blades, Sleet Storm, Stinking Cloud

Feats:
1: Silent Spell , Point Blank Shot
3: Precise Shot
6: Sudden Maximize
7: Sudden Empower

Skills (ranks/total): Concentration 10/12, Spellcraft 10/12, Hide (cc) 5/13, Move Silently 0/4, Spot (cc) 5/7, Listen 0/2, Search 0/4, Sense Motive 0/2

Equipment: 19k
headband of charisma +2, 4k
healing belt (MIC; 3 charges/day; heal by touch 2d8 (1 chg), 3d8 (2 chg), or 4d8 (3 chg); +2 to heal checks), 750 gp
slippers of spider climbing (total 10 min/day, 20' move), 4.8k
small chain shirt +1, 1.25k
+1 buckler, 1.165k
ring of protection +1, 2k
vest of resistance +2, 4k
talisman of the disk (MIC, 3 hr), 500 gp
20 pieces of jade for Hail of Stone (5 gp x 20), 100 gp
ruby dust for continual flame (x2), 100 gp
Mwk small morningstar, 308 gp
spell component pouch (x2), 10 gp
backpack, 2 gp
15 gp
[/sblock]
 
Last edited:


Knightfall

World of Kulan DM
Here's the crunch for my PC. I'll work on the fluff later. BTW, how are we doing hp?
First level, full hit point, roll for your other levels. If you want, you can take the average hit point total for levels 2 to 7, if you don't want to roll. It's up to you.

I've never had a player take me up on that offer. They always want to seem to roll.

BTW Knightfall, are kobolds physically the same in Kulan? I dislike the idea of glowing eyes not only for kobolds but for everything, and I request a house rule that there is no such thing as that for anything ever :)
Kobolds look like the 3E kobolds, but don't worry about the glowing eyes thing. Think of it more like how a cat's eyes seem to glow in the dark. They don't really glow.
 

Knightfall

World of Kulan DM
If any of you want to take the average hit points for your hit dice/levels, I have no problem with that idea. Even if you've rolled already and want to change it to the average, it's fine. But you have to take average for all levels except 1st. At 1st, you get the maximum amount for your hit dice.

And if you take average hit points, you must do so for every level your PC gains. No switching back to rolling.

Those that want to roll, can. Either is fine with me.
 

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