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Dragonstar Monster Entries

Knightfall

World of Kulan DM
Hi guys,

Long time no chat.

Anyway, I've begun creating what I call my Arcanum of the Stars Monster Manual. Basically, it will convert many races and critters to be used in a Dragonstar v.3.5 campaign. I recently posted a link to my Arcanum of the Stars yahoo group, but I'd figure I'd post here too... FYI.

Knightfall's Arcanum of the Stars

As for this thread, it will be where I ask the monster gurus (you know who you are) to take a look at my creations and help me make sure Challenge Ratings, Level Adjustments, and basic monster rules are correct.

I'll also take suggestions, if you want to chime in with something you think would fit the setting.

Cheers!

Knightfall1972
 
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Knightfall

World of Kulan DM
Originally from the Alternity Star*Drive Campaign Setting

Bhruu
Large Magical Beast (Cold)
Hit Dice: 3d10+6 (22 hp)
Initiative: -2 (Dex)
Speed: 40 ft. (8 squares)
AC: 13 (-1 size, -2 Dex, +6 natural)
Base Attack/Grapple: +3/+12
Attack: +7 melee (1d6+5, head butt)
Full Attack: +7 melee (1d6+5, head butt) or +7 melee (1d4+5, tail)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Improved bull rush, trample 1d6+7
Special Qualities: Darkvision 60 ft., cold immunity, forbidden feats, low-light vision, harness required skills
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 21 (+5), Dex 6 (-2), Con 14 (+2), Int 8 (-2), Wis 11 (+0), Cha 5 (-3)
Skills: Balance -10, Climb -3, Hide -6, Intimidate +7 *, Jump -3, Listen +4, Spot +4, Swim +5.
Feats: Alertness, Power Attack

Climate/Terrain: Any known world under the sway of the Qesemet; any cold land
Organization: Solitary, mated pair, family (2–6), or semi-nomadic clan (12–100)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +3

The bhruu are a race of quadrupeds known for their unique dexterous mouths. They have thick, rank hair. Their feet are padded, not hoofed, and they have long, prehensile tails. Their heads are crowned with long, bony spikes.

The bhruu speak their own racial language.

Combat
Bhruu are capable warriors but they hardly ever devote themselves completely to the combative way of life.

Improved Bull Rush: Bhruu gain the Improved Bull Rush feat for free at 1st-level, but must still meet the feat’s prerequisites in order to gain its benefits. Thus, if a bhruu character doesn’t take the Power Attack feat as one of its feats gained for its HD, it can gain the feat later on through class levels and gain the use of Improved Bull Rush retroactively.

Trample (Ex): A bhruu can move up to twice its speed and trample any opponents that are Medium-sized or smaller for 1d6+7 points of damage (DC 16). The save DC is Strength-based. This attack is a full-round action.

Skills: Bhruu have an -8 racial penalty to Balance, Climb and Jump checks. A bhruu cannot have the following skills: Escape Artist, Freefall, Ride and Tumble. (Bonus skills gained through classes, on this list, cannot be used.) * Bhruu use their Strength modifier instead of their Charisma modifier for all Intimidate checks.

Harness Required Skills: Without a special designed harness, bhruu are not able to take any skill in which they need the use of opposable digits, such as Open Locks, Pilot, Sleight of Hand, and Use Device. The special harness costs 1,000 credits, and allows the use of all manipulation type skills, including the use of weapons, but at a -2 penalty. The harness makes use of a bhruu's extremely dexterous lips, teeth, and tongues.

Forbidden Feats: A bhruu can never have the following feats: Aircraft Piloting, Armor Proficiencies (all), Combat Ace, Deflect Arrows, Evasive Piloting, Improved Two-Weapon Fighting, Lead Foot, Mounted Combat (including the feats that have it as a prerequisite), Ram, Raptor's Instinct, Shield Proficiency, Space Jockey, Speed Load, Starship Piloting, Stunning Fist, Two-Gun Shooting, Two-Weapon Fighting and Vehicle Dodge. Bonus feats gained through classes, on this list, cannot be used.

Bhruu Society
Originally from the world called Bhruusil, the bhruu have been a part of Imperial society since the time of the Silver Age. Their race has spread throughout known space as a subject race of the Qesemet. It is believed that the silver dragons found Bhruusil first but, in fact, the white dragons found the world. They found the world to their liking and took it over. They dismissed the bhruu as cattle to be herded and devoured (and did so for a while).

The race would have been exterminated if a female silver dragon named Yilamatyl had not intervened by petitioning the Imperial Council to save the bhruu, a creature she claimed was as intelligent as an elf or a human. The Imperial Council agreed to Yilamatyl’s terms and she had the bhruu moved to another cold planet near the silver dragons’ throneworld. (The whites refused to give up Bhruusil.) Yilamatyl soon proved her theory and the bhruu were allowed to join the Empire as a subject race of the silvers.

Once the bhruu realized that the silvers had saved them from being devoured into extinction they whole-heartily agreed to this as it ensured the protection of their race from the whites who have come to see the bhruu as a delicacy. Some even think that the whites had known the bhruu were intelligent when they discovered them but hid the fact after learning how good they tasted. Most of the other Asamet consider the eating of bhruu to be akin to being addicted to an illegal drug. Mezzenbone has not removed the ban on this and has ignored the pleas of the whites to do so.

The bhruu have flourished under the protection of the silvers. They are a rather explorative race and can be found throughout the known galaxy (except where the whites hold dominance). They view the natural world as something to be protected at all costs. They are constantly on the lookout for other races that might not appear at first to be intelligent. They wish to save others throughout the known galaxy like the silvers of the Qesemet saved them.

Bhruu as Characters
Bhruu favor the druid class. Unless a bhruu was raised away from his clan, he does not automatically gain the Technical Proficiency feat as 1st-level characters and is restricted from taking levels in any of the Imperial classes. Bhruu have a starting ECL of +6.
 

Knightfall

World of Kulan DM
Converted from Gamma World - Alternity version

Dabber
Dabber, 1st-Level Warrior
Small Humanoid (Dabber)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 20 ft. (4 squares)
AC: 13 (+1 size, +1 Dex, +1 silent suit)
Base Attack/Grapple: +1/+1
Attack: +2 melee (1d4, combat knife) or +3 ranged (3d6, charge pistol)
Full Attack: +2 melee (1d4, combat knife) or +3 ranged (3d6, charge pistol)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: None
Special Qualities: Telekinetic hand
Saves: Fort +3, Ref +1, Will -1
Abilities: Str 11 (+0), Dex 13 (+1), Con 12 (+1), Int 12 (+1), Wis 9 (-1), Cha 6 (-2)
Skills: Climb +2, Hide +5, Jump +2, Listen +1, Move Silently +11, Repair +5, Spot +1, Use Device +5.
Feats: Alertness, Technical Proficiency B

Climate/Terrain: Anywhere in known space; any land
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Often chaotic good
Advancement: By character class
Level Adjustment: +0

Dabbers are a race of raccoon-like humanoids that have a natural inquisitive nature. They are friendly to most they meet but will turn on other races if they perceive that a prized possession is at risk of being stolen. Most dabbers learn to control this suspicious tendency as they get older but they never get rid of it completely.

Dabbers tend to get into everything but rarely finish what they start. They are strange tinkers that love technology a little too much. They will set-off technical security measures just to find out how they work. They aren't stupid, just curious. Most dabbers know when not to cross the line but every once in a while they get caught up in something and usually cause all sorts of mischief. Unlike with tinker gnomes, a dabber is careful not to get hurt or hurt anyone else either.

Dabbers get along with gnomes and halflings and really like hanging out with humans because they are always inventing cool, new gadgets. They don't like dwarves or elves and would rather be shoved out an airlock then socialize with a drow. They aren't sure how to view half-dragons, half-elves and half-orcs – they are always so different from one individual to the next. Dabbers absolutely love getting to know a soulmech. They realize that the soulmech might not want to know them so they are always extremely polite until the soulmech considers them a friend. A lot of the more ancient races sort of leave the dabber in awe (i.e. fraal).

Dabbers speak Common.

Combat
Dabbers prefer not to get into a fight, if it can be helped. However, they aren’t cowardly, know how to use technological weapons, and prefer such weapons to more archaic weapons. Dabber mechanists often use robots to fight for them.

Telekinetic Hand (Su): Dabber can manipulate small objects at a distance of 100 feet using only their minds. This ability works like the far hand psionic power in the D&D Expanded Psionics Handbook (page 106) except that it's range is always 100 feet and it is an innate, supernatural ability. A dabber may use this ability a number of times per day equal to half his Constitution score, rounded down (6/day for this 1st-level warrior).

Skills: Dabbers gain a +2 racial bonus on all Repair and Use Device checks. As Small creatures, dabbers receive a +4 racial bonus on all Hide checks.

Dabber Society
Some stellar scholars believe that dabbers were created by the fraal xeno-geneticist Iscin but no real proof of this has ever been found. Those that scoff at such claims back up their view by noting that dabbers don't all originate from the same world. In fact, no one can find any reference to a dabber home world and most make a small prayer to the Twelve when anyone suggests such a thing.

Dabbers as Characters
Dabbers favor the mechanist class. It's not surprising that dabbers make excellent mechanists but they have been known to become rogues and pilots as well. Very few dabbers would consider being a fighter, paladin, or ranger. And they are even less likely to be bards, sorcerers or clerics. Dabbers love wizardry and the only thing that scares some individuals more than dabber mechanist is a dabber mechanist/wizard.
 
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Knightfall

World of Kulan DM
A core Alternity race

I'm really unsure of what the CR and LA for this race should be, as designed. -KF72
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Fraal
Fraal, 1st-Level Psychic Warrior
Medium-size Humanoid (Fraal)
Hit Dice: 1d8+4 (6 hp)
Initiative: -1 (Dex); +0 while wielding tri-staff
Speed: 30 ft. (6 squares)
AC: 13 (-1 Dex, +4 flight suit), touch 9, flat-footed 13; AC 16 while wielding tri-staff
Base Attack/Grapple: +0/+0
Attack: -1 ranged (3d6/x2, laser pistol) or -1 ranged (2d6/x2, screamer pistol); or +1 melee (3d8+1 or 2d8+1/x3, tri-staff)
Full Attack: -1 ranged (3d6/x2, laser pistol) or -1 ranged (2d6/x2, screamer pistol); or -3/-7 melee (3d8+1/2d8/x3, tri-staff)
Space/Reach: 5 ft. / 5ft.
Special Attacks: Psi-like abilities, weapon familiarity (tri-staff)
Special Qualities: Darkvision 90 ft., isolation insanity, low-light vision, psi-like abilities, power resistance 11
Saves: Fort +2, Ref -1 (+0 while wielding tri-staff), Will +1
Abilities: Str 11/13* (+0/+1*), Dex 9/11* (-1/+0*), Con 10 (+0), Int 10 (+0), Wis 13 (+1), Cha 10 (+0)
Skills: Autohypnosis +3, Concentration +4, Freefall +1, Psicraft +2, Use Psionic Device +2
Feats: Combat Manifestation, Psionic Body, Technical Proficiency B

Climate/Terrain: Any land, space, or underground
Organization: Mated couple, family (2–5), or nomadic sphereship colony (20–100)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +1

The fraal are visitors from somewhere beyond the bounds of known space. Where they come from is unknown and they refuse to tell anyone. Masters of technology and psionics, the goal of the fraal in this area of the galaxy remains a mystery. Their sphereships are an awe-inspiring sight and the fraal are the only known race capable of traveling the stars without the need of a starcaster.

Their sphereships travel through techno-psionic-created wormholes called jump points. They call the process mindjumping but no other race has ever seen the technology used that accomplishes this amazing feat. Mezzenbone would give anything to possess mindjump technology but captured fraal wipe their own minds rather than risk it falling into the hands of the Dragon Empire.

The fraal get along well with elves, the juna, the raia and chronomancers. They don’t get along well with members of the Arcanum or the Freedom League, viewing them as interstellar manipulators and terrorists. For the most part, fraal tend not to get involved with stellar politics and watch from the sidelines. It is rumored that they are a divine race descended from the Twelve True Gods. And while fraal are not prone to emotional outburst they tend to laugh uncontrollably when asked such.

Fraal never associate with the Dragon Empire for any reason and view Mezzenbone as a horrible dictator. As a result, fraal have been forced to work with resistance members from time to time. More often than not, the fraal throw in with the guardians against both sides of the conflict.

The most famous fraal in the history of known space was the xeno-geneticist Iscin. This fraal experimented with genetics on thousands of alien creatures. He was known for warping a primitive creature’s genes to bring about the spark of intelligence in his experiments. Most believe he was evil, as the fraal don't talk of Iscin when asked. It is believed that the xeno-geneticist was an outcast amongst his people due to these experiments.

Dozens of intelligent races that survived his experiments continue to exist to this day. The blount, bronth, crugar, and woffen are all intelligent, mutated races created by Iscin. Some speculate that Iscin also brought about the existence of the dabber, hoop and weren. These races can neither confirm nor deny this possibility, but one should be careful about even mentioning it to a weren. They absolutely refuse to believe that a mortal being created them, no matter how advanced.

The fraal speak Common and their own racial language.

Combat
The fraal are not sturdy combatants and will often let others do the fighting for them. If forced into a confrontation they prefer to use laser or screamer pistols, from a distance, as well as their psi-like abilities. *If pressed into close melee combat they will defend themselves with tri-staffs.

Isolation Insanity: A fraal that becomes isolated from others of its race will become mentally unbalanced and subject to unprecedented mood swings of depression and anxiety. Eventually, a permanent form of insanity takes hold.

A fraal without at least one other of his or her kind nearby, for more than a month, is at risk of developing this insanity. The fraal must make a Will save (DC 15 + 1 per month - the fraal’s Wisdom modifier) or go insane. (Melancholia, alienation, and dementia praecox are the most likely forms of fraal mental disorder.)

The fraal suffers a -4 circumstance penalty to all Intelligence, Wisdom, and Charisma-based checks until her or she comes back into contact with one of his or her own kind. It is possible that an psionically-endowed individual of another race could help a fraal fight through his or her isolation insanity. (Subtract the psionically-endowed individual’s Wisdom modifier from the Will save DC.)

Low-light Vision (Ex): Fraal can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Psi-Like Abilities: At will – conceal thoughts (DC 11, harmless), detect psionics, empty mind, mindlink, object reading, psychic crush (5d6, DC 15**). Manifester level 3rd + the fraal’s character level. The save DCs are Charisma-based. **Includes augmentation for the fraal’s manifester level.

Power Resistance (Ex): A fraal has power resistance equal to 10 + 1 point per character level.

Skills: A fraal gains a +2 racial bonus to Autohypnosis, Concentration, Psicraft, and Use Psionic Device checks. A fraal may use the Autohypnosis, Psicraft, and Use Psionic Device skills untrained.

Fraal as Characters
The fraal favor the psion class. Fraal often become bards, clerics, rogues, and psychic warrior, and they sometimes become mechanists, fighters, pilots, and sorcerers. Fraal cannot be barbarians, wizards, paladins, or rangers. Fraal often multiclass as rogue/psions, cleric/psions, fighter/psions, and psychic warrior/psion.
 

Knightfall

World of Kulan DM
Another Gamma World race, converted from both AGW and Omega World

Hoop
Large Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +1 (Dex)
Speed: 50 ft. (10 squares)
AC: 16 (-1 size, +1 Dex, +4 natural, +2 scout armor)
Base Attack/Grapple: +3/+11
Attack: +6 melee (2d8+6/19-20/x2, Large high frequency sword) or +3 ranged (3d12, Large plasma rifle)
Full Attack: +6 melee (2d8+6/19-20/x2, Large high frequency sword) or +3 ranged (3d12, Large plasma rifle)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Matter manipulation, psi-like abilities
Special Qualities: Psi-like abilities
Saves: Fort +2, Ref +4, Will +5
Abilities: Str 18 (+4), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 9 (-1)
Skills: Climb +4, Hide -3*, Jump +12, Listen +5, Spot +5, Survival +4, Swim +4
Feats: Iron Will, Power Attack, Technical Proficiency B

Climate/Terrain: Anywhere in known space; any desolate land
Organization: Solitary, gang (3–8), warren (20–50 plus 100% noncombatants plus 1 7th-level leader)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +3

Hoops are a race of white-furred, rabbit-like bipeds that stand over 8 feet tall. They are naturally curious (some would say annoying) humanoid creatures with large, white rabbit ears and saucer-like eyes with black pupils and red irises. They are known for their outlandish appearance, such a piercings, having their fur dyed, and ritually scaring their hides, and overbearing nature.

Hoops are considered a nuisance by some and a “pain in the ass” by most. They love gadgets of all sorts and will as likely steal some new technologic “toy”, as try to barter for it. Hoops aren’t usually welcome in the worlds of the Dragon Empire, especially those of the Asamet. They are somewhat “tolerated” by the Qesemet, but are usually encouraged to keep traveling by regional governors. Hoops, as a result, tend to gravitate towards settling on Outlands worlds.

Hoops don’t conflict with others over racial distaste. Their arguments with other races tend to be more personal in nature. If an elf slights a hoop, the rabbit-kin, as they’re sometimes called, will do almost anything to get the elf back. This doesn’t always result in bloodshed, as hoops prefer to humiliate and/or steal from those they consider enemies.

Hoops get along with dabbers and gnomes, as they appreciate those two races’ sly nature and wit. They consider elves to be pansies but give drow a wide berth. They respect most Iscin races, although they aren’t an Iscin race, for the hardships they’ve had to endure. For members of most other races, hoops let a being’s actions dictate whether or not he or she shows them respect. The one race hoops have trouble relating too are the insect-like scatti. The presence of a scatti makes hoops nervous.

Hoops speak Common.

Combat
A hoop usually has many personal enemies and they always look for any advantage in a fight. They don’t have time for codes of honor or rules of engagement. They begin a fight by using their psi-like abilities from a distance to gauge an enemy’s intentions. If they succeed in muddling an opponent’s mind with false sensory input, they will quickly close and “slice & dice” with their high frequency swords. If a battle starts out more equally then they will attack with plasma rifles from cover.

Matter Manipulation (Su): Hoop can affect the structure of metals by touch. This ability is exactly like the psionic power, of the same name, in the D&D Expanded Psionics Handbook (page 115) – except that the hoop may use the ability a number of times per day equal to half his Constitution score (rounded down). This is innate, supernatural ability.

Psi-Like Abilities: At will – false sensory input (4 targets within 15 ft. of each other, DC 12**), mindlink, read thoughts (DC 11). Manifester level 6th. The save DCs are Charisma-based. **Includes augmentation for the hoop’s manifester level.

Skills: Hoops gains a +2 racial bonus on Listen, Spot, and Survival checks. Hoop gains a +8 racial bonus on Jump checks. *While traveling through desolate terrain a hoop’s scout armor provides a +2 on Hide checks.

Hoops as Characters
Hoops favor the mechanist class. Hoops make excellent fighters, psions, psychic warriors, rangers, rogues, and wilders. They are too large to fit inside most cockpits so they tend to shy away from becoming pilots. Hoops favor technology over magic, but many of their kind have taken too the druidic way of life. Hoops don’t have much patience for learning arcane magic and rarely become bards, sorcerers, or wizards. Hoops have a starting ECL of +6
 
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Knightfall

World of Kulan DM
another Star*Drive race

Deepfallen
Large Monstrous Humanoid (Aquatic)
Hit Dice: 2d8+4 (13 hp)
Initiative: +3 (Dex)
Speed: 20 ft. (4 squares), swim 40 ft.
AC: 16 (-1 size, +3 Dex, +4 natural)
Base Attack/Grapple: +2/+8
Attack: +3 melee (1d8+2, Large combat knife) or +4 ranged (3d8, Large aqualaser pistol)
Full Attack: +3 melee (1d8+2, Large combat knife) or +4 ranged (3d8, Large aqualaser pistol)
Space/Reach: 10 ft. / 10ft.
Special Attacks: Mind blast, psi-like abilities
Special Qualities: Darkvision 60 ft., psi-like abilities, telepathic communication
Saves: Fort +2, Ref +6, Will +4
Abilities: Str 14 (+2), Dex 17 (+3), Con 14 (+2), Int 13 (+1), Wis 13 (+1), Cha 12 (+1)
Skills: Balance +5, Concentration +6, Escape Artist +4, Knowledge (any one life science skill) +5, Sense Motive +3, Spot +3, Swim +10, Survival +3
Feats: Agile, Technical Proficiency B

Climate/Terrain: World of Bluefall and any other water dominated Outlands world; any aquatic
Organization: Solitary, mated pair, patrol (4–8), commune (4–48 plus 50% noncombatants plus 1–2 orcas or 1–6 porpoises).
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +3

Deepfallen are a technologically advanced aquatic race. They look like sinuous elongated humanoids with translucent skin. Their arms and legs are very long, ending in broad, webbed hands and feet. They swim in an eel-like manner. Wing-like membranes connect their arms to their bodies allowing for greater speed and maneuverability when swimming. Their eyes are wide and dark, and their small mouths seem almost vestigial.

Deepfallen can only communicate through the use of psionics or by sign language.

Combat
Deepfallen tend towards a more passive lifestyle, but they will fight to defend their aquatic homes from invaders and individual deepfallen have been known to fight to the death for a cause they are fanatic about (i.e. eco-terrorism).

Mind Blast (Su): A deepfallen can unleash a mind blast instead of attacking in any round. The blast is a cone of mental energy that reaches 50 feet; anyone caught in the cone must make a Will save (DC 13) or be stunned for 1d4 rounds. The save DC is Wisdom-based.

Psi-Like Abilities: At will – mindlink (7 willing targets within 15 ft. of each other; or 1 unwilling target, DC 12*), psionic restoration (harmless, DC 17); 3/day – metamorphosis, mind probe (DC 16), precognition; 1/day – mind trap (7 round duration*), psionic suggestion (7 targets within 15 ft. of each other, DC 13*). Manifester level 6th. The save DCs are Charisma-based. *Includes augmentation for the deepfallen’s manifester level.

Skills: Deepfallen gain a +2 racial bonus on all Knowledge (any one life science skill) and Sense Motive checks. Deepfallen gain a +8 racial bonus to all Swim checks because of their Swim speed.

Deepfallen Society
Deepfallen are native to the world that is known as Bluefall, and the general populace of the Aegis Region knows about the deepfallen. They are full members of the Regency and control most of the administration of that world below the sea. In fact, Regent Hale leaves most of the rulership of Bluefall's undersea races to the deepfallen. Bluefall's pristine oceans have become the home of such races as the ooloi, sea elves, and even the sahuagin. This last race had caused quite a stir when they petitioned to become undersea Regency citizens. And while they have been loyal to the deepfallen and have not caused trouble the sea elves believe it is only a matter of time.

The deepfallen don't just live on Bluefall anymore and dozens of other worlds in the Outlands now have a growing population of deepfallen on them. This expansion was partially due to the Regency's need to expand beyond the Aegis System, in order to show the Dragon Empire that the Regency of Bluefall is not to be taken lightly. The other reason was more to do with the desires of young deepfallen that wished to explore not only other worlds but the stars as well. Some in the Regency believe that given enough time the deepfallen could become one of the most widespread aquatic races in the Outlands worlds.

Deepfallen have learned that humans are their greatest allies and worst enemies. The relationship the deepfallen have with the humans of Bluefall is very unique in the known galaxy. However, deepfallen don't see much difference between humans and other land-dwellers, which show their naivete regarding land-dwellers. The one exception to this is the Iscin race known as bronth, a species they constantly work towards understanding better.

Their relations with the ooloi are cordial, while their interaction with the sea elves and sahuagin are cool as best. They can't stand the continuous friction between the two races and have, on more than one occasion, referred to the two races as being two different sides of the same coin. They constantly work towards the two races putting aside their eons long war and learning to live as brothers. The two races don’t like being compared to each other, and a full-scale conflict on Bluefall could erupt at a moment’s notice.

Deepfallen as Characters
Deepfallen favor the psion class. Deepfallen favor more intellectual pursuits and may become bards, mechanists, and wizards. They are a technological civilization, so they often become some of the best pilots underwater (i.e. submarines). They often become druids and rangers, as they love nature and often fight to preserve it. There are rumors of more primitive deepfallen living in the deeper parts of Bluefall’s oceans. These primitive deepfallen would most likely be barbarians (they wouldn’t have Technical Proficiency as a bonus feat). Most of their soldiers are warriors and true deepfallen fighters are rare. A deepfallen paladin is unheard of. Deepfallen have a starting ECL of +5.
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Aqualaser Upgrade
This weapon upgrade can be added to any type of laser pistol or rifle for an additional 25% of the weapon’s regular cost, in credits. The upgrade also increases the weapon’s weight by 2 pounds.

The resulting aqualaser fires a blue-green laser beam that operates underwater just as effectively as a regular laser does under normal conditions. However, the weapon’s effective range is only equal to its air counterpart up to 325 feet beneath the water. For every 325 feet beyond that, the aqualaser’s range drops by 50% and suffers a -2 circumstance penalty to attack rolls every 650 feet

Restrictions: Ranged weapons only.
 
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Knightfall

World of Kulan DM
A Skyrealms of Jorune race

I just realized that I hadn't posted this entry here yet. I have two more entries that are close to being done, as well. I'll try to get at least one of them done before I start my latest night class in January. - KF72

Crugar
Medium Monstrous Humanoid (Iscinite)
Hit Dice: 2d8+4 (13 hp)
Initiative: +3 (Dex)
Speed: 30 ft. (6 squares)
AC: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +2/+5
Attack: +5 melee (1d4+3, claw) or +7 melee (1d6+3, lapin) or +5 ranged (1d8, holdout pistol) or +5 ranged (2d6, screamer pistol)
Full Attack: +5 melee (1d4+3, 2 claws) and +3 melee (1d6+1, bite) or +7 melee (1d6+3, lapin) or +5 ranged (1d8, holdout pistol) or +5 ranged (2d6, screamer pistol)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Improved grab, pounce
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +2, Ref +6, Will +5
Abilities: Str 17 (+3), Dex 17 (+3), Con 15 (+2), Int 11 (+0), Wis 14 (+2), Cha 10 (+0)
Skills: Balance +8, Climb +4, Freefall +5, Hide +8*, Listen +4, Move Silently +8, Spot +4
Feats: Multiattack, Technical Proficiency (B)

Environment: World of Leben; or anywhere in the Domains of Golion and Altara
Organization: Solitary, pair, patrol (5–20), or clan (30–300)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually lawful evil
Advancement: By character class
Level Adjustment: +1

Crugars are descendent's of a primitive feline species from the world of Leben. Through the genetic manipulation work of the fraal Iscin, this race was altered into intelligent bipeds with opposable thumbs. The most factual account of the life of Iscin states that a crugar named Choungra was responsible for the death of the xenogeneticist. In fact, the word choungra means assassin in the languages of all Iscin’s creations except that of the crugar language, in which it means liberator.

The crugar body is approximately human-sized: just more slender and a little shorter. The crugars tan hair is worn cropped close to their bodies. Only the Cygra, an elite unit of crugar warriors, can wear their hair long.

Crugar speak their own racial tongue, called Tchaun tse, as well as Common. Crugars pronounce “ch” as “sh”. Most misunderstand the crugar pronunciations, assuming the “sh” sound to be the result of a slurred accent. Crugars squint when they speak, a trait often bothersome to most other races. Crugars can appear very intimidating; arching their backs and hissing, they look even more formidable than they actually are.

Combat
Crugars have short tempers. Although they may show restraint when deciding whether or not to fight, they are committed once they’ve decided to attack. Crugars rarely disengage from any conflict once it has begun. Their sheer speed often helps them in any sort of physical combat. In melee, crugars slash out with powerful claws, bite with feline fangs, and fight ferociously with a hooked, masterwork keenblade, known as a lapin. They’re also fond of fighting close quarters with daggers, saps and stun gauntlets.

A crugar that controls its temper will just as likely blast away the offending individual with any sort of gun. They favor small, concealed firearms but also love the sound a screamer rifle makes.

Improved Grab (Ex): If a crugar hits with its bite attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. A crugar can only use this ability works against opponents at least one size category smaller than the crugar. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent (-20 penalty on grapple checks).

Pounce (Ex): When a crugar makes a charge, it can follow with a full attack.

Skills: Crugars get a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or undergrowth the Hide bonus increases to +12.

Crugar Society
Crugars are known for their unnatural cruelty towards other races. Over two hundred years ago, the crugar frigate Cat's Eye came across the woffen transport Tiburón floating helpless in space. The Tiburón had been infected by an unknown plague and over half of its crew had died off in the weeks before the crugar frigate discovered it. A human doctor onboard the Tiburón was sure that he had found the vaccine formula necessary and all he needed was access to the right equipment. However, the crugar refused to help and mercilessly destroyed the transport with a hail of plasma cannon fire.

Even more recent was the crugar invasion of the Zafferan Colonies. Only now, some 60 years later, is life settling down from the resulting hostilities. However, the Zafferan Colonies are still a hotly disputed region. Although the Crugar Octagonal has agreed to obey the current treaty set down two years ago, several crugar fleet captains have refused to abide by the treaty and continue to attack the Zafferan worlds. There are least 6 fleets of these raiders, with over three dozen ships spread out amongst them. For centuries, the crugar have fought to reclaim worlds that they claimed thousands of years ago. The Zafferan Colonies are just the latest worlds that fall under that claim.

The crugar religion of Chen Ichi celebrates the glory of revenge and the righteous action of Choungra. They see themselves as liberators, not murderers, and in a sense they did liberate the other races created by Iscin. However, the crugar Choungra believed that his race was destined for greatness and tried to force the other Iscin races to submit to crugar rule. This is also why the word choungra also means dictator in the other languages of the Iscin races. The other races did not submit, which caused more death and suffering then Iscin ever did. As a result of Choungra's views, Tauch-kie priests teach crugar-superiority and many battles and attacks, lead by the Tauch-kie, are fought in the name of Chen Ichi.

Crugars as Characters
Crugar favor the fighter class. Crugar clerics most often worship Choungra as an aspect of the Reaper. Crugar clerics can choose any two of the following domains: Death, Earth, Evil, Law, and Trickery. Crugar have a starting ECL of +3.
 
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Duskblade

First Post
The Deepfallen is fantastic. Do you think you could write up a Svage Species type progression for it? I'd love to get my GM to approve it and be able to play it at 1st level.
 


Knightfall

World of Kulan DM
Em'liy
Em’liy, 1st-Level Warrior
Medium Humanoid (Em’liy)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 12 (+2 heavy clothes), touch 10, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: +2 melee (1d8/19-20/x2, longsword)
Full Attack: +2 melee (1d8/19-20/x2, longsword)
Space/Reach: 5 ft. / 5 ft.
Special Attacks:
Special Qualities: Spirit of battle
Saves: Fort +4, Ref +0, Will -1
Abilities: Str 13 (+1), Dex 11 (+0), Con 14 (+2), Int 10 (+0), Wis 9 (-1), Cha 6 (-2)
Skills: Handle Animal +2, Hide +4, Move Silently +4, Survival +4
Feats: Temperature Tolerance

Environment: World of Acrim
Organization: Solitary, family unit (2–5 plus 2–8 noncombatants), or band (10–100 plus 10% noncombatants plus 1 3rd-level sergeant per 10 adults, 3 5th-level lieutenants, and 1 7th-level captain)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +1

The em’liy, a strange Outlands race, have muscular bodies and yellow-tan skin, evolutionary adaptations to the strong rays of their sun, Asmen (in the Division Ridge system). The em'liy live a nomadic existence, constantly exposed to the sun. Em’liys wear their fine dark hair in long topknots to show caste status and inspire fear in enemies. The number of topknots varies from zero to three, depending on caste. Beyond this, their bodies are completely hairless.

Em’liys are distinguishable from other humanoid races by their distinct lack of facial features. Their smooth, nose-less and ear-less faces show little in the way of sensory organs. They have small, round eyes without any lids or lashes, and their thin mouth openings are nearly lip-less. All auditory and olfactory body parts are internal, covered by a thin, gas-permeable layer of skin. It is believed that this is an evolutionary development to protect sensitive organs from the hot sun, harsh wind, and sudden sandstorms.

Em’liys speak their own racial language as well as Terran.

Combat
Em'liy are fierce combatants when angered. They traditionally attack with longswords and other primitive weaponry; however, their exposure to the Acrim Stellar Enterprises has taught them the power of energy-based weaponry. The em'liy prefer to use guerrilla tactics against the soldiers of the ASE.

Spirit of Battle (Ex): All em'liy can choose to gain +2 Strength, +2 Dexterity, and +2 hit points per level when in battle. This lasts for a number of rounds equal to 3 plus the em’liy’s Constitution modifier (once per combat). This can be done once per day for every 4 levels the em'liy has.

Em’liy Society
DM’s Note: The history and society of this race is a lot different in my Dragonstar campaign than the em'liy's background as part of the Star Wars universe.

The world of Acrim, once known as Ter’ma’ki, has been the only home the em’liy have ever known. For thousands of years they were content to ride their pakkas across its desolate plains and deserts trading water and living for the most part in peace. Disputes between tribes were handled through hand-to-hand single combat between each tribe’s respective champion. The combat was never lethal unless the two chosen to fight were the ones with the dispute and agree that the match will be to the last blood.

Ritual marriages were another way to settle disputes mostly when a female was involved. The heads’ of the disputing tribes would meet in a remote locale and arrange a wedding that would bond the two tribes stronger. The married couple would spend five cycles of the sun living with one tribe and then five more cycles with the other. At the end of the 10th cycle the couple would bring their respective tribes together for a feast and festival of sorts. The two tribes would then exchange gifts and any family from one tribe that wished to join the other were allowed. The married couple could choose to live with either tribe or the tribal leaders might come to an agreement to merge the two tribes into one (a rare occurrence).

Then, Acrim Stellar Enterprises came to Ter’ma’ki and everything changed. The head of the Acrim Royal Family at that time was one Kylen Acrim, a good man who wished to make the em’liy a part of his plans for the world. He offered them brotherhood and respected their traditions. In truth, he was their friend. His son, however, hated the em’liy and refused to share his birthright with outlanders especially alien barbarians. He killed his father and took control of the Royal Household and the ASE. He then sent thousands of armed troops and death squads against the em’liy as well as striker and hover tank divisions. Hundreds of thousands of em'liy died in the first cycle alone. Bounties were placed on the tribal elders and bounty hunters gladly killed the em’liy for credits. This practice continues to this very day; although, the current head of the Royal Family knows nothing about it.

Two em’liy generations later the world was securely controlled by the ASE and renamed Acrim. Very few members of the Royal Family ever tried to change the oppression that the em’liy were put through. Those that tried never lived a cycle once they had inherited the company. Regardless of who the current CEO/Monarch was at the time, great lengths have always been taken to hide the world’s bloody history and none outside the system have even come close to learning the truth. This is probably due to Division Ridge’s remote location of the very outer rim of the Outlands. Most worlds (even a few in the Outlands) have never even heard of Division Ridge and those few who do know wouldn't have a clue where to find it.

Em’liys as Characters
The em’liy favor the ranger class.

Em’liy Traits
Em'liy have the following traits:
● +2 Constitution, -2 Charisma.
● Medium-size: As medium-sized creatures, em'liy haven't any special bonuses or penalties due to size.
● An em'liy’s base speed is 30 feet.
● Special Qualities: Spirit of battle.
● Skills: An em’liy gains a +2 racial bonus on Hide, Move Silently and Survival checks.
● Automatic Languages: Em'liy and Terran. Bonus Languages: Common, Draconic, and Dwarven.
● Favored Class: Ranger.
 
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