Knightfall
World of Kulan DM
Krishnath said:You are in luck, I happen to have the 3E stats for the vulture, converted from 2nd. I will post them shortly.
Very nice anthropomorphs. One question though. What is a Nagpa?
Thanks Krish!
A nagpa is a humanoid-like creature with the head of a vulture. The creature is from the Mystara campaign setting
Here's my version of the nagpa for my World of Kulan campaign setting. I used a condor conversion, from here on EN World, for this anthropomorphic creation. Of course, I added my own little tweaks to it for world flavor.

Nagpa (of Kulan)
Medium-Size Monstrous Humanoid
Hit Dice: 2d8+3 (12 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (cannot fly)
AC: 13 (+1 Dex, +2 natural)
Attacks: Bite +1 melee; or by weapon +1 melee; or by weapon +3 ranged
Damage: Bite 1d6-1; or by weapon
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Spells
Special Qualities: Increasing natural armor, kariwa, low-light vision, spells
Saves: Fort +0, Ref +4, Will +6
Abilities: Str 9 (-1), Dex 13 (+1), Con 10 (+0), Int 14 (+2), Wis 12 (+1), Cha 9 (-1)
Skills: Balance +4, Climb +3, Concentration+3, Craft (any one) +3, Hide +3, Intuit Direction +3, Knowledge (any one) +3, Listen +3, Spellcraft +3, Spot +3, Survival +3
Feats: Peak Hopper (SS), Toughness
Climate/Terrain: The Fallenlands – any hills and mountains
Organization: Solitary, pair, clan (40–400 plus 50% noncombatants plus 3 3rd-level sergeants per 20 adults, 2 5th level lieutenants per 50 adults, 1 8th-level leader per 100 adults, a 10th-level wizard per 150 adults, and 1 12th-level royal leader per 200 adults)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually chaotic good or chaotic neutral
Advancement: By character class
Level Adjustment: +4
Nagpas (NAG-paas) resemble dried, withered humans with the heads of vultures. They are intelligent, magical creatures that are one of the oldest and wisest races on Kulan. Nagpas stand 5 to 6 feet tall.
Their thin, rough skin is brownish-gray and covered with short stubby, multicolored feathers. Their eyes are usually light yellow, sea blue, or dark green but other colors, such as purple, pink, or burnt red, are not unheard of. Nagpas smell like a combination of dust and dried fruit.
A nagpas wings are vestigial, thus, they cannot fly. Most often, they keep their wings tied on their back under whatever clothes they happen to be wearing.
Nagpas speak the common tongue of the Fallenlands (Ignan) as well as their own language called Nagw (pronounced NAG-au). Nagw consists of squawks, caws, and shrieks, and is definitely not a language suited for whispering or polite conversation. It’s written form consists of complex hieroglyphs and is nearly impossible for non-nagpas to learn.
Combat
Nagpas prefer to retreat from dangerous opponents that threaten them individually. However, when protecting their homes and their young, nagpas often fight to the death.
Increasing Natural Armor (Su): For every 3 levels of experience, a nagpa gains a +1 bonus to its AC (AC 14 at 3rd level, AC 15 at 6th level, etc.) to a maximum of AC 17 at 12th level.
Kariwa: Nagpas must spend at least half an hour in a reverie, known as kariwa, each morning. (For player characters, this means during the post-breakfast adventuring day, which may be inconvenient at times.) If this is not done, the nagpa must make a Will saving throw at dawn the following day against a DC of 20 – the nagpas total ECL (to a minimum of 10). Otherwise, the nagpa falls into a deep slumber for 1d4 hours and cannot be awakened. If the save is made, and the kariwa is not performed the next day as well, the nagpa must make another save at the following dawn, this time at +2 penalty to the DC, sleeping for 1d4+1 hours. These saving throw and hour of sleep penalties accumulate until either the nagpa enters the kariwa or falls asleep. There is also a 5% (cumulative) chance each day without kariwa that the nagpa develops some form of insanity or phobia – extreme claustrophobia, fear of the dark, paranoia, etc.
Spells (Sp): Nagpa druids, sorcerers, and wizards can gain the following spell-like abilities as they advance in experience:
Level -- Spell-like Ability
2 -- Light 3 times per day.
4 -- Flare 3 times per day.
6 -- Ventriloquism 3 times per day
9 -- Minor Image once per day, for one hour per level
15 -- Spellcaster can summon an animal to be the PCs companion (similar to the spell Animal Friendship). If the nagpa spellcaster currently has a familiar or animal companion then this ability is void.
Saves: +2 racial bonus to Will saves.
Nagpa Society
Nagpas are gregarious creatures that are fond of both magic and literature. The get along well with most of the other races they have been exposed to who have similar societies and interests. They are slightly chaotic by nature as well and are fond of practical jokes and calling other races they meet by funny pet names, such as stranglings, feather-lessers, and no-beaks. These are never meant as vicious insults but as terms of endearment.
Nagpas are considered a forgotten race on Kulan due to their years of isolation on the Fallenlands. Thus they will be considered exotic or even alien by most societies they encounter. Some of the more primitive peoples might consider them demons or servants of unknown gods. They might even have to deal with being considered totem spirits or demigods. Good aligned nagpas never take advantage of such worship as it goes against the teachings of nagpa society.
The nagpas are one of the first intelligent races of Kulan. Some believe that these strange humanoids were the first race to be created on Kulan. Most nagpas simply caw in amusement and shake their heads in disbelief.
"Why does it matter who was first and who was last? Is it not better to simply thrive in the present and encourage the young ones to live for the future?"
Nagpas are native only to certain mountain ranges in the Fallenlands. Specifically, the Wyrm and Fortern Mountains. They live in isolated valleys and mostly live an agrarian lifestyle. They are scholars, intellectuals, and naturalists by trade.
Nagpas are also devoted religious warriors and natural magic-users. Some of the most powerful wizards of Kulan are nagpas. They are highly honorable and will fight to the death for their neighbors, as if they were family. Most other civilized races of the Fallenlands can petition nagpa communities for help in times of crisis. This includes both physical and intellectual aid. They abhor slavery and will go to any lengths to free sentient creatures bound into someone’s service. Even if it means violence is the only recourse.
Nagpa society is both a monarchy and a democracy. They rely on the democratic government to handle internal civil issues while the monarchy controls external relations and the army. All members of society that have reached their majority can vote and hold power in the democratic process. But only those with noble blood can be part of the monarchy. The term ‘monarchy’ in this instance refers to all of the following: lesser, high, and majestic. It’s important to note that anyone can be in the military at any rank. However, the king is always the commander-in-chief even though he relies highly on his generals.
Nagpas are taught to be proud of their society and ancestors and to bring enlightenment to others whenever possible. This doesn’t mean that nagpas are bigoted or consider themselves a higher race of people. In fact, they will strive to help other races achieve great knowledge and prestige and never ask for anything in return.
Nagpa Characters
A nagpas favored class is wizard. Nagpas also tend to become fighters, druids, and rogues. Nagpas often become multiclassed fighter/wizards or fighter/rogues.
While nagpas are homebodies by nature, those that dedicate themselves to the god known as Vasos tend to wander, seeking new challenges to test their strength. Clerics of Vasos may choose from any two of the following domains: Good, Strength, and Travel.
Other nagpa clerics choose their two domains from those listed for the god they venerate. Unaligned nagpa clerics are rare. These clerics may choose from any two of the following domains: Chaos, Earth, Knowledge, Magic, and Trickery. Good, unaligned clerics may also choose from Good, Healing, and Sun.
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