D&D 3E/3.5 Knightfall's "Humanoids + Templates = Fun" Thread (Retired)

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. ;) (You'll notice it has low-light vision instead of darkvision.)

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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Here is my anthropomophic lion, revised with flavor text and additional traits unique to my campaign world.

Rakasta (of Kulan)
Medium-Size Monstrous Humanoid (Feline)
Hit Dice: 2d8 (9 hp)
Initiative: +4 (Dex)
Speed: 30 ft.
AC: 15 (+4 Dex, +1 natural)
Attacks: 2 claws +3 melee, bite +1 melee; or kasa +6 melee; or javelin +6 ranged
Damage: Claw 1d3+1, bite 1d6+1; or kasa 1d4+1; or javelin 1d6+1
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Blind-fight (feat), improved grab, pounce
Special Qualities: Cat’s grace, code of honor, darkvision 60 ft., detect invisible foes, scent, water penalty, weapon familiarity (kasa)
Saves: Fort +0, Ref +7, Will +5
Abilities: Str 13 (+1), Dex 19 (+4), Con 11 (+0), Int 11 (+0), Wis 14 (+2), Cha 10 (+0)
Skills: Balance +9, Hide +9*, Jump +5, Listen +4, Move Silently +8, Spot +4
Feats: Grass Trekker, Multiattack (B), Weapon Finesse (kasa) (B)

Climate/Terrain: Warm plains
Organization: Solitary, pair, or pride (6–10 plus 50% noncombatants plus 1 1st-level leader per 5 adults and 1–4 saber-toothed riding cats or giant lizard)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +3

Rakasta are feline humanoids that populated most of the known regions of Kulan. They seem most prominent on the western continents and would be unique if encountered in the Fallenlands or Triadora. Western rakasta are a very rare sight in the Eastern Lands and are almost never encountered in Zakhara.

Rakasta fur, eye coloring, and skin tones are as diverse as a human’s are and almost any sort of variation is possible. Rakasta stand anywhere from five to 6¾ feet in height.

Rakasta speak their own racial language.

Combat
Rakasta fight for their pride but never because of their pride. They often ride into melee on saber-toothed riding cats or giant lizards, throwing javelins at their opponents or raking enemies with their kasa as they ride back.

Because of their keen senses, rakasta must make an additional Fortitude saving throw (DC 15) against attacks based on sound (such as a banshee's wail or a harpy's song) beyond any save normally required.

Bonus Feat: Rakasta characters automatically gain the Blind-Fight Feat at 1st level.

Cat’s Grace (Su): Rakasta have excellent balance and reflexes, taking only half damage from any fall.

Detect Invisible Foes (Ex): When confronted with invisible creatures, a rakasta receives a +4 bonus to any saving throws made for detection. A rakasta automatically gets a Will saving throw (with the bonus) when an invisible creature approaches within 10 feet and during every round the invisible being remains that close. The rakasta does not automatically know where the invisible creature is, just that it is close by; locating it still requires other clues. Rakasta can also use this ability to detect the presence of ethereal creatures, such as ghosts, phase spiders, or someone wearing plate mail of etherealness. They recognize the difference between things ethereal and those simply invisible but gain no special attack or defense capabilities against ethereal beings.

Improved Grab (Ex): To use this ability, the rakasta must hit with its claw attacks.

Pounce (Ex): If a rakasta leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Scent (Ex): A rakasta 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.

Skills: Rakasta receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. Rakasta also have a +2 bonus to the Listen skill (which they must still acquire normally).

Water Penalty: Most rakasta have an inherent fear of the water and suffer a -2 racial penalty to all skill checks and saving throws made while exposed to water deeper than 3 feet.

Rakasta Society
Rakasta culture is unique, somewhat mystical, and concerned primarily with battle and honor. They never betray one of their own unless the rakasta in question is an outcast from the society he grew up in. However, since rakasta are so common in the west it isn’t inconceivable that an outcast rakasta could find kinship with other rakasta in a different part of the world, although some outcasts are branded to signify their dishonor.
If rakasta do not follow these principles set down by their ancestors they are branded and cast out of their society and have a -2 penalty to all Charisma based skills when dealing with other rakasta or the simbasta (see Simbasta entry). The rakasta Code of Honor is based on the following general principles:

* Never betray kin.
* Never kill for the sake of bloodlust or vengeance.
* Never battle a lesser foe if it can be avoided.
* Always honor the dead, even of the enemy.
* Life before death.

The rakasta of Harqual must also follow the following principles:

* Always defer judgement to the chosen of Rel and Cronn.
* Honor northerners with good hearts, with friendship.

The rakasta of Janardun must also follow the following principles:

* Never lie to a psionic knight or in front of the Council of the House.
* Always be vigilant against the dark ones and their allies

Rakasta have a racial weapon known as a kasa. They never sell these specialized war claws to outsiders.

Kasa: Tiny Melee Weapon, 4 gp, 1d4 damage, critical x2, 2 lb., piercing.

Rakasta Characters
Rakasta favor the fighter class. They rarely become wizards, rogues, or sorcerers but may have levels in other classes such as bards, cleric, druids, and rangers. Rakasta barbarians are very rare but possible. Rakasta often become multiclassed fighter/clerics, fighter/druids, fighter/bards, or fighter/traders.

The rakasta of Kulan are the mortal children of the god Rel, Lord of the Rakasta. They aren’t forbidden from worshipping other gods, such as Bast, but most choose their divine liege as their patron. Clerics of Rel may choose two of the following domains: Community, Family, Good, and Protection. Clerics of Bast may choose two of the following domains: Chaos, Feline, Protection, Retribution, and Strength.

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Note
I just revised my Lupin as well.

http://enworld.cyberstreet.com/showthread.php?s=&postid=843306#post843306
 
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An anthropomorphic lion with some different flavor!

Here is a slightly modified version to account for the idea of the simbasta, a variant rakasta first introduced in Dragon magazine.

Simbasta (of Kulan)
Medium-Size Monstrous Humanoid (Feline)
Hit Dice: 2d8 (9 hp)
Initiative: +3 (Dex)
Speed: 30 ft.
AC: 14 (+3 Dex, +1 natural)
Attacks: 2 claws +4 melee, bite +2 melee; or nagamaki +4 melee
Damage: Claw 1d3+2, bite 1d6+1; or nagamaki 2d4+2
Face/Reach: 5 ft. / 5 ft.
Special Attacks: Blind-fight (feat), improved grab, pounce
Special Qualities: Cat’s grace, code of honor, darkvision 60 ft., detect invisible foes, scent
Saves: Fort +0, Ref +6, Will +5
Abilities: Str 15 (+2), Dex 17 (+3), Con 11 (+0), Int 11 (+0), Wis 14 (+2), Cha 12 (+1)
Skills: Balance +8, Hide +8*, Jump +6, Listen +4, Move Silently +7, Spot +4
Feats: Grass Trekker (SS), Multiattack (B)

Climate/Terrain: Warm plains
Organization: Solitary, pair, or pride (6–10 plus %50 noncombatants plus 1 1st-level samurai per 5 adults)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually lawful good
Advancement: By character class
Level Adjustment: +4

The simbasta are a race of rakasta living on the continent of Kanpur, in the savannas and border desert. They call themselves the Ikimizi. Unlike standard rakasta, male and female simbasta look different from each other. Simbasta stand a little taller then their Rakasta cousins in the west and anywhere up to 7ft isn’t unheard of. The normal pelage of color for both is a tawny yellow that blends with their natural environment of dry grasses. Color may very from ginger to black, with the male sporting a huge mane, making it appear even taller.

Simbasta do not fear the water, like rakasta do, and are, in fact, often found at sea as ship captains.

Simbasta speak the normal Rakasta language and one regional human tongue.

Combat
Simbasta are strong and quick in a fight. Simbasta warriors often attack in coordinated strikes against opponents with nagamaki or their natural attacks if caught unaware (unlikely). A simbasta pride often has a samurai leader, which gives all members a +2 morale bonus to attack rolls.

Because of their keen senses, simbasta must make an additional Fortitude saving throw (DC 15) against attacks based on sound (such as a banshee's wail or a harpy's song) beyond any save normally required.

Bonus Feat: Simbasta characters automatically gain the Blind-Fight Feat at 1st level.

Cat’s Grace (Su): Simbasta have excellent balance and reflexes, taking only half damage from any fall.

Detect Invisible Foes (Ex): When confronted with invisible creatures, a simbasta receives a +4 bonus to any saving throws made for detection. A simbasta automatically gets a Will saving throw (with the bonus) when an invisible creature approaches within 10 feet and during every round the invisible being remains that close. The simbasta does not automatically know where the invisible creature is, just that it is close by; locating it still requires other clues. Simbasta can also use this ability to detect the presence of ethereal creatures, such as ghosts, phase spiders, or someone wearing plate mail of etherealness. They recognize the difference between things ethereal and those simply invisible but gain no special attack or defense capabilities against ethereal beings.

Improved Grab (Ex): To use this ability, the simbasta must hit with its claw attacks.

Pounce (Ex): If a simbasta leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Scent (Ex): A simbasta 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.

Skills: Simbasta receive a +4 racial bonus to Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. Simbasta also have a +2 bonus to the Listen skill (which they must still acquire normally).

Simbasta Society
The simbasta are a solemn, dignified race, which pride themselves on a Code of Honor, which governs their society and behavior. As a result, some simbasta are capable of becoming paladins and samurai. The simbasta follow all the general principles listed above but simbasta paladins and samurai have even more principles they must follow.

If a simbasta doesn't follow the principles set down by their ancestors they are branded and cast out of their society and have a -2 penalty to all Charisma based skills when dealing with simbasta and rakasta. The simbasta Code of Honor is based on the following general principles:

* Never betray kin.
* Never kill for the sake of bloodlust or vengeance.
* Never battle a lesser foe if it can be avoided.
* Always honor the dead, even of the enemy.
* Life before death.
* Never betray honorable samurai, even of another race.

Simbasta Characters
Simbasta may choose either samurai or paladin as their favored class. They rarely become wu jen, rogues, or sorcerers but may have levels in other classes such as sohei, monks, shugenjas, shamans, and rangers. Simbasta barbarians and clerics are rare but possible. Simbasta often become multiclassed fighter/clerics, fighter/shugenjas, fighter/shamans, fighter/monks, sohei/monks, or sohei/shugenjas. Simbasta never take the ninja spy or yakuza prestige classes and simbasta samurai and paladins may not multiclass.

The simbasta of Kulan are the mortal children of the god Rel, Lord of the Rakasta. They aren’t forbidden from worshipping other gods, such as Amaterasu, but most choose their divine liege as their patron. Clerics of Rel may choose two of the following domains: Community, Family, Good, and Protection. Clerics of Amaterasu may choose two of the following domains: Good, Law, and Sun.

See D&D Oriental Adventures by James Wyatt for details on the above oriental classes.
 
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Another Anthropomorphic Fusion!

A bison/camel fusion, designed to fit my World of Kulan campaign setting.

Minotaur, Son of the Horn
Large Monstrous Humanoid
Hit Dice: 3d8+6 (19 hp)
Initiative: +1 (Dex)
Speed: 40 ft.
AC: 12 (-1 size, +1 Dex, +2 natural)
Attacks: Bite +6 melee; or butt +6 melee, or falchion +6 melee; or composite longbow +3 ranged
Damage: Bite 1d4+4; or butt 1d8+4; or falchion 2d4+6; or composite longbow 1d8
Face/Reach: 10 ft. / 10 ft.
Special Attacks: Charge 4d6+4
Special Qualities: Scent
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 18 (+4), Dex 13 (+1), Con 15 (+2), Int 11 (+0), Wis 13 (+1), Cha 8 (-1)
Skills: Listen +8, Intuit Direction +5, Profession (sailor) +5, Search +5, Spot +8, Use Rope +5
Feats: Desert Dweller (SS), Sea Dog (B)*

Climate/Terrain: Triadora – any plains, desert, hills, and mountains
Organization: Solitary, pair, or clan (6-30 plus 25% noncombatants plus 2 1st-level sergeants per 5 adults, 1 3rd-level lieutenant per 10 adults, and 1 5th-level leader)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +4
*This feat is from L&L Seafarer’s Handbook.

This race of minotaurs are known for their high culture and beautiful cities, as well as, their fast trading ships filled with goods of the best quality. Horn minotaurs can be distinguished from their cursed counterparts by their head, horns and legs.

Horn minotaurs have the head of a bison instead of a bull. They also have horns that are wider and thicker than cursed minotaurs. A horn minotaurs legs are like that of a camel with padded hooves. These specialized hooves allow horn minotaurs to travel easily over almost any terrain.

Horn minotaur fur is always very light in color such as gold, silver, or even pure white. (It is never black.) Horn minotaurs wear clothes made out of the finest material, usually silk or cotton. These clothes tend towards lighter shades or pure white. Horn minotaurs rarely wear heavy armor, except when preparing for a huge battle. Even then they don’t wear metal armor, as Triadora’s climate is to hot.

Horn minotaurs speak their own racial tongue known as Hornish. Horn minotaurs with an Intelligence of 13 or more also know either High Orc or Lupin.

Combat
Horn minotaurs are deadly foes in melee, attacking with falchions and other two-handed weapons. Horn minotaurs fight fairly against those they perceive as being honorable.

Opponents that use dirty tricks or sneak attacks will find that these minotaurs are merciless when dishonor is perceived. Horn minotaurs never give xanth the benefit of the doubt.

Charge (Ex): A horn minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single butt attack that deals 4d6+4 points of damage.

Scent (Ex): Horn minotaurs 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.

Skills: Horn minotaurs receive a +4 racial bonus to Search, Spot, Listen, and Intuit Direction checks.

Son of the Horn Society
Unlike their continental neighbors, horn minotaurs are a native race to Kulan. It is this fact and that Triadora is their ancestral home, that makes these minotaurs unfriendly towards those that would encroach their homeland (like the xanth and urik-aa).

Horn minotaurs despise the xanth for violating their homeland and have fought several large scale wars with the jungle-dwelling lizard men over land and lack of honor on the part of the xanth. They are a little more tolerant of the urik-aa due to the fact that the high orcs are mostly nomadic and respect the minotaur’s wishes regarding sacred lands. However, it is important to note that horn minotaurs are a very civilized race and that tend to be just as fair minded as elves or humans. (Some individuals may tend to be braggarts and pushy about honor but they are no more evil than any other civilized race.)

Son of the Horn society consider slavery an abomination against life and won’t even consider enslaving other races (that doesn’t mean they won’t take prisoners of war, just that they are always treated fairly and returned to their people). However, xanth prisoners don’t fair well if they try to buy their freedom – horn minotaurs never accept wealth for prisoners of war.

They are suspicious of foreign arcane magic-users and never allow strangers to bring banned magical items or spells into Imperial Lands. While bards from other lands or races must be careful not to cast banned spells, they are generally welcome.

Note that arcane magic isn’t actually banned in Son of the Horn society, merely well controlled. Only specialized arcane magic-using citizens, called Circle Sorcerers, are allowed to wield arcane magic but even they are regulated and monitored by the Horn Circle. Horn minotaur bards must also be members of the Horn Circle, although it is easier to become a Circle Bard then a Horn Sorcerer.

Clerical magic isn’t as restricted, however. Divine magic is considered a boon from the gods, and foreign clerics (good and neutral ones) are often welcomed by horn minotaur citizens when traveling through Imperial Lands.

It is important to note that all necromantic and chaos magic is banned everywhere in Imperial Lands and those caught casting such magic are put to death (even if the spell would have saved the life of one of the Imperial Family).

Horn Minotaur Characters
Horn minotaurs favor the fighter class. Horn minotaurs can choose almost any class. The only restriction is that cannot be rogues as it is seen as a dishonorable trade by all horn minotaurs. They can be bards but those that do are often looked down upon. As honor is vital to horn minotaur life, they make steadfast paladins. Magic and trade are also important in horn minotaur society, almost as much as honor and they often become wizards, sorcerers and traders. Horn minotaurs often become multiclassed fighter/bards, fighter/traders, fighter/sorcerers, or fighter/wizards.

Horn minotaurs worship a group of gods known as the Pantheon of the Horn. The leader of this pantheon is a deity simply known to as the Horn God. Clerics of the Horn God may choose any two of the following domains: Knowledge, Law, Strength, and War.
 
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Geez, Knightfall...yer quick with these things...ya know...I think I'll be usin' a few...and I gotta get the Deluxe Book o' Templates, too...it looks sweeeeeet. Is it all OGC?
 

EldonG said:
Geez, Knightfall...yer quick with these things...ya know...I think I'll be usin' a few...and I gotta get the Deluxe Book o' Templates, too...it looks sweeeeeet. Is it all OGC?

Well, a lot of the text that describes the races and their society on Kulan has been written previously (on my website). But the information there has always felt uncompleted, in my mind.

Thus, when I got ahold of Savage Species and, specifically, the Anthropomorphic Animal template, needless to say, I was really happy! It is allowing me to re-create certain races from the Mystara campaign setting for my world, with new twists.

The next creation I have to do is an anthropomorphic lizard man to revise the xanth, as hinted at in the Son of the Horn post above.

I've also just finished touching up my phanaton creation and will be editing the previous post with Kulan flavor text (which is new).

Cheers!

KF72
 


That kenku gives me an idea... Anyone remember thet %$$&(^&&$ annoying, huge owl? From the orriginal N64 zelda? :D
 
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Krishnath said:
Looking good, a tiny question though I know that the Xanth is some sort of reptillian humanoid, but what will the base animal be?

I used a special giant reptile I designed for White Robes, Black Hearts: Engima of the Arcanexus from Dark Portal Games -- a giant water monitor.

Go here to learn about Enigma of the Arcanexus.

Lizard Man, Xanth
Large Monstrous Humanoid (Aquatic, Reptilian)
Hit Dice: 3d8+9 (22 hp)
Initiative: +1 (Dex)
Speed: 30 ft., swim 30 ft.
AC: 13 (+1 Dex, -1 size, +3 natural)
Attacks: Bite +7 melee, 2 claws +5 melee; or longspear +7 melee; or large tail blade +7 melee
Damage: Bite 1d8+4, claw 1d6 +2; or longspear 1d8+4; or large tail blade 2d6+4
Face/Reach: 10 ft. / 10 ft.
Special Attacks: None
Special Qualities: Darkvision 60 ft., master of languages
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 18 (+4), Dex 13 (+1), Con 17 (+3), Int 11 (+0), Wis 10 (+0), Cha 7 (-2)
Skills: Climb +6, Hide +6 *, Listen +3, Move Silently +6, Spot +3, Swim +6
Feats: Exotic Weapon Proficiency (tail blade), Multiattack (B), Swamp Stalker (SS)

Climate/Terrain: Triadora – any warm aquatic, marsh, forest and underground
Organization: Solitary, pair, or clan (20–60 plus 15% noncombatants plus 1 1st-level sergeant per 10 adults and 1 3rd-level lieutenant per 20 adults, 1 5th-level leader and 1-6 giant lizards)
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +2

The xanth are a type of reptilian humanoids with broad snouts and large pointed ears. They were originally a spelljamming race, in ages past that controlled most of the trade throughout several key crystal spheres. They competed with the race known as the mercane for generations until they mysteriously vanished from the space lanes.

Xanth speak their own dialect of the Draconic tongue, as well as Common. (Also see below.)

Combat
The xanth would rather sell things to those they encounter than fight. They aren’t cowards, however, and don’t like to be cheated. Xanth attack opponents, in melee, with either longspears or tail blades of their own design.

Master of Languages (Ex): Xanth are so versatile when it comes to communicating with other races that any xanth with bonus languages based on its Intelligence bonus are doubled. Thus, a xanth with an Intelligence score of 15 would have 4 bonus languages instead of two. Xanth are not restricted in which languages they may choose.

Skills: Xanth receive a +4 racial bonus to Hide and Move Silently checks. In aquatic, marsh, and forest terrain, the Hide bonus improves to +8.

Xanth Society
For years after their disappearance from arcane space, many spelljamming races blamed the mercane for the xanth’s disappearance and refused to deal with them. This became such a problem that it started to severely affect the profit margin of many a mercane trader. This was unacceptable to the mercane and a group was created to discover the real reason for the xanth mystery and clear their race of any wrongdoing.

It took decades for this group to track down the xanth to a remote region of space not even on the charts, Kulanspace. They had taken up residence on the World of Kulan and become groundling traders. The confused mercane were suspicious at first but quickly changed their tune when the reason for the xanth’s isolation was explained. The xanth had been in danger of becoming extinct due to the fact that living and traveling in arcane space for over 20 generations had severely affected the race’s ability to reproduce.

However, arcane space’s loss is Kulan’s good fortune. The xanth have become some of the greatest traders on Kulan (much to the chagrin of the minotaurs known as the Son of the Horn). In fact, the two races dislike each other so much that they will never deal with each other. (The xanth view horn minotaurs as large, pompous brutes who believe too much in honor and not enough in profit.)

The xanth’s good fortune is based on the race’s detached neutral nature and that they will deal with almost anyone. From pirates to whole nations, they xanth are open for business. And while they have had to give up spelljamming, their cities are always open to spelljamming traders of any race. In fact, the xanth have become the mercane point men on Kulan and are the two races are now steadfast allies.

Xanth Characters
Xanth favor the trader class. (Note: This is a variant rogue class on my world. In other campaign settings the xanth should favor the fighter class or rogue class.)

Xanth worship a deity known as Ceod, God of the Sea and Trading. Clerics of Ceod may choose any two of the following domains: Air, Knowledge, Travel, and Water.
 
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