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Knightfall's World of Kulan: Monster Compilations

Knightfall

World of Kulan DM
PIPER
Medium-Size Humanoid (Elf)
Hit Dice: 1d8 (4 hp)
Initiative: +2 (Dex)
Speed: 40 ft. (8 squares)
AC: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: +1/+1
Attack: +3 melee (1d6/19-20, short sword) or +3 ranged (1d4, dart)
Full Attack: +3 melee (1d6/19-20, short sword) or +3 ranged (1d4, dart)
Space/Reach: 5 ft. / 5 ft.
Special Attacks:
Special Qualities: Piper traits, speak with animals, wild empathy
Saves: Fort +0, Ref +4, Will +0
Abilities: Str 10 (+0), Dex 14 (+2), Con 10 (+0), Int 11 (+0), Wis 11 (+0), Cha 14 (+2)
Skills: Bluff +3, Gather Information +3, Listen +2, Perform (wind instrument) +5, Spot +1
Feats: Weapon Finesse

Continent/Region: Harqual/Great Forest
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +2.

Pipers are charming, wild half-breeds with elf ancestry running through their blood. A piper is the result of a native satyr of Harqual mating with an elf. Also known as pucks, these humanoids are often raised by their elf parent. Rarely will the piper’s satyr father raise the child in the wild, more often leaving the child with a circle of druids. A piper’s elven parent is 75% likely to be a forest elf and 25% likely to be a silver elf.

A piper stands roughly 5 feet to 5¼ in height and weighs as much as an elf does. Male pipers are sometimes born with cloven hoofs (20% of the time) and grow short goatees by their tenth summer. Female pipers look more elven then males with delicate features and normal feet. Both male and female pipers have sumptuous black to light brown hair and piercing deep green to sky blue eyes.

Pipers are very rare creatures beyond the boundaries of the Great Harqual Forest but have been known to adventure amongst the more northerly reaches of the Eastern Shores and Wild Plains. Pipers are usually on good terms with rogues, rangers, druids, and bards. They treat sorcerers and barbarians with great respect but have trouble relating to fighters and wizards.

Pipers speak Elven and Sylvan.

Combat
Pipers aren’t fond of solving their disputes with physical force. They’d much rather placate opponents with a song and dance, if possible. If pressed by truly evil or unruly opponents they fight back with the style and grace born of their elven heritage. Pipers usually fight with light weapons such as daggers, handaxes, and short swords, as well as ranged weapons such as darts and slings.

Speak with Animals (Sp): This piper can use speak with animals 2 times per day. Caster level 1st; cast as a cleric.

Wild Empathy (Ex): A piper may use this extraordinary ability as per the Ranger class feature; add +1 to the Wild Empathy check for this piper.

Skills: Pipers are treated as having 3 bonus ranks in Perform (wind instrument) (even if this is above their normal maximum).

Pipers as Characters
Pipers favor the bard class. Unaligned piper clerics can choose any two of the following domains: Chaos, Good, Luck, Magic, and Trickery. Pipers have all the racial traits listed on pages 48 and 49 of Bastards & Bloodlines: A Guidebook to Half-Breeds with the following racial languages:
  • Automatic Languages: Elven and Sylvan. Bonus Languages: Common, Gnoll, Gnome, Halfling, and Orc.
 
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Knightfall

World of Kulan DM
Here's the list of creatures I'm working on/planning for WoK: MC3. - KF72

Aaleear (finished; still needs descriptive text)
Anaema
Arachog (in progress)
Bastai
Breshidi
Colossus of the chain
Cultist of Zargon
Descendant of Trel
Drogg
Eldred elf
Faerie harpy (in progress)
Fallenlanden mongrelfolk
Fatestone minotaur
Forest troll
Forlorn, the
Frost giant of Tel'Meth
Human of Janardûn
Hunter elf
Illonis
Jiltan
Luminous, the (finished; still needs descriptive text)
Marjag
Morlock (finished; still needs descriptive text)
Nevae
Nevae wanderer
Niomus
Noble aventi
Noble janni
Noble tabaxi
Onan senator
Piper (finished; still needs descriptive text)
Ragahd (completed)
Red troglodyte
River elemental
Rmoahali elf
Roven
Sel'varahn
Shioka
Siarran
Silk spider
Sixam ieuna
Steam gnome
Sword giant
Thasin
Tri-clops
Trull
Tullean pureblood
Wereworg ogre (in progress)
Yuan-ti scion
Zargoth
 
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freyar

Extradimensional Explorer
Ambitious! Are you going to make a handy PDF for the rest of us (pretty please)?
 


Knightfall

World of Kulan DM
Just a note to let you all know that I've created a forum for my World of Kulan social group (see sig). I've had a few of my threads moved to that forum, but for now, this thread will remain here. - KF72
 

Knightfall

World of Kulan DM
A MC1 Entry

BUCKAWN
Small Fey
Hit Dice: 1d6-1 (2 hp)
Initiative: +3 (Dex)
Speed: 20 ft. (4 squares)
AC: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/-9
Attack: Dagger +3 melee (1d4-1)
Full Attack: Dagger +3 melee (1d4-1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Keen senses, light and odor sensitivity, see invisibility, scent, SR 5
Saves: Fort -1, Ref +5, Will +2
Abilities: Str 9 (-1), Dex 16 (+3), Con 9 (-1), Int 12 (+1), Wis 11 (+0), Cha 11 (+0)
Skills: Balance +7, Hide +11, Listen +6, Move Silently +11, Spot +4, Survival +6*, Tumble +7
Feats: Weapon Finesse

Continent/Region: Any
Environment: Temperate forests, underground, and the Plane of Faerie
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +5

Buckawns are a small, xenophobic race of fey creatures. They stand around 2 to 2 ½ feet in height, have pale complexions, stringy white hair, and black piercing eyes. They live deep within temperate forests, sticking to the darkest places, out of the sunlight and away from other races, even other fey. Buckawns sometimes live in underground lairs.

Buckawns are not evil, even though they prefer the darkness. They simply like their privacy and are self-sufficient creatures. Also, sunlight makes them uncomfortable, although it doesn’t actually hurt them.

A buckawn living on the Material Plane might befriend a clan of elves or family of halflings, but these occurrences are extremely rare. Buckawns make solid companions once they overcome their natural xenophobia. Regardless, they will always be aloof and a little cold-hearted.

Buckawns are found all over Kulan but are more common on Janardûn and Kanpur. Janardûn buckawn are a little less reclusive and have dealings with the shoyir elves living on that continent. Kanpurian buckawn are even more reclusive than normal buckawn and have been known to kill those they happen to come across due to xenophobic fear.

Buckawns speak Sylvan and Common.

Combat
Every buckawn is a little different, so one buckawn may use simple melee tactics, while another might ambush opponents or simply run away. In any case, buckawns often use their spell-like abilities to hide, hoping opponents will simply pass them by.

Keen Senses (Ex): Buckawns have low-light vision and 60-foot darkvision.

Light and Odor Sensitivity (Ex): Buckawns suffer a -2 penalty to attack rolls in bright sunlight, within the radius of a daylight spell, or when exposed to a troglodyte’s stench ability.

See Invisibility (Su): A buckawn can always detect invisible opponents, as per the see invisibility spell. They can then attack any invisible opponents they perceive without penalty.

Spell-like Abilities (Sp): At will – change self, dancing lights, invisibility, and minor image. These abilities are as if cast by a 5th-level wizard. A buckawn with a Wisdom of 13 or more also gains the following additional abilities, usable 1/day: entangle, pass without trace, and summon swarm. These are as if cast by a 5th level druid.

Skills: Buckawns gain a +2 racial bonus to Listen checks and a +4 racial bonus to Hide and Move Silently checks. *Buckawns gain a +2 racial bonus on Survival checks, which increases to +4 in forested region.

Buckawns as Characters
Buckawns favor the rogue class. Buckawns often become fighters, bards, and clerics. They can multiclass as fighter/rogues or fighter/bards. Buckawns rarely become clerics but when they do they often worship deities with darkness, nature, or the moons as part of their portfolio. Unaligned buckawn clerics can choose any two of the following domains: Animal, Darkness, Moon, Plant, Weather. The buckawn of Janardûn often worship Nanshe. Buckawn clerics of Nanshe can choose any two of the following domains: Animal, Forest, Knowledge, Plant, and Water.

Buckawan Racial Traits
Still to be done
 
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Knightfall

World of Kulan DM
A MC1 Entry

FREMLIN
Tiny Fey
Hit Dice: 1d6 (3 hp)
Initiative: +2 (Dex)
Speed: 15 ft. (3 squares), fly 50 ft. (good)
AC: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-9
Attack: Bite +2 melee (1d2-1)
Full Attack: Bite +2 melee (1d2-1)
Space/Reach: 2 ½ ft. / 0 ft.
Special Attacks: Sleep
Special Qualities: Damage reduction 5/cold iron, darkvision 60ft., low-light vision
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 8 (-1), Dex 14 (+2), Con 10 (+0), Int 10 (+0), Wis 12 (+1), Cha 11 (+0)
Skills: Craft (any one) +7, Listen +13, Move Silently +6, Profession (any one) +7, Spot +5
Feats: Weapon Finesse

Continent/Region: Any
Environment: Any land, underground, and the Plane of Faerie
Organization: Solitary or family (2–5)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +5.

Fremlins are tiny gremlins, with fairy-like wings, that are both friendly and mischievous. They live on every continent of Kulan but are most commonly found on Harqual or Janardûn. Those living on Janardûn are fond of kerrn and will always have at least 1 of the tiny, winged fairy dogs living with them.

They are roughly a foot tall and range in color from slate gray to blue green. They tend to be plump and are known for being lazy. They make great companions to those willing to put up with their pranks. However, fremlins will leave any master or companions who mistreat it.

Fremlins are quick and agile and often work with local thieves’ guilds or live with working class commoners and experts. They help with keeping a home tidy and work up to date in exchange for food and fun. A bored fremlin is not something anyone wants, so those with a fremlin living in their home go to great lengths to keep the little creature happy.

Fremlins living on the Material Plane most often do so with gnomes, halflings, elves, and humans. They rarely live with dwarves or other races strongly aligned towards law. They aren’t as picky about living with evil races and have been found living amongst orcs, gnolls, and goblins.

Fremlins speak Sylvan and whatever regional language is the most common.

Combat
Fremlins protect themselves, their companions, and their homes by trying to put as many attackers as they can to sleep. Otherwise, fremlins are fairly useless in combat and will often hide form dangerous foes.

Opponents can only cause fremlins full damage with weapons made from cold iron.

Sleep (Su): A fremlin has the ability to use sleep as a innate supernatural ability as per the spell cast by a 10th level sorcerer. The fremlin can use this ability 3 times per day.

Skills: Fremlins receive a +8 racial bonus to Listen checks, due to their large ears and keen hearing. Fremlins receive a +4 racial bonus to any one Craft and any one Profession skill. Fremlins may use the Profession skill untrained.

Fremlins as Characters
Fremlins favor the rogue class, although most encountered are experts. Unaligned fremlin clerics can choose any two of the following domains: Animal, Craft, Family, Trickery.

Fremlin Traits
Fremlin characters benefit from a number of racial traits:
  • -2 to Strength, +4 to Dexterity, +2 to Wisdom.
  • Tiny-sized. Fremlins gain a +2 size bonus to AC and attack rolls and a +8 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are one-halve of those of Medium-size creatures.
  • Fey: Fremlins are fey, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Speed: Base land speed is 15 feet. They can also fly at a speed of 50 ft. with average maneuverability
  • Darkvision out to 60 feet.
  • Low-light Vision. Fremlins can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Sleep (Su): A fremlin has the ability to use sleep as a innate supernatural ability as per the spell cast by a 10th-level sorcerer. The fremlin can use this ability 3 times per day.
  • Skills: Fremlins receive a +8 racial bonus to Listen checks, due to their large ears and keen hearing. Fremlins receive a +4 racial bonus to any one Craft and any one Profession skill. Fremlins may use the Profession skill untrained.
  • Automatic Languages: Sylvan and the main language of the region. Bonus Languages: Varies by continent.
  • Favored Class: Rogue. A multiclass fremlin’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +5.
 
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Knightfall

World of Kulan DM
RAKASTA
Medium Monstrous Humanoid (Feline)
Hit Dice: 2d8 (9 hp)
Initiative: +4 (Dex)
Speed: 30 ft. (6 squares)
AC: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack/Grapple: +2/+3
Attack: Claw +6 melee (1d3+1) or kasa +6 melee (1d6+1) or javelin +6 ranged (1d6+1)
Full Attack: 2 claws +6 melee (1d3+1) and bite +1 melee (1d6) or kasa +6 melee (1d6+1) and claw +1 melee (1d3) or javelin +6 ranged (1d6+1)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Improved grab, pounce
Special Qualities: Racial traits, cat’s grace, code of honor, darkvision 60 ft., detect invisible foes, scent
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: Blind-Fight (B), Grass Trekker, Weapon Finesse (B)

Continent/Region: Any, not native to the Fallenlands or Triadora
Environment: Warm plains
Organization: Solitary, pair, or pride (6–10 plus 50% noncombatants plus 1 1st-level leader per 5 adults and 1–4 rakasta cats)
Challenge Rating: 2
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +4

Rakasta are feline humanoids that populated most of the known regions of Kulan. They seem most prominent on the western continents but would be unique if encountered in the Fallenlands or even 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 rakasta cats, throwing javelins at their opponents or raking enemies with their kasa as they ride back.

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.

Rakasta have a racial weapon known as a kasa, which they never sell to outsiders. On rare occasions, a pride will gift an ornamental kasa to another allied rakasta pride or very rarely to an ally from another race. (See above for the statistics of a kasa.)

Code:
One-handed Melee Weapon – Exotic
Weapon		Cost	S	M	Critical	Increment	Weight		Type
Kasa		10 gp	1d4	1d6	x3		–		2 lb.		Piercing
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 Janardûn 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.
The Rakasta as 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 worshiping other gods, such as Bast, but most choose their divine liege as their patron. Rakasta clerics of Rel can choose two of the following domains: Community, Family, Good, and Protection.

Rakasta Traits
Rakasta benefit from a number of racial traits:
  • +4 to Dexterity, +2 to Wisdom. Rakasta are known for being strong spiritually, as well as being fleet-footed.
  • Medium-size. As Medium-size creatures, rakasta have no special bonuses or penalties due to their size.
  • Monstrous Humanoid: Rakasta are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • A rakasta’s base land speed is 30 ft.
  • Rakasta have darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and rakasta can function just fine with no light at all.
  • Weapon Familiarity: Rakasta treat kasa as martial weapons, rather than exotic weapons.
  • Racial Hit Dice: A rakasta begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, Will +3.
  • Racial Skills: A rakasta's monstrous humanoid levels give it skill points equal to 5 x (2 + Int Modifier). Its class skills are Balance, Hide, Jump, Listen, Move Silently, and Spot. 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).
  • Racial Feats: A rakasta's monstrous humanoid levels gives it one feat. A rakasta receives Blind-Fight and Weapon Finesse as a bonus feats.
  • 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.
  • 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.
  • +1 natural bonus to armor bonus.
  • Natural Attacks: Rakasta may attack with two claws (1d3) and bite (1d6) and are always treated as being armed when using their natural attacks.
  • Special Attacks (see above): Improved grab, pounce
  • Special Qualities (see above): Cat’s grace, code of honor, detect invisible foes, scent
  • Automatic Languages: Rakasta. Bonus Languages: Common (Harqual only), Elven, Giant, Gnome, Halfling, Kitt, Orc, and Sylvan. A rakasta's bonus languages vary by continent; therefore, a Rakasta from Janardûn speaks Shoyira instead of Elven, Ogren instead of Giant, Aaleear instead of Gnome, etc.
  • Favored Class: Fighter. A multiclass rakasta's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
 
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Knightfall

World of Kulan DM
Monster Compilation I PDF file!

Okay, here's that update to MC1 I promised some time ago. It's a little cleaner with less redundant info, IMO. Plus, I've added racial traits for three entries.

Cheers!

KF72
 

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Knightfall

World of Kulan DM
CYCLOPS OF JANARDÛN
Large Giant (Psionic)
Hit Dice: 4d8+8 (29 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (6 squares)
AC: 19 (-1 size, +2 Dex, +4 natural, +3 studded leather, +1 shield), touch 11, flat-footed 17
Base Attack/Grapple: +2/+11
Attack: Large longsword +6 melee (2d6+5/19-20/x2) or rock +4 ranged (2d4+5/x2)
Full Attack: Large longsword +6 melee (2d6+5/19-20/x2) or rock +4 ranged (2d4+5/x2)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Psi-like abilities, rock throwing
Special Qualities: Janardûn cyclops traits, spell resistance 4, power resistance 14
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 20 (+5), Dex 15 (+2), Con 15 (+2), Int 13 (+1), Wis 15 (+2), Cha 12 (+1)
Skills: Climb +7, Craft (any one) +5, Jump +11, Listen +8, Profession (any one) +6, Psicraft +3, Spot +8, Swim +7
Feats: Alertness (B), Dodge, Power Attack

Continent/Region: Janardûn
Environment: Any hills or plain
Organization: Solitary, family (2–5), or clan (20-50 plus 50 noncombatants, 1 2nd-level sergeants per 5 adults, 3 4th-level lieutenants, 1 6th-level psychic warrior, and 1 8th-level ardent or divine mind)
Challenge Rating: 5
Treasure: Standard coins; standard goods, double items
Alignment: Often lawful good
Advancement: By character class
Level Adjustment: +7

This large giant has one eye in the center of its head. It is well armed and armored and projects a sense of sapience that is hard to miss. Its strength and durability doesn't seem to impede its ability to move quickly as it readies its large blade.

The cyclops of Janardûn are a unique naturally psionic race found nowhere else on the World of Kulan. They are almost as numerous as humans and are greatly respected in the Republic for their dedication to hard work. “One cyclops is worth a dozen humans” is a common saying throughout Janardûn. These one-eyed giants are not a prolific race, however, which is both a good thing and a shame.

Cyclops eat a lot and they have a great need for something to do. They do not like to be idle. This drives them to work as hard as they can, which usually isn't enough. This leads many of them into an adventuring lifestyle while others of their race choose to join the armies of the Republic. Cyclops are often found on the front line battling against the minions of the Dark Ones, and they make excellent commanders.

A cyclops of Janardûn stands anywhere from 8-½ to 10 feet tall and weigh roughly 550 pounds once mature. They are always bald but males can grow beards; however, they prefer to be clean shaven. Cyclops have as much body hair as humans do. Females prefer to shave all their hair off on a weekly basis and almost all cyclops have tattoos. A cyclops skin color varies as much as humans do, but darker skin tones are the norm for them. A cyclops eyes are always brown or black in color.

The cyclops of Janardûn speak their own racial language as well as the common language of Janardûn, which is called Morian.

Combat
Since cyclops of Janardûn are driven in almost every pursuit, it isn't surprising that they make great warriors. They prefer to attack with swords but will use almost any weapon available. They love armor and will have it custom made if they can afford it. Cyclops are excellent tacticians and are rarely prone to making mistakes in melee. They learn the abilities and tactics of their companions and alter their own strategies to better support such allies. They use their psi-like abilities to their best advantage.

The cyclops of Janardûn can throw rocks with ease, but they don't consider it a good tactic. They cannot catch rocks, however.

Psi-like Abilities: 1/day — force screen; 3/day — defensive precognition (+2 insight bonus*), empty mind (+3 bonus*), mind thrust (4d10, DC 14*). Manifester level 4th. The save DCs are Charisma-based.

*Includes augmentation for the creature's manifester level.

Rock Throwing (Ex): Janardûn cyclops are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. It can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments.

The range increment is 120 feet for a cyclops' thrown rocks.

Janardûn Cyclops as Characters
The cyclops of Janardûn favor the psychic warrior class; however, most cyclops encountered will be warriors or experts. Janardûn cyclops often choose to become ardents, divine minds, rangers, scouts, sorcerers, traders, and marshals. They rarely multiclass, but when they do, a Janardûn cyclops almost always multiclass as psychic warriors. Ardent/psychic warriors and scout/psychic warriors are common choices.

The cyclops of Janardûn prefer to pay homage to the divine as either ardents or divine minds, but they have been known to become clerics, rarely. They worship Enlil, Ishkur, and Nanna-Sin before all others but they often pay lip service to Zuoken as that deity is the patron of psionics on Janardûn.

Janardûn Cyclops Traits
The cyclops of Janardûn have all the racial traits listed below:
  • +4 to Strength, +2 to Dexterity, +2 to Constitution, +2 to Wisdom.
  • Large. As Large creatures, Janardûn cyclops gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Hide checks. But they must use larger weapons than humans use.
  • Giant: The cyclops of Janardûn are giants, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Speed: A Janardûn cyclops’ base speed is 40 feet.
  • Racial Hit Dice: A Janardûn cyclops begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, Will +1.
  • Racial Skills: A Janardûn cyclops' giant levels give it skill points equal to 7 x (2 + Int Modifier, minimum 1). Its class skills are Climb, Craft, Jump, Listen, Profession, Psicraft, Spot, and Swim. The cyclops of Janardûn have a sixth sense about the world around them; therefore, they gain a +2 racial bonus on Listen and Spot checks. They also have a natural talent regarding crafting and holding down an occupation; therefore, they gain a +2 racial bonus on Craft and Profession checks.
  • Racial Feats: A Janardûn cyclops' giant levels give it two feats. A cyclops gains Alertness as a bonus feat at 1st-level.
  • +4 natural armor bonus.
  • A Janardûn cyclops character requires one and a half times as much food as a standard Large character requires.
  • Special Attacks (see above): Psi-like abilities, rock throwing.
  • Special Qualities: Spell resistance 4, power resistance 14.
  • Automatic Languages: Cylish and Morian. Bonus Languages: Aaleear, Dwarven, Geoi, Ogren, Rakasta, Shoyira, and Xeph.
  • Favored Class: Psychic Warrior. A multiclass cyclops’ psychic warrior class does not count when determining whether he suffers an XP penalty for multiclassing.
 
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Knightfall

World of Kulan DM
A MC1 Entry

GIANT, REEF
Large Giant (Aquatic, Earth)
Hit Dice: 14d8+70 (133 hp)
Initiative: +4 (Dex)
Speed: 40 ft. (8 squares), swim 40 ft.
AC: 26 (-1 size, +4 Dex, +13 natural), touch 13, flat-footed 22
Base Attack/Grapple: +10/+22
Attack: Large trident +17 melee (2d6+12) or rock +17 ranged (2d8+8)
Full Attack: Large trident +17/+12 melee (2d6+12) or rock +17/+12 ranged (2d8+8)
Face/Reach: 10 ft. / 10 ft.
Special Attacks: Rock throwing
Special Qualities: Rock catching, scent
Saves: Fort +14, Ref +8, Will +5
Abilities: Str 27 (+8), Dex 19 (+4), Con 21 (+5), Int 10 (+0), Wis 12 (+1), Cha 11 (+0)
Skills: Climb +10, Hide +2*, Jump +14, Spot +4, Swim +16
Feats: Cleave, Combat Reflexes, Point Blank Shot, Power Attack, Precise Shot

Continent/Region: Karmine Sea
Environment: Temperate or warm aquatic
Organization: Solitary, gang (2–5), band (6–9 plus 35% noncombatants), hunting/trading party (6–9 plus 1 3rd-level leader), or tribe (21–30 plus 35% noncombatants plus 2 3rd-level sergeants, 1 5th level leader, and 3–6 porpoises)
Challenge Rating: 9
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Level Adjustment: +6

Reef giants are unique sea-dwelling giants known for their fun-loving nature and good humor. They are most often founding living in shallow areas near sandbars and reefs. A reef giant stands roughly as tall as a stone giant and has green-blue skin, long green kelp-like hair, and eyes that range from yellow to ocean blue.

Reef giants rarely wear anything but a loincloth. Those reef giants that live in northern climes often have layers of insulating fat over their muscular bodies. Reef giant trading parties often wear clothes made from kelp and large shells when dealing with land-dwellers.

Reef giants can breath both air and water normally. They do not suffer any penalties for being out of the water for long periods of time. Reef giants often worship Aegir, The Old Man in the Sea, or Ahto, the Interloper God of the Sea.

Reef giants speak Giant. Those with Intelligence scores of at least 10 also speak Aquan.

Combat
Reef giants would rather trade or swap stories with those they encounter but are as dangerous as any other giant when enraged. Reef giants always carry and fight with large tridents and only rarely throw rocks.

Rock Throwing (Ex): Adult reef giants are good rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A reef giant can hurl rocks weighing 40 to 50 pounds each (Small object) up to 5 range increments.

Rock Catching (Ex): A reef giant can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a reef giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The reef giant must be ready for and aware of the attack.

Skills: A reef giant has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A reef giant gains a +8 racial bonus to Hide checks underwater near reefs.

Reef Giant Society
Reef giants almost never live in deep water, as they have a elemental connection to the continental shelves of the Karmine Sea. This connection is so strong that reef giants have the Earth subtype. Reef giants usually spend only two-thirds of their life in the water, as they love to travel inland, meeting new people and seeing new places. However, a reef giant will not stay away from the sea for long, as they become sullen if away from the smell and taste of their aquatic home.

Reef giants are the friendliest race of 'true' giants, and they are more than happy to swap stories and, sometimes, trade goods with outsiders. Reef giants will warn sea captains about dangerous sea creatures and hazards, but they will let cruel pirates and the like sail into dangerous territory.
 
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Knightfall

World of Kulan DM
DRACOVARAN
Large Monstrous Humanoid (Draconic, Earth)
Hit Dice: 28d8+132 (258 hp)
Initiative: +4 (Improved Initiative)
Speed: 50 ft., burrow 30 ft., fly 160 ft. (clumsy)
AC: 24 (-1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple: +24/+35
Attack: Claw +30 melee (1d6+7) or foreleg +30 melee (1d8+7) or large greatclub +30 melee (2d8+10) or large javelin +22 ranged (1d8+7)
Full Attack: 2 claws +30 melee (1d6+7) and 2 forelegs +28 melee (1d8+3) and 2 wings +28 melee (1d6+3) or large greatclub +30/+25/+28/+15 melee (2d8+10) or large javelin +22/+17/+12/+7 ranged (1d8+7)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Breath weapon
Special Qualities: Dracovaran traits, blindsense, create/destroy water, keen senses, immune to sleep effects, paralysis effects, and electricity
Saves: Fort +20, Ref +9, Will +10
Abilities: Str 25 (+7), Dex 8 (-1), Con 19 (+4), Int 9 (-1), Wis 10 (+0), Cha 10 (+0)
Skills: Bluff +2, Concentration +9, Diplomacy +2, Intimidate +2, Knowledge (religion) +2, Listen +5, Search +4, Sense Motive +2, Spot +5
Feats: Armor Skin, Cleave, Dire Charge, Epic Toughness, Flyby Attack, Great Cleave, Improved Initiative, Multiattack, Power Attack, Snatch

Continent/Region: Any
Environment: Temperate deserts
Organization: Solitary
Challenge Rating: 14
Treasure: 50% coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: By character class
Level Adjustment: +12

Dracovarans are tauric creatures related both to dragons and lizardfolk. They are the servants of Mirella, The World Goddess. They travel the world protecting the Balance wherever they go. They are allies of druids, and rangers (as well as the Knights Majestic of Harqual).

Dracovarans look like a large blue dragon with the torso, arms and head of an enlarged lizardfolk. They have scales like that of a blue dragon, even on their upper torso but with a white underbelly, which continues on under their draconic half. Their eye color ranges from burnt orange to sky blue.

Dracovarans speak Draconic.

Combat
A dracovaran can deliver devastating attacks with its claws and forelegs, as well as with its wings. When using manufactured weapons a dracovaran fights with an enlarged greatclub and enlarged javelins. The creature carries multiple javelins on a harness on its back in order to deliver a full attack from range before closing in with its large greatclub.

Blindsense (Ex): Dracovarans can pinpoint creatures within a distance of 80 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.

Breath Weapon (Su): An 80-ft. line of lightning; 8d6 damage; reflex save for half (DC 28), can be used every 1d4 rounds.

Create/Destroy Water (Sp): A dracovaran can use this ability three times per day. It works like the create water spell except that the dracovaran can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC 24) or be ruined. This ability is the equivalent of the 1st-level spell.

Keen Senses (Ex): A dracovaran sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 160 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dracovarans can function just fine with no light at all.

Dracovarans as Characters
Dracovarans favor the druid class. Dracovarans rarely choose to advance in a character class but when they do they choose either the druid or fighter class. Dracovarans are considered an epic level race.
 


Knightfall

World of Kulan DM
This creation is an amalgam of two different creations, one done by me and the other done by Boz. It is now the official World of Kulan phanaton. -KF

PHANATON
Small Monstrous Humanoid
Hit Dice: 1d8+1 (5 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (6 squares), climb 30 ft., glide 15 ft.
AC: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack/Grapple: +1/-3
Attack: Bite +4 melee (1d4) or shortspear +4 melee (1d6) or sling +4 ranged (1d4)
Full Attack: Bite +4 melee (1d4) or shortspear +4 melee (1d6) or sling +4 ranged (1d4)
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Darkvision 60 ft., forest empathy, prehensile tail, scent
Saves: Fort +3, Ref +6, Will +6
Abilities: Str 11 (+0), Dex 14 (+2), Con 12 (+1), Int 11 (+0), Wis 14 (+2), Cha 9 (-1)
Skills: Balance +10, Climb +12, Hide +4, Listen +4, Move Silently +12, Sleight of Hand +2, Spot +4, Survival +2*
Feats: Treefriend, Weapon Finesse (B)

Continent/Region: Harqual/Merewood and the Wakuna Islands
Environment: Warm forests
Organization: Solitary, mated pair, band (10–20 plus 1 2nd-level n'chala), clan (30–300 plus 50% noncombatants, 1 warchief of 3rd-level and 2–12 bodyguards of 2nd-level), or tribe (300–900 plus 50% noncombatants, one 2nd-level n'chala per 10 adults, one 3rd-level warchief, and 2–12 2nd-level bodyguards per 30 adults, 1 king of 8th-level, and 4 bodyguards of 6th-level; villages may also have 1–3 dryads or a single guardian treant)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +4

Phanatons are an odd, reclusive, intelligent race of bipedal anthropomorphs that look like a cross between a raccoon and a monkey. They are close to nature and live exclusively in the forests of Southern Harqual.

A phanaton has a 4-foot prehensile tail and a membrane of skin stretching from its arm to its leg. These membranes can be stretched out allowing the phanaton to glide from tree to tree.

A phanaton’s fur is colored like that of a raccoon, with a dark mask over the eyes, gray-brown fur, and a ringed tail. There eyes range from bright green to a tawny yellow.

Phanatons are slightly smaller than halflings in height and weight.

These forest-dwellers speak Sylvan and their own language that consists of hoots, chatters, and clicks.

Combat
Phanatons attack opponents from the trees of their forest homes using their surprise ability to great effect. They often use small rocks or slings and shortspears when fighting from a distance. They use almost any sort of natural occurring melee weapon (made of wood or stone) when pressed into combat. Despite their small size and chaotic nature, phanatons fight bravely when cornered.

Forest Empathy (Ex): A phanaton has an empathic link with its forest surroundings, alerting it to danger before it arrives. This grants a phanaton a +2 racial bonus on all saving throws while in a forest. Phanatons are never surprised when encountered in a forest setting.

Prehensile Tail (Ex): A phanaton’s tail allows it to use its tail to manipulate objects. The tail can be used as an extra hand for Multiweapon Fighting and grants a phanaton a +2 competence bonus on Grapple checks and Climb checks.

Skills: Phanatons use their Dexterity modifier for Climb checks, receive a +8 racial bonus to Balance and Move Silently checks, and +2 racial bonus to Sleight of Hand checks. A phanaton has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. *+2 competence bonus on Survival checks to avoid becoming lost in the forest. Not reflected in the numbers given here.

Phanatons as Characters
Phanatons favor the wilderness rogue class. Most phanaton leaders are wilderness rogues, rangers or druids. Unaligned phanaton clerics can choose any two of the following domains: Animal, Chaos, Good, Luck, and Plant.

Phanaton Traits
Phanatons benefit from a number of racial traits:
  • +4 to Dexterity, +2 to Wisdom, -2 to Charisma. Phanatons are agile, and they understand the ways of the natural world; however, they prefer to be left alone so they don't interact well with other races.
  • Small-sized. As Small creatures, phanatons gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. But they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
  • Monstrous Humanoid: Phanatons are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and phanatons can function just fine with no light at all.
  • A phanaton's base speed is 30 feet. Phanatons can also climb at a speed of 30 feet and glide at a speed of 15 feet.
  • +1 natural armor class.
  • A phanaton gains the Weapon Finesse feat for free at 1st-level.
  • Natural Attack: Phanatons may attack with a bite (1d4) and are always treated as being armed when using their bite attack.
  • Special Qualities: Forest empathy (see above), prehensile tail (see above), and scent (see the MM v.3.5).
  • Skills: A phanaton uses her Dexterity modifier for Climb checks, receives a +8 racial bonus to Balance and Move Silently checks, and +2 racial bonus to Sleight of Hand checks. A phanaton has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A phanaton gains a +2 competence bonus on Survival checks to avoid becoming lost in a forest.
  • Automatic Languages: Phanaton and Sylvan. Bonus Languages: Elven, Gnome, Kitt, Rakasta. The phanatons of Harqual can also choose from the following bonus languages: T'skrang and Thersean.
  • Favored Class: Wilderness Rogue. A multiclass phanaton's wilderness rogue class does not count when determining whether she suffers an XP penalty for multiclassing.
 
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Knightfall

World of Kulan DM
SIMBASTA
Medium Monstrous Humanoid (Feline)
Hit Dice: 2d8 (9 hp)
Initiative: +3 (Dex)
Speed: 30 ft. (6 squares)
AC: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d3+3) or nagamaki +4 melee (2d4+3)
Full Attack: 2 claws +4 melee (1d3+2) and bite -1 melee (1d6+1) or nagamaki +4 melee (2d4+3)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: 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: Blind-Fight (B), Grass Trekker

Continent/Region: Kanpur/The Eastern Lands
Environment: Warm plains
Organization: Solitary, pair, or pride (6–10 plus %50 noncombatants plus 1 1st-level samurai per 5 adults plus 1–4 dire lions)
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. Simbasta leaders usually ride in combat on dire lions.

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 who 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.
The Simbasta as 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, shamans, and rangers. Simbasta barbarians and clerics are rare but possible. Simbasta often become multiclassed fighter/clerics, fighter/shamans, fighter/monks, or sohei/monks. 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. Simbasta clerics of Rel can choose two of the following domains: Community, Family, Feline, Good, and Protection. Simbasta clerics of Amaterasu can choose two of the following domains: Good, Law, Light, and Sun.

Simbasta Traits
Still to be done
 

Knightfall

World of Kulan DM
BAKLATH
Small Monstrous Humanoid (Goblinoid)
Hit Dice: 1d8 (4 hp)
Initiative: +3 (Dex)
Speed: 30ft. (6 squares), fly 50 ft. (perfect)
AC: 17 (+1 size, +3 Dex, +3 studded leather), touch 14, flat-footed 14
Base Attack/Grapple: +1/+0
Attack: Morningstar +0 melee (1d8-1) or dart +4 ranged (1d4-1)
Full Attack: Morningstar +0 melee (1d8-1) or dart +4 ranged (1d4-1)
Space/Reach: 5ft. / 5ft.
Special Qualities: Racial traits
Saves: Fort +2, Ref +3, Will +1
Abilities: Str 8 (-1), Dex 17 (+3), Con 11 (+0), Int 10 (+0), Wis 13 (+1), Cha 8 (-1)
Skills: Hide +6, Listen +3, Move Silently +4, Spot +3
Feats: Alertness

Continent/Region: Any
Environment: Any mountain or forest
Organization: Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th – 6th-level), warband (10–24 with hippogriff mounts), or tribe (40–400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th-level, 1 leader of 6th – 8th-level, 4–18 hippogriffs, and 2–4 winged wild dogs)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +2

Baklath are a race of winged goblins that live on every continent on Kulan. They appear like normal goblins except that they are slightly slimmer and have black reptilian wings like those of dragons. Baklath aren’t related to dragons or half-dragons, however.

Baklath speak both Goblin and Auran.

Combat
Baklath are tricky opponents. They often pretend to be normal goblins until opponents get close enough, then they take to the air and drop sharp rocks and throw darts. If forced into melee, they will defend themselves with morningstars.

Baklath Characters
Baklath favor the rogue class. Unaligned baklath clerics can choose any two of the following domains: Air, Chaos, Evil, and Trickery.

Baklath Traits
Baklath benefit from a number of racial traits:
  • -2 Strength, +4 Dexterity, +2 Wisdom, -2 Charisma.
  • Small-sized. As Small creatures, the baklath gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. But they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
  • Speed: Base land speed is 30 feet. Fly speed is 50 feet (perfect).
  • Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and baklath can function just fine with no light at all.
  • Skills: Baklath gain a +4 racial bonus to Move Silently checks. Baklath cavalry (mounted on hippogriffs) gain a +6 bonus to Ride checks and the Mounted Combat feat. (Neither of these benefits is included in the statistics block.)
  • Automatic Languages: Auran and Goblin. Bonus Languages: Varies by continent.
  • Favored Class: Rogue. A multiclass baklath's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.

 
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Knightfall

World of Kulan DM
I'm in the process of updating Monster Compilation I. While I was only planning on making minor changes to the document, I keep tweaking it more and maore. I'm trying to make sure that the document matches what I'm doing here. -KF
 

Knightfall

World of Kulan DM
KITT[imager]
[/imager]
Small Monstrous Humanoid (Feline)
Hit Dice: 1d8 (4 hp)
Initiative: +4 (Dex)
Speed: 20 ft. (4 squares), climb 15 ft.
AC: 15 (+4 Dex, +1 size), touch 15, flat-footed 11
Base Attack/Grapple: +1/-5
Attack: Claw +6 melee (1d3-2) or dagger +6 melee (1d4-2) or sling +6 ranged (1d4-2)
Full Attack: 2 claws +6 melee (1d3-2) and bite +1 melee (1d4-2) or dagger +6 melee (1d4-2) or sling +6 ranged (1d4-2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Pounce, improved grab
Special Qualities: Darkvision 60 ft., scent
Saves: Fort +0, Ref +2, Will +2
Abilities: Str 7 (-2), Dex 19 (+4), Con 10 (+0), Int 11 (+0), Wis 14 (+2), Cha 12 (+1)
Skills: Balance +13, Climb +5, Hide +8*, Jump +9, Listen +3, Move Silently +8, Spot +3
Feats: Multiattack, Weapon Finesse (B)

Continent/Region: Any continent/region except the Fallenlands, Triadora, and the Vol Isles
Environment: Any land
Organization: Solitary, mated pair, pack/family (2 –5), or pride (4 – 24 plus 75% noncombatants plus 1 3rd-level sergeant, 1 5th-level cleric, and 1 7th-level leader)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +4

Kitts are a small race of cat-like humanoids that are related to both halflings and the rakasta. They stand 3 ½ feet in height and usually weigh no more than 40 lbs. A kitt’s fur color can be almost anything and may be laid out in spots, stripes or patches.

Kitts are typically gregarious creatures, but they have a tendency to also be flighty and quick to anger. They dress similar to halflings and the two races have been known to live together in the same communities. Kitts are most often encountered away from urban sprawls, as they prefer the open countryside.

Kitts are rarely encountered in the eastern lands of Kanpur or on Triadora but are more common on Harqual. They are almost unheard of in The Fallenlands, although a few have been known to be found living amongst the Sahne for short periods of time. Sages who have studied kitts speculate that thousands of small, uncharted islands, scattered across Kulan, may or may not have savage kitts living on them.

Kitts speak their own racial tongue as well as the common language of whatever region they live in.

Combat
Kitts prefer to attack opponents from a hidden position using their speed to their best advantage. Kitts use daggers and slings when fighting against well-armed and armored opponents. Otherwise they use their natural attacks.

Pounce (Ex): If a kitt leaps upon a foe as part of a charge, it can make a full attack.

Improved Grab (Ex): To use this ability, a kitt must hit with a claw or bite attack.

Scent (Ex): Kitt 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.

Kitt Society
Beyond those that rarely gather into prides, kitts don’t have a strong racial society. They tend to wander from place to place meeting new people and looking for more of their kind. This intense wanderlust has a tendency to keep the kitt population low, which is a good thing, as they tend to reproduce quickly. A kitt mother can have several litters of cubs in her lifetime with as many as twelve cubs in a litter. A mother will care for her cubs until they are old enough to fend for themselves, but kitt cubs will often wander off to explore the world before they are ready.

Kitts who live in prides are a little more society oriented, however. Kitt prides are lead by the strongest male who is the only male allowed to have children. This rule keeps a kitt pride’s population from exploding, which would be a horrible strain on the pride’s resources. However, it rarely helps when two prides meet. These encounters are often hedonistic affairs where the adult males and females, from opposite prides, mate in a two day ritual. Any resulting children are raised by the female’s pride as full members but are later encouraged to wander and find their own place in the world.

Sometimes kitts will settle down with halflings, which gives them a better balance and understanding about family. These kitt families are usually neutral good in alignment.

Kitt Toms
Sometime an old male kitt’s need to wander and desire for mates will drive him to become a Tom. These males have 3 HD, an Intelligence score of no more than 7 and are unkempt and unclean. Kitt toms define mean and surly. A kitt tom has Improved Scent and uses it to try and find kitt females to mate with.

Kitt Characters
Kitts favor the rogue class. A kitt doesn’t make a great fighter and one will rarely take that class unless he is the leader of a pride. Kitts often become multiclassed rogue/druids and rogue/rangers.

Kitts do not have a pantheon of their own and instead worship the gods known in whatever region they happen to be found in. Because of their close ties with both halflings and the rakasta, kitts sometimes worship Hendomar, Badger Brother, or Rel, Lord of the Rakasta. Kitt clerics of Hendomar can take any two of the following domains: Animal, Earth, and Feline.

Kitts benefit from a number of racial traits:
  • -4 to Strength, +4 to Dexterity, -4 to Intelligence, +2 to Wisdom, +2 to Charisma. Kitts are quick, charismatic and thoughtful, but they are not strong in a fight or known for their intellectual prowess.
  • Small-sized. As Small creatures, kitts gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. But they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
  • Monstrous Humanoid: Kitts are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Darkvision 60 out to feet. Darkvision is black and white only, but it is otherwise like normal sight, and kitts can function just fine with no light at all.
  • A kitts base land speed is 20 feet. Kitts can also climb at a speed of 15 feet.
  • Kitts gain the Weapon Finesse feat for free at 1st-level.
  • Natural Attacks: Kitts may attack with two claws (1d3) and bite (1d4) and are always treated as being armed when using their natural attacks.
  • Special Attacks (see above): Improved grab, pounce.
  • Special Qualities (see above): Scent.
  • Skills: Kitts receive a +4 racial bonus to Hide, Move Silently, and Jump checks; and a +8 racial bonus to Balance checks. They use their Dexterity modifier to Climb and Jump checks. *In area of tall grass or heavy undergrowth, the Hide bonus rises to +8. Kitts are naturally nimble and quiet.
  • Automatic Languages: Kitt and 1 regional human language. Bonus Languages: Elven, Gnome, Goblin, Halfling and Rakasta.
  • Favored Class: Rogue. A multiclass kitt's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
 
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Knightfall

World of Kulan DM
ELF OF THE EXPANSE
Medium Humanoid (Elf)
Hit Dice: 1d8 (4 hp)
Initiative: +2 (Dex)
Speed: 30 ft. (6 squares)
AC: 13 (+2 Dex, +1 small shield), touch 12, flat-footed 11
Base Attack/Grapple: +1/+2
Attack: Longspear +2 melee (1d8+1) or longbow +3 ranged (1d8)
Full Attack: Longspear +2 melee (1d8+1) or longbow +3 ranged (1d8)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Spell-like ability
Special Qualities: Desert elf traits, heat endurance
Saves: Fort +2*, Ref +2*, Will -1*
Abilities: Str 13 (+1), Dex 15 (+2), Con 10 (+0), Int 8 (-1), Wis 9 (-1), Cha 8 (-1)
Skills: Hide +3, Listen +1, Search +1, Spot +2, Survival +2
Feats: Desert Dweller, Heat Endurance (B)

Continent/Region: Harqual/The Great Expanse
Environment: Warm deserts and plains
Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: By character class
Level Adjustment: +0

The Elves of the Expanse or desert elves as they are often called, descended from a different stock than other elves. They prefer to live a more primitive lifestyle than other wild elves within the barren desert of Harqual known as the Great Expanse, which they call home. They are adapted toward simple survival, and they concentrate on their environment rather than on philosophical debates and the study of magic. They are even more temperamental and emotional than traditional wild elves. They have yellow to coppery-red hair and brown eyes. Desert elves normally dress in browns and grays — the better to blend in with the desert.

Desert elves have life spans similar to half-elves, and they don't actively worship the elven god, Corellon; although, they do respect his teachings and show respect to his followers. Desert elves worship a being they refer to as the Patron, or Chaeon. All that is known about the god is that he is still very young for a deity and almost no one beyond scholars and the desert elves themselves have heard of Chaeon.

Desert elves are somewhat of a mystery to the other elves of Harqual as these races have no recollection of a split between rival factions amongst the wild elves of Harqual. In fact, relations between the two societies are cordial. Sages have surmised that the desert elves are from another part of Kulan or maybe even another world.

Others suspect that the desert elves might be descendants of the gray elves that fled the destruction of Caer Amylinyon during the Black Wars. However, no proof of this exists and the desert elves shake their heads when asked about the subject. For them, the Great Expanse has always been their home for as long as any of them can remember.

Desert elves speak Elven.

Combat
Desert elves use their surrounding terrain to prepare ambushes against opponents. Often hiding themselves in tall grass and partially burying themselves in the desert. They are masters of the longspear and excellent shots with short or longbows.

Spell-like ability (Sp): Desert elves gain the ability to cast create water once per day (caster level equals desert elf’s character level).

Heat Endurance: Desert elves gain Heat Endurance (see page 50 of D&D Sandstorm) as a bonus feat.

Desert Elves as Characters
Desert elves favor the barbarian class. Desert elves worship the Interloper God known as Chaeon, Lord of the Great Expanse. Desert elf clerics of Chaeon can choose any two of the following domains: Air, Chaos, Earth, Elf, and Protection.

Desert Elf Traits
  • Desert elves benefit from a number of racial traits:
  • +4 to Dexterity, -2 to Constitution, -2 to Intelligence.
  • Medium-size. As Medium creatures, desert elves have no special bonuses or penalties due to their size.
  • Weapon Proficiency. Desert elves receive the Martial Weapon Proficiency feats for the longspear or javelin, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • Desert elf base land speed is 30 feet.
  • Immunity to sleep spells and effects, and a +2 racial saving throw bonus against Enchantment spells or effects. *Not reflected in the saving throw numbers given here.
  • +1 racial bonus on saves against fire effects and a -1 racial penalty on saving throws against cold effects. These adjustments apply to cold and fire effects from any source, whether mundane or magical. *Not reflected in the saving throw numbers given here.
  • Low-light Vision. Desert elves can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Social Penalty: Desert elves are loners by heart and shy away from entering large cities, even when traveling with other races that call that city home. A desert elf that finds himself crowded in or lost in a large city has a -2 penalty to all Charisma checks until he finds a way out of the situation. This could also include being imprisoned with large numbers of other people. A desert elf can spend 2 skill points anytime after 3rd level to reduce the penalty to -1 and can eliminate the penalty altogether after 5th level. If the desert elf is traveling with at least three other members of his tribe then the penalty only comes into effect when exposed to the worst case scenario (i.e. being lost in a huge city while a street festival is taking place).
  • +2 racial bonus to Search, Spot, and Listen checks. Desert elves do not have the elven special ability to detect secret or concealed doors. +2 racial bonus on Survival checks. Desert elves can use Survival untrained.
  • Special Attacks (see above): Spell-like ability.
  • Special Qualities: Heat endurance.
  • Automatic Languages: Elven. Bonus Languages: Dwarven (Torin-dialect), Giant, Gnoll, Halfling, and Terran. Despite their different heritage, desert elves speak the same dialect of elven that the silver and forest elves of the Great Forest speak; although, their accent is much heavier.
  • Favored Class: Barbarian. A multiclass desert elf’s barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Desert elves do not live as long as other elves. They instead have the Random Starting Ages and Aging Effects of half-elves, as per the PHB v.3.5 (pg. 109), with the following change to Aging Effects: Middle Age 82, Old 113, and Venerable 145.
 

Knightfall

World of Kulan DM
ELF, SHOYIR
Shoyir Elf, 1st-Level Warrior
Medium Humanoid (Cold, Elf)
Hit Dice: 1d8+2 (6 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
AC: 14 (+3 elven hide), touch 11, flat-footed 14
Base Attack/Grapple: +1/+1
Attack: Longsword +2 melee (1d8/19-20) or longbow +1 ranged (1d8/x3)
Full Attack: Longsword +2 melee (1d8/19-20) or longbow +1 ranged (1d8/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Shoyir traits
Saves: Fort +4, Ref +0, Will +0*
Abilities: Str 11 (+0), Dex 11 (+0), Con 14 (+2), Int 10 (+0), Wis 11 (+0), Cha 6 (-2)
Skills: Climb +2, Craft (sculpting) +2, Craft (stonemasonry) +2, Handle Animal +0, Jump +2, Listen +2, Search +2, Spot +2, Swim +2
Feats: Weapon Focus (longsword)

Continent/Region: Janardûn
Environment: Cold and temperate plains or desert
Organization: Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-5th-level), elite unit (25-40 plus 4 3rd-level sergeants, 1 lieutenant of 5th-level, and 1 leader of 7th-9th-level), band (50-150 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 captains of 7th-9th-level), or court (300-500 plus 50% noncombatants plus 1 3rd-level sergeant per 10 adults, 1 5th-level lieutenant per 25 adults, 1 7th-9th-level captain per 50 adults, 1 11th-13th-level commander per 100 adults, 1 15th-17th-level general per 250 adults plus 1 1st-level psychic warrior per 10 adults, 1 3rd-level psychic warrior per 25 adults, 1 5th-7th-level psion per 50 adults, 1 9th-11th-level psion per 100 adults, 1 13th-15th-level psychic warrior/war mind per 250 adults plus 1 5th-level elite guard sergeant per 25 adults, 1 7th-level elite guard lieutenant per 50 adults, 1 9th-level elite guard captain per 100 adults, 1 11th-13th-level elite commander per 250 adults plus 1d20 3rd-level jugglers, 1d10 5th-level troubadours, 1d8 7th-level men-at-arms, 1d6 11th-13th-level knights, 1d4 15th-17th-level high protectors, 1 19th-level commandant plus the shayin and 1d10 members of the royal shoyira family plus 20-30 sled dogs, 10-15 elven hounds, 5-7 kerrn, 3-5 dire wolves, 1-3 dire bears, and 1 bearhound)
Challenge Rating: ½
Treasure: Standard
Alignment: Usually lawful good
Advancement: By character class
Level Adjustment: +1

This tall, regal elf has pale blue-white skin and silver hair, a distinct contract to his savage looking apparel. His dressed in perfectly-formed hide armor and wears a wolf's skull on his head. He walks towards you, with pride and determination, his longsword at the ready.

The elves of the island continent of Janardûn are a regal and proud people with strong ties to both humanity and the rakasta. The three races have lived and worked together for centuries learning to trust each other in ways that the corresponding races on the other continents on Kulan could never accomplish. And while this bond is strong, each race has kept their distinct culture separate for the most part — with the shoyir elves (or shoyira) being the most insular of the three.

Shoyir elves average 5-½ feet tall and typically weigh 110 pounds. They are more likely than other elven races to eat meat on a regular basis. They do enjoy fruits and grains, but Janardûn's climate makes it difficult to gather or grow such edibles. Their clothing often appears savage looking at first glance; however, such apparel is almost always of the finest quality. The shoyir elves of Janardûn have perfected a type of hide armor that has similar properties to elven chain (i.e. speed, weight, armor check penalty, etc). Traditional shoyira clothing can be colorful but often it designed to blend in with the continent's natural features. And for the shoyira, warmth is unnecessary since they are immune to cold; therefore, style and function is more important. The shoyira rarely wear metal bangles or gem-encrusted jewelry; they prefer to wear bone headpieces and ivory adornments.

Shoyir elves are naturally psionic and rarely use traditional magic. In the past, the elite psions of the shoyira have crafted some of Janardûn's most powerful and unique psionic devices. They rarely do this anymore since such devices have done more harm than good. They are also master sculptors and stonemasons. It is often said that a shoyir ice sculpture has a life all its own.

Shoyir elves speak Elven and the regional tongue known as Krofta.

Combat
Shoyir elves aren't much for combat. They prefer to let others swing swords and fire bows and crossbows. Regardless, they are not cowards and know how to fight. They may not be strong but they are resilient. Their warriors have been known to stand against the minions of the ogre mages while warriors of other races have retreated. Shoyir elves have a great sense of honor and will rarely back down from a challenge.

Shoyir elves are proficient with bows, longswords, and shortspears. They prefer to fight with the best weapons available and wear the best armor they can find. This often leads young, headstrong shoyira into the adventuring lifestyle; they see adventuring as a way to afford (or discover) the best gear. A tale of an ancient sword will set aflame a shoyir elf's imagination.

A shoyir elf never rides a land-bound mount into combat. They respect horses too much to ride them and would never ride anything else that clomps along the ground. However, it is a legend that in great times of peril, a bearhound once offered its services as a mount to a honorable shoyira warrior. This legend makes all bears and hounds sacred animals to the shoyira.

The shoyira will ride aerial-based mounts, however, and shoyira sky knights often attempt to outdo each other during a battle.

Naturally Psionic: Shoyir elf psions gain an extra 2 power points every three levels starting at 1st level. This bonus stacks with the previous bonus. Thus, at 3rd level the shoyir elf psion gains 4 additional power points (6 at 6th level, 8 at 9th level, 10 at 12th level, 12 at 15th level, and 14 at 18th level. Shoyira psychic warriors do not gain these bonus power points. Multiclassed psion/psychic warriors do gain the bonuses for any psion levels they have. Thus a shoyir elf with 5 levels of psion and 4 levels of psychic warrior gains only a total of 6 bonus power points, not 20, which is what a 9th-level shoyir elf psion would gain. This rule is the same for any prestige classes that a shoyir elf psion takes unless that prestige class specifically states otherwise.

Shoyir Elf Society
Children of the forests and mountains in ages past, the shoyira — regardless of their withdrawn nature — more than anyone realize the importance of the alliance against the ogre mages — who destroyed their ancestral homes — exiling the shoyira to the deserts and plains of Janardûn centuries ago. Since then they have learned to live a semi-nomadic existence, traveling amongst humanity and the rakasta, regardless of how much it pains them to be away from the forests they love that have been defiled by darkness.

Each year, the Shoyira Court travels from city to city across Janardûn (called the Crossing of the Republic) based on the cycle of the seasons. In the early spring (i.e. March) the noble houses gather outside of the citadel of Aluae — the seat of the shoyira monarchy — on the southern most tip of the eastern coast of Janardûn. The "shayin" — the monarch of the shoyira — leads his family out of the citadel to address his people, assuring them that the day will come when they reclaim their ancestral homes and drive the evil of the Dark Ones from the shores of Janardûn forever. The entire monarchy then travels along the eastern coast to Shawa, Moria and Asal. The procession then travels around the Hyl Peninsula to Zaltu, down the other side of the peninsula to Grel turning west along the northern coast to Rapide & Treha and finally arriving in Alaran in early summer (i.e. June).

The Shoyira Court usually spends a little over a month in the capital city, mingling with the noble houses of the Republic. The shayin spends most of this time meeting with the chancellor and the Council of Representatives. The month is a time of many celebrations and political events. Then near the beginning of autumn (i.e. August ), the court continues on through the Republic — skirting the dark forests the shoyir elves use to call home — north to Waur and Tela'a, on to the west coast to the city of Augan, and then circling Lake Matial to the cities of Seia and Wilk. Then they travel to the southern sea ports of Triha, Valou and Hara before heading southeast past the Tyiia Desert and back to Aluae by early winter (i.e. late October).

This tradition goes on year after year despite raids by the ogre mages' minions and shoyira extremists that wish to dethrone the shayin and leave Janardûn. Soon the shoyir elves may be forced with the choice of exiling some of their own race or facing a possible revolution. Only the longest lived of the shoyira know the risks of dividing their people again as their ancestors did thousands of years ago. (However, that is another story.)

Shoyir Elves as Characters
Shoyir elves favor the psion class. Most shoyira encountered will be warriors or experts. The elite of these elves, including adventurers, are drawn towards becoming psychic warriors and psions; however, they do have a strong affinity for the natural world, which means shoyira druids and rangers are commonplace in their society. They also love good stories so bards are a common choice amongst the young and foolhardy of their people. Arcane and clerical tradition isn't strong amongst the shoyira, yet they do respect magic and honor the gods of the Pantheon of the Republic. When a shoyir elf chooses devotion, he or she usually chooses to become a holy warrior such as a paladin.

Shoyir Racial Traits
Shoyir elves benefit from a number of racial traits:
  • -2 to Strength, +2 to Constitution, +2 Wisdom, -2 to Charisma. Shoyir elves prefer their own company and pursuits of the mind. They also prefer to let other fight the ogre mages (and the giant races' allies) physically. However, the Crossing of the Republic each year has bred the shoyir to be more resilient when forced to fight.
  • Medium-size. As Medium-size creatures, shoyir elves have no special bonuses or penalties due to their size.
  • Shoyir elf base land speed is 30 feet.
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. *Not reflected in the statistics listed above.
  • Low-Light Vision: Shoyir elves can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Weapon Proficiency: Shoyir elves receive the Martial Weapon Proficiency feats for the longsword, longbow (including composite longbow), shortbow (including composite shortbow), and shortspear as bonus feats.
  • +2 racial bonus on Listen, Search, Spot checks. A shoyir elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.
  • +2 racial bonus to all Craft (sculpting) and Craft (stonemasonry) checks.
  • +2 racial bonus to all Charisma-based skill checks when interacting with human nobility.
  • Special Qualities: Naturally psionic (see above), immunity to cold, vulnerability to fire.
  • Automatic Languages: Elven and Krofta. Bonus Languages: Alaran, Celestial, Dwarven, Giant, Rakasta, and Sylvan. Shoyir elves speak the languages of their allies and enemies.
  • Favored Class: Psion. A multiclass shoyir elf’s psion class does not count when determining whether he suffers an XP penalty for multiclassing.
 

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