D&D 3E/3.5 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.
 
Last edited:

log in or register to remove this ad

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
 
Last edited:



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
 
Last edited:

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.
 
Last edited:

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.
 
Last edited:

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
 

Attachments

  • WoK Monster Compilation I.zip
    792.4 KB · Views: 241

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.
 
Last edited:

Remove ads

AD6_gamerati_skyscraper

Remove ads

Recent & Upcoming Releases

Top