D&D 3E/3.5 [Kulan] The Lands of Harqual (Updated: Feb 3/2022)

Knightfall

World of Kulan DM
Update to Forest Trolls

FOREST TROLLS
Forest trolls stand only 6 to 6-½ feet in height and weigh 250 pounds. They have better mental ability scores than normal trolls. They hides are less rubbery and never mottled gray or putrid gray, being mainly forest or moss green in color and rarely mottled green. They have longer hair on their heads, which always has twigs and leaves braided into it. Forest trolls are less hunched over than normal trolls and exceptional version often have a high Dexterity score. Forest trolls are usually neutral or neutral evil in alignment.

Forest trolls have much in common with their larger troll cousins including fearlessness and a taste for intelligent flesh. Unlike normal trolls they are more careful about who they attack as they have a stronger sense for survival. Some forest trolls have given up their need for intelligent prey surviving by hunting and gathering but these individuals are very rare. Gangs of forest trolls will always be neutral evil in alignment and have numbers ranging from 2 to 8.

Forest trolls suffer normal damage from sonic and electricity damage not fire and acid damage, and they have fast healing instead of regeneration.

Forest trolls live exclusively in the Great Forest of Harqual. They hate silver elves completely finding them soft and too civilized (tasty too). Forest trolls and forest elves have always had a violent relationship; although, the two races respect each other more than either would admit. Forest trolls never eat forest elves they've killed. Forest trolls fear the vonakyndra believing them to be ancestral spirits of an ancient humanoid race that forest troll's say they served in ages past.

Forest Troll Traits
Forest trolls are available as PCs. They have the following racial traits:
  • +4 to Strength, +2 to Dexterity, +4 to Constitution, -2 to Charisma.
  • Giant: Forest giants are giants, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Medium-size. As Medium-size creatures, forest giants have no special bonuses or penalties due to their size.
    A forest trolls base land speed is 30 feet, It can also climb at a speed of 20 feet.
  • Keen Vision (Ex): Forest trolls have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. They also have darkvision at a range of 60 feet.
  • Racial Hit Dice: A forest troll begins with three levels of giant, which provides 3d8 HD, a BAB of +2, and base saving throw bonuses of Fort +3, Ref +1, and Will +1.
  • Racial Skills: A forest troll's giant levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Climb, Hide, Listen, Spot, and Survival. A forest troll has a +8 racial bonus on Climb checks, due to having a climb speed, and can take 10 on a Climb check, even if rushed or threatened. A forest troll’s skin allows it to blend in with its surroundings and provides a +2 racial bonus on Hide checks. This bonus increases to +4 in forest settings.
  • Racial Feats: A forest troll's giant levels give it 2 feats.
  • +3 natural armor bonus.
  • Natural Weapons: Claw (1d3 plus poison) and bite (1d4 plus poison).
  • Special Attacks (see D&D Monster Manual III, page 179): Poison.
  • Special Qualities: Fast healing 3, scent, sonic and electricity damage cannot be “fast healed.”
  • Automatic Languages: Giant. Bonus Languages: Common, Elven, Gnoll, Goblin, Orc, Sylvan, Undercommon.
  • Favored Class: Ranger. A multiclass forest troll’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +6.
 
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Knightfall

World of Kulan DM
The Other Gnomes of Harqual

MORE RACES

Other Variant Gnome Cultures on Harqual

There are a few other distinct cultures of gnomes on Harqual. These distinct cultures are similar enough to the D&D Player's Handbook v.3.5 version of gnomes (i.e. city gnomes) or to Rockwood gnomes (i.e. Jzadirune gnomes) that the differences are negligible. The main exception are the whisper gnomes.

A few of these distinct gnomish cultures came into being after The Transformation but not all of them.

Gnomes of Jzadirune
In 750 N.C, events began in (and under) the City of Cauldron that would eventually shake the city to its foundation, literally. Insane cultists, invasion & war, and the near destruction of the city by a magically-induced volcanic eruption. Life has never been simple in Cauldron City. The rise to power of the Order of the Silver Hand was unprecedented in the region and now, roughly seven years later, Cauldron has a new Lord Mayor, Hezekiah Grofus, and a new way of life under the watchful eye of Argo Flameheart and the Church of Jalivier.

Therefore, it isn't hard to imagine that some people in the mountain realm might have overlooked the reclamation of the abandoned gnomish enclave known as Jzadirune. This enclave was abandoned in the year 674 N.C. when a magical plague known as the Vanishing destroyed most of the enclave's gnomish inhabitants. Those that did survive fled south and eventually became part of the strong gnomish communities of the Far South. Now eighty-three years later, the gnomes of Jzadirune have returned or at least some of their descendants and relatives have.

The migration north to reclaim Jzadirune was spearheaded by a rockwood gnome named Jasper Drundlesput (NG male rockwood gnome, Exp4/Facotum4) who is both a mathematician and professor of gnomish history. He came north in 749 N.C. to find the lost enclave and fell victim to the evil denizens that had taken up residence there. He was rescued by an adventuring group that would eventually evolve into the Order of the Silver Hand. Of the members of that group of adventurers, he quickly found a great respect for the dwarf Toryn Stonecutter as well as Hezekiah Grofus and the fire river halfling Amaryllis Greenbottle. The Order helped restore Jzadirune by clearing out the evil denizens and eventually helping Jasper find a cure for the Vanishing.

Jasper now controls the enclave and has aligned Jzadirune with the Dominion of Cauldron as a vassal community. As the enclave lies directly underneath Cauldron City, its residents are considered honorary Cauldronites by those that know they are there. Over 1,600 gnomes now live in the Dominion of Cauldron, so very few people are aware of the fifty gnomes living under the rebuilt streets of Cauldron City. In truth, all the gnomes of Cauldron and the 1,300 gnomes living amongst the citizens of the Dwarven Holds of Kul Moren consider themselves citizens of Jzadirune. The community continues to grow under Cauldron and in 756 N.C. Jasper received permission to expand the enclave to include the old, abandoned dwarven stronghold known as the Malachite Fortress.

Jzadirune gnomes have all the racial traits of rockwood gnomes, and they still consider themselves to be part of that gnomish heritage; however, they refer to themselves as the gnomes of Jzadirune, which often confuses those that don't know about the reclaimed enclave. Most Cauldronites simply refer to Jzadirune gnomes as gnomes. Note: There are some rockwood gnomes living in the Principality of Pretensa and a few other regions of the Southern Heartlands, but they don't consider themselves to be Jzadirune gnomes. These northern-dwelling rockwood gnomes migrate south during the winter months as they consider their “homeland” to be the Far South (and they don't like the weather).

Gnomes of Korvosa
As the least numerous of the demihuman races of Korvosa, the gnomes of the city-state tend to be loners or students at the Acadamae. Korvosan gnomes have more of a fey heritage than the rockwood gnomes of the Far South; however, they are not fey. Like rockwood gnomes, they seem to be touched by magic but in a less obvious way. They are more plain in their appearance, which allows them to blend in more while visiting other city-states of the Far South. And visit them they do.

On their home world, these gnomes weren't born and bred in Korvosa. Most of them came to Korvosa to study at the Acadamae or even the lesser known Theumanexus College. While many Korvosan gnomes still attend these two magical academies, some have left Korvosa to explore the Far South seeking new magical mysteries to uncover. This often leads them into conflict with the native races of the region who tell the Korvosan gnomes to leave well enough alone.

Unfortunately, such warnings go unheeded as these gnomes have a wanderlust and curiosity that puts kitts to shame. They have been encountered as far west as Echostone and as far north as the Sovereign City of Yuln. Once a Korvosan gnome latches on to a magical mystery (or any kind of mystery), he or she cannot let it go unexplored. More than one Korvosan gnome has died while delving into an ancient spellweaver vault.

Since the number of Korvosan gnomes is so small, the race is doomed to obscurity and likely extinction on Harqual. Rockwood gnomes do not like Korvosan gnomes and the feeling is mutual; therefore, relations of any kind is unlikely. Korvosan gnomes tend to get along with the gnomes living in the City-state of Rhamsandron, however. If the Korvosan gnomes are to survive as a people on Harqual, they will likely have to marry into the city gnome families of the “City-State.”

Korvosan gnomes have all the racial traits listed in the D&D Player's Handbook v.3.5; however, they favor the Illusionist class, and they have different racial languages: Remove Common from and add Taldane to Automatic Languages Add Thassilonian and Varisian to their list of Bonus Languages. The Gnome language they speak is nearly identical to the Gnome language of Harqual.

Korvosan gnomes, as a race, are not native to the World of Kulan; therefore, they have the Extraplanar subtype. However, an Korvosan gnome that is born in the Lands of Harqual is considered to be native to the World of Kulan, but a native Korvosan gnome would still be considered an infant at this time.

Gnomes of the “City-State”
The city gnomes of Rhamsandron are a unique race of dwarves brought to the continent during the time of The Transformation. Unlike their city dwarf cousins, the city gnomes of the “City-State” are flourishing in other places beyond Rhamsandron. They suffer from not only the stigma attached to being gnomes but also the stigma attached to not being rockwood gnomes.

In the Far South, rockwood gnomes are respected but not completely liked by many of the other races, especially in city-states and other larger communities. They are considered too rural and dedicated to preserving the Heverkent Forest, which many urban-dwelling races see as a valuable resource. (Note this isn't always the case but it is a common dispute between rockwood gnomes and other races.) Therefore, the city gnomes of Rhamsandron often get mistreated by those that dislike rockwood gnomes.

At the same time, rockwood gnomes consider the city gnomes of Rhamsandron to be as bad as some humans. City gnomes rarely show the proper respect toward nature and they don't worship the Gnome Deities. It doesn't help that city gnomes often look down upon rockwood gnomes as being rural rubes, which is bias based on racial divisions from their home world. The city gnomes of Rhamsandron often refer to rockwood gnomes as forest gnomes, which leads to irate arguments.

The city gnomes of Rhamsandron have found a kindred folk in the gnomes of the City-state of Korvosa; however, they don't suffer from that gnomish race's wanderlust and breakneck curiosity. City gnomes are more laid back;they are more likely to stay at home to tinker with new small mechanical contraptions or brew a new type of ale. They don't consider adventuring to be a priority, but a city gnome will leave the comforts of home in order to meet new people and see the new world from time to time.

City gnomes have the all the racial traits as listing in the D&D Player's Handbook v.3.5; however, they favor the Wizard class instead of the Bard class and they have slightly altered Automatic Languages: add Rhamsandronish; remove Common.

The City gnomes of Rhamsandron, as a race, are not native to the World of Kulan; therefore, they have the Extraplanar subtype. However, a city gnome that is born in the Lands of Harqual is considered to be native to the World of Kulan, but a native city gnome would still be considered an infant at this time.


Whisper Gnomes (RoS)
During the gnomish exodus of the Ragik Peninsula, some of the gnomish enclaves decided to stay and fight while others went into hiding. Those that stayed and fought didn't fare well while those that went into hiding disappeared from the conscious thoughts of the denizens of the north. Constantly hunted by the Blades of the Emperor, these gnomes lost a lot of their jovial mannerisms and gained a knowledge of stealth and trickery. Slowly, they relocated their enclaves to the lands surrounding the Twilight Valley and there they have remained unto this day.

These are the whisper gnomes.

Whisper gnomes are rare and nearly unheard of beyond the Twilight Valley and the hills surrounding the Greystone Mountains. They prefer it that way as many groups of Blades of the Emperor still hunt for gnomes. Whisper gnomes are not welcome in the dwarven holds of the Kingdom of the Greystones as the dwarves do not trust them. They are grudgingly accepted into the inns and taverns of the Twilight Lands but almost never into the home of family of northerners. Whisper gnomes are not forced out of the Archbishopric of Coldstone, but they are rarely welcome there.

Whisper gnomes have a strange kinship with half-orcs and the two races often work together, and whisper gnome enclaves have been known to hide rogue half-orcs from silver elf and high dwarf patrols. This hasn't endeared them to the elves of the Kingdom of the Silver Leaves and they rarely visit that land unless their need is great. Whisper gnomes get along with hairfoot halflings but their relations with icefoot halflings is chilly to say the least. The race they seem to trust more than any are the small and adventurous kitts. Kitts rarely judge a whisper gnome based on the actions of another whisper gnome.

There isn't a true whisper gnome land or kingdom but they do live in one area more than any other. The region is known as the Hidden Vale, which lies between the Twilight Valley in the west and the Cold Barrens and Greystone Mountains to the east. Whisper gnomes took root in this area just as the Mortals War was ending. They live is underground, hidden burrows in the hills ringing the vale as well as in several camouflaged, aboveground hamlets and villages in the vale. These hidden homes are near impossible to detect unless you know what to look for and whisper gnomes rarely welcome anyone into their homes.

Whisper gnomes have all the racial traits listed on page 96 in D&D Races of Stone with the following changes and additions. Whisper gnomes can choose either Rogue or Scout as their favored class. Once this choice has been made it cannot be changed. Whisper gnomes speak Gnome and Waracou as Automatic Languages and have the following options for Bonus Languages: Barbarian, Dwarven, Elven, Goblin, Halfling, Kitt, Orc, and Undercommon. Whisper gnomes like to know what their (few) allies and (many) enemies are saying about them.
 
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Knightfall

World of Kulan DM
THE NIHIL
The Nihil are the major race of good-hearted halflings from the home world of the Maran races. During the time of The Transformation, many of their kind were duplicated on or teleported to the Lands of Harqual. Unlike many of the other Maran races, almost all of the Nihil of old Javeldos were teleported to Kulan instead of some of them being duplicated as clones or simulacrum. This has left a void in the citizenry of the other world's kingdom, but it has been a boon for the newly formed Kingdom of Ahamudia.

The Nihil are unusual for halflings. At least, they are considered unusual by the other halfling races of Harqual that have encountered them. The Nihil are natural arcanists and linguists and rarely do they become rogues; although, they have quickness and guile to excel at that life path. They seem to have more in common with the silver elves of the Great Forest than with halflings. The Nihil aren't as jovial as other halfling races but do find pleasure in the discovery of new forms of magic and new languages to learn.

So being brought to the Lands of Harqual was seen by the Nihil as gift from the New Gods. They have adopted to worshiping the deities of their new home with vigor. They especially revere the Patron of Magic of the North Gods, Immotion, as well as the Interloper God of Light, Apollo. Being a good-hearted people, the Nihil prefer to worship gods of good; therefore, they have shied away from venerating Boccob the Uncaring or The Witch Goddess, Wee Jas, and they would never consider worshiping The Miser of Magic, Math Mathonwy.

The Nihil are slowly being exposed to the worship of Yondalla and the other Halfling Deities, but they have yet to embrace those gods. They see the North Gods as their saviors and greatly respect the teachings of Bast, Casiia, Jalivier, and Ramara.

Nihil Traits
The Nihil benefit from a number of racial traits:
  • -2 to Strength, +2 to Dexterity, +2 to Intelligence, -2 to Charisma. The Nihil are quick on their feet and quick-of-mind, but they lack the powerful frames of larger races and they tend to be bookish and oddball.
  • The Nihil aren’t native to the World of Kulan; therefore, they have the Extraplanar Subtype.
  • Small: As Small creatures, the Nihil 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 20 feet.
  • +1 racial attack bonus with the weapons of wizardry. The Nihil rarely train with martial weapons, but they do learn to use the traditional weapons of arcanists from an early age. This gives them a natural aptitude with such weapons.
  • +1 racial bonus to all saving throws. The Nihil are highly capable of avoiding mishaps.
  • +2 morale bonus to saving throws against fear. (This bonus stacks with the Nihil's +1 bonus to saving throws in general.).
  • Skills: The Nihil are knowledgeable, skilled, and studious. They receive a +2 racial bonus to Appraise, Craft, Knowledge, and Profession checks. Their keen hearing bestows a +2 racial bonus to Listen checks.
  • Automatic Languages: Javeldian. Bonus Languages: Aphranæn, Barbarian, Bitran, Common, Goblin (Maran), Halfling, Kitt, Onan, Orc (Maran), Sylvan, Undercommon, and Vananean. While the Nihil haven't been exposed to the cultures of Harqual for very long, they are natural gifted when it comes to learning new languages; therefore, they have a larger selection of Bonus Languages than the other Maran races. Note: The Nihil do not have their own racial language.
  • Favored Class: Players may choose either the Trader or Wizard class as their Nihil halfling's favored class. Once the player has made this choice the decision cannot be changed. A multiclass Nihil halfling's favored class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +1.
 
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Knightfall

World of Kulan DM
Hi all,

I have just created a forum for my World of Kulan social group. I had one of the Mods move three of my Kulan threads to the group including my Fallenlands thread; however, this thread will remain under Plots & Places. You can reach the social group and forum through my sig.

Cheers!

KF72
 

Knightfall

World of Kulan DM
FYI...

I just finished moving my custom domains and feats as well as my custom Equipment document to this thread.

It was an older thread dedicated to house rules, but it mainly had the unique classes and prestige classes I was using for World of Kulan way back when. Since all those classes have been updated and posted to the Classes and Prestige Class thread, I decided to completely revise the old thread with some of the material I originally posted here.

It's a better place for that material, since it's not only for the Lands of Harqual.

Many of the, now empty, posts will likely end being filled with Gazetteer posts; although, I haven't been working on the gazetteer too much lately. The posts will get filled in when I find time.

Cheers!

Knightfall1972
 



Knightfall

World of Kulan DM
The city entry to go along with the gazetteer entry. Pretensa and its surrounding communities use to be part of the Kingdom of Izmer but it recently gained its independance (relatively peaceful transition). -KF72
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PRETENSA
Small City
Other Names: Heart of Immotion
Political/Religious Affiliations: Principality of Pretensa (capital city); church of Bast (minor); church of Immotion (major); church of Jalivier (major); church of Kord (major); church of Oghma (major); church of Ramara (minor); church of Yondalla (minor). Pretensa is a close ally of the Dominion of Cauldron.
Power Center: Conventional (the Prince); magical (temple of Immotion).
Alignment: Neutral Good
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Population: 8,685
Demographics: Isolated [90% human, 4% halfling (hairfoot or lightfoot), 2% dwarf (sundered), 2% orc, 2% other races].
City Type: Chartered.
Fortified?: Yes; stone (thick, magically protected).
Epic?: No.
_________________________________________________​
GP Limit: 15,000 gp
Assets: 6,513,750 gp
Main Import: Foodstuffs.
Main Export: Magic.
_________________________________________________​
Authority Figures: Tiberiu Cojocaru, Prince of Pretensa (male human); Flora Cheverell, High Magister of Immotion (female human); Debora Cojocaru, Prince's Consort (female human); Tomas Vaughan, Captain of the Guard (male human).
Important Characters: Amber Cojocaru, Princess of Pretensa (female human); Dahlia Mingor, a conjurer (female human); Jakob Doggetall, City Guard Lieutenant (male human); Katya Cojocaru, Princess of Pretensa (female human); Radomir Firewind, swashbuckler and noble family's illegitimate son (male half-elf); "The Pouch," famous rogue and scoundrel (male human).
Organizations: Disciples of the Bloodsun (new), Disciples of the Way, Order of the Silver Hand (new), and the Striders of the Dawn.
Noble Houses: Cojocaru, de Ravenhowe, Dimichevaler, Firewind (elven), la Selkwimman, Mac Iomhair (new, exiled from Anoria), Mingor, Murdoch (new, exiled from Anoria), Pauker, Rankine (new, exiled from Anoria), Sacheverell, Spirlea, Vaughan, and Zeklos.
Adventurers Welcome?: Yes.
_________________________________________________​
Notes: Prince Tiberiu Cojocaru is the cousin of the Queen of Izmer. His wife was a commoner who he married against his parents’ wishes. However, Queen Savina gave her blessing to the union, and, thus, his parents had no choice but to accept the marriage. They have two children, Princess Amber and Princess Katya.
 
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Knightfall

World of Kulan DM
Below is my version of Khelben "Blackstaff" Arunsun for my version of Waterdeep. I borrowed and modifed the descriptive text from the Wikipedia entry for Arunsun.

All the characters from Waterdeep and any other official Forgotten Realms NPCs that I end up using are going be reduced in level by one-third. Also, their stats will be reduced as I don't want these NPCs to be uber for World of Kulan.

There will be no Elminster, however. He just doesn't fit into my world.

Cheers!

KF72

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KHARKOS ARREN
Lord Mage of Deepwater​
Kharkos Arren (CR 18)
Most folk of Deepwater know the arcanist known as Kharkos Arren as a revealed lord of city-state's oligarchy and an archmage. He is an illegitimate son of the Shining City's wealthy House Tagon. His mother was human ranger and his father was a half-elf with ties to the nobility of the Kingdom of the Silver Leaves.

Kharkos is a serious, imposing wizard, and a grim proponent of law and order, whose methods of achieving the ultimate good are often highly questionable in the eyes of the righteous. He is a believer in Balance and favored by many notable dragons living near Deepwater.

Often thought to be humorless and grave, Kharkos is actually neither. He simply finds it easier to deal with people if they are intimidated by or even frightened of him. He has had numerous apprentices over the years and likes to encourage young people who display an aptitude for magic. Wielding “magick” can be a dangerous business, however, and Kharkos tries to instill appreciation of that fact in his pupils by keeping up his “stern taskmaster” facade.

In private, however, he is quiet and keenly intelligent. With his lady love, Lauhren Stormwinden, he is gentle and loving. The few apprentices who have been granted a glimpse of his private side have all been thoroughly unnerved by the experience.

The only side of Kharkos that most are likely to see is that of the wise tutor or stern archmage with much more important things to think about and to do than deal with hero-worshiping wannabes. He has a great disdain for vulgar, wet-nosed adventurers who think they understand the world.

hp 136 (18d4+90)
_________________________________________________
Male human wizard 15 / archmage 3 1
LN Medium humanoid (human)
Init +3; Senses Listen +4, Smell +4, Spot +6 (+9 in bright light [hawk familiar]), Taste +4
Languages Common, Draconic, Dwarven, Elven, Eversinki, Taal.
_________________________________________________
AC 25 (+3 Dex, +8 armor, +2 deflection, +2 luck), touch 18, flat-footed 23
Fort +13, Ref +11, Will +20
_________________________________________________
Speed 30 feet (6 squares)
Melee Staff of Power +10 (1d6+4/x2) or
Melee Staff of Power +8/+3 (1d6+4/x2) and Staff of Power +8 (1d6+3/x2) or
Ranged touch +11 (by spell) or
Ranged touch +11/+6 (by spell)
Space 5 ft.; Reach 5 ft.
Base Atk +8; Grp +10
Atk Options Arcane reach, retributive strike (must break Staff of Power), smite with staff (free action; x3 on a critical hit; 1 round)
Special Actions Master of counterspelling
Combat Gear Potion of cat's grace, potion of cure critical wounds (x2), potion of invisibility
Wizard Spells Prepared (CL 18th; save DC = 15 + spell level; save DC = 16 + spell level for all Evocation and Transmutation spells)
9th (2/day) — Kharkos' dweomerdoom, teleportation circle
8th (3/day) — iron body, Otiluke's telekinetic sphere, polar ray
7th (3/day) — prismatic spray, reverse gravity, spell turning
6th (4/day) — chain lightning, greater anyspell, greater dispel magic, steelsting
5th (5/day) — baleful polymorph, break enchantment, cone of cold, jumpgout, lesser ironguard
4th (5/day) — dimensional anchor, fire stride, ice storm, Rary's mnemonic enhancer, thunderlance
3rd (5/day) — anyspell, blacklight, dispel magic, fly, wind wall
2nd (5/day) — bear's endurance, protection from arrows, scorch, shadow mask, shatter
1st (6/day) — feather fall, magic missile, scatterspray, shield, shocking grasp, true strike
0th (4/day) — flare, ray of frost, mage hand, message
_________________________________________________
Abilities Str 14 (+2), Dex 16 (+3), Con 21 (+5), Int 20 (+5), Wis 18 (+4), Cha 15 (+2)
SA High arcana (arcane reach, master of counterspelling, master of elements)
SQ Familiar (hawk)
Feats Craft Cane, Craft Extraordinary Item, Craft Staff, Craft Wondrous Item, Forge Lesser Ring, Iron Will B, [Scribe Roll], Spell Focus (Evocation), Spell Focus (Transmutation), Spell Mastery (chain lightning, fly, greater shout, greater teleport, magic missile), Still Spell, Two-Weapon Fighting.
Skills Bluff +4, Concentration +21, Craft (alchemy) +21, Diplomacy +4, Gather Information +6, Intimidate +5, Knowledge (arcana) +21, Knowledge (history) +21, Knowledge (local) +21, Knowledge (religion) +21, Knowledge (the planes) +21, Listen +4, Ride +5, Search +9, Sense Motive +6, Smell +4, Spellcraft +23, Spot +6, Survival +7 (+9 on other planes), Taste +4.
Possessions Bracers of armor +8, ring of protection +2, staff of power.
Spellbook Kharkos makes it his business to know hundreds of worthwhile spells and a few odd spells that other wizards find of little interest. He knows most of the wizard/sorcerer spells in the D&D Player's Handbook v.3.5 and the following spells from D&D Spell Compendium and Forgotten Realms City of Splendors: Waterdeep: analyze portal, anyspell, binding chain of fate, blacklight, claws of darkness, create magic tattoo, fire stride, flashburst, graymantle, greater anyspell, instant refuge, ironguard, jumpgout, Khelben's dweomerdoom (renamed above), lesser ironguard, scatterspray, seal portal, scorch, shadow mask, shadow spray, steelsting, thunderlance.
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Arcane Reach (Su): Kharkos can use spells with a range of touch on a target up to 30 feet away. He must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.
Mastery of Counterspelling: When Kharkos counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 7th-level spell slot.
Mastery of Elements: Kharkos can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. He decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.
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1 D&D Dungeon Master's Guide v.3.5
 
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Knightfall

World of Kulan DM
Other Waterdeep NPCs
Here is a list of some of the other Waterdeep NPCs that I'll likely modify for my use for Kulan. I've included alternate names for some of them. I still have to think of new names for the other NPCs.
  • Alauneth "Black Viper" Orrane
  • Danilo Thann
  • Elaith "the Serpent" Craulnober (Enialis Ilphukiir)
  • Halaster Blackcloak (Helm Blackheart [dwarf]) [finished]
  • Laeral Silverhand Arunsun (Lauhren Stormwinden) [finished]
  • Maaril the Dragon Mage
  • Mirt the Moneylender (Morn the Coinmonger)
  • Piergeirson Paladinson (Piatran Perhkes) [finished]
  • Trobriand the Metal Mage
 
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