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The World of Siluria Thread
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<blockquote data-quote="HeavenShallBurn" data-source="post: 3415902" data-attributes="member: 39593"><p>[h1]Vykarin[/h1]</p><p></p><p><strong>Vykarin CR3</strong></p><p>Usually Neutral Medium humanoid(monstrous humanoid)</p><p><strong>Ref:</strong> +3 / <strong>Senses:</strong> Darkvision, Scent / <strong>Listen</strong> +5, <strong>Spot +5</strong></p><p><strong>Languages:</strong> Vykarin</p><p><strong>AC:</strong> 13 / <strong>Touch:</strong> 13 / <strong>Flat-Footed:</strong> 18 /(dex +0, def bon +3)</p><p><strong>DR:</strong> DR5/- natural</p><p><strong>Immunities: </strong> Poison</p><p><strong>HP:</strong> 23 (3d8+6)</p><p><strong>Fort:</strong> +3 / <strong>Ref:</strong> +3 / <strong>Will:</strong> +2 </p><p><strong>Speed:</strong> 10ft (50ft)</p><p><strong>BAB:</strong> +3 / <strong>Grapple:</strong>+4</p><p><strong>Space:</strong> 5ft / <strong>Reach:</strong> 5ft</p><p><strong>Attack:</strong> +5 natural (1d4+1, 20x2, bite-1) or + 4 natural (1d4+0, 20x2, claw-2)</p><p><strong>Attack Options:</strong> Power Attack</p><p><strong>Abilities:</strong> Str 13 / Dex 11 / Con 14 / Int 10 / Wis 9 / Cha 8 </p><p><strong>SQ:</strong> poison immunity, scent</p><p><strong>Feats:</strong> Power Attack, Track, Weapon Focus(bite)</p><p><strong>Skills:</strong> Balance +4, Climb +3, Handle Animal +0, Jump +7, Listen +5, Ride +2, Search +6, Sense Motive +5, Spot +5, Survival +1, Swim +7, Use Rope +2</p><p><strong>Advancement:</strong> By Character Class</p><p></p><p><strong>Scent(Ex):</strong> A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. </p><p></p><p> <em>These vaguely pseudo-lupine creatures resemble the cross of a wolf and a kangaroo given hands and intelligence. Their hind feet are strong hooves with a single large slashing talon where the dewclaw would be on a wolf. Several plates of overlapping shell protect the back, tail, and parts of the arms and legs as well as extending to cover the top of the head and shield the eyes.</em></p><p></p><p><strong>Personality:</strong> Living in such a harsh, demanding environment has affected the Vykarin. Forced to endure they have made a virtue of hardship. Overcoming the trails life sets before them is a challenge not a chore. Easy times upset and worry them because they've been denied the chance to strive. The more trouble and hardship life inflicts upon them the more cheerful and content they become. </p><p><strong>Relationships:</strong> Not very common outside of Eicude they have little collective collective experience of many races but tend to get along well with most of the races of Ieborut and Olbynept. Naghai on the other hand don't usually get a great reception but aren't entirely unwelcome. Tscheva have little contact but are friendly. Strangely the tendency is for Vykarin to strongly dislike elves among those to whom that race is known.</p><p><strong>Alignment:</strong> Vykarin tend somewhat toward chaos but are mostly neutral. While they get along in smaller groups well Vykarin seem to have an innate dislike of large cities or organizations. Resentment toward the idea of hierarchy is fairly common among their primitive but largely egalitarian societies.</p><p><strong>Vykarin Lands:</strong> Eicude is a harsh land full of massive predators and looming horrors. Yet it is also bursting with life. They build small heavily fortified villages in the most inaccessible areas they can reach to hold off hostile wildlife and the attacks of hostile tribes or worse. However they are not truly reclusive or xenophobic, they welcome outsiders who come peacefully. The harshness of their land has fostered an inclusiveness and need to stick together and assist others as they might need help in the future.</p><p><strong>Lifestyle/Technology:</strong> Vykarin display an enormous range of beliefs and practices that may differ widely between the largely isolated roving clans. These practices not only differ between clans they can change in only a few generations of time within the same tribe. Technologically as culturally the Vykarin vary from clan to clan but retain certain similarities. They hunt extensively and some practice herding but they do not pursue agriculture. The lush natural growing conditions of Eicude provide plenty of vegetation for gathering. Vykarin immunity to poison makes many otherwise ignored plants and animals potential food sources. Many of the clans are limited to stone tools and weapons. Some have learned to smelt metal but they make their tools out of bronze and this is a highly prized rarity. Some trade exists with outlying or renegade elements of the Naghai and is how they acquire the occasional steel weapon or tool encountered among them. This is heavily limited though as they lack any form of monetary system and their only economy is resource bartering.</p><p><strong>Religion:</strong> Vykarin worship ancestor spirits. They believe that dead ancestors stand beyond the world around them in the spirit realm where they influence the mortal world and respond to their descendants' actions before eventually being reborn to one of their own descendants in an eternal cycle.</p><p><strong>Languages:</strong> Vykarin speak their own language. This is hard for others to speak and contains frequent pops, whistles, and clicks. Vykarin language does not have abstract numbers, when identifying multiple things a Vykarin speaking his native tongue will briefly describe each. It does have a primitive written form composed of colored beads incised with pictographs and strung together on strings. This is composed of a long narrative string with shorter clause strings each representing from a sentence to a paragraph of text hanging from where they are tied to the narrative string. The quipa is read beginning at the black bead on one end of the narrative string and ending at the red bead on the other end. Clause strings are red beginning where they join the narrative string to the end.</p><p><strong>Names:</strong> Vykarin usually have two separate names though these can be of any length. One a common name used for everyday purposes or by familiar individuals. The second is a deed-name used ceremonially. Because their common names are usually difficult for other races to speak they use a transliterated version of their deed-name with non-Vykarin.</p><p><strong>Adventurers:</strong> In a way their entire personality can be said to easily lead young Vykarin to a life of adventure. Finding contentment in success over hardship drives many to seek it out.</p><p></p><p><strong>Racial Traits</strong></p><p>1.Constitution +2</p><p>2.Medium size</p><p>3.Base land speed is 10feet (50ft standard)</p><p>4.Darkvision to 60 feet</p><p>5.Racial Hit Dice: A Vykarin begins play with three levels of monstrous humanoid, which provides 3d8 Hit Dice, a base attack and defense bonus of +3 and base saving throw bonuses of Fort+1, Ref+3, Will+3</p><p>6.Racial Skills: A Vykarin's monstrous humanoid levels give it skill points equal to 6x(2+int bonus). Its racial skill groups are Athletics, Perception, and Wilderness Lore.</p><p>7.Racial Feats: A Vykarin's three monstrous humanoid levels give it three feats.</p><p>8.Natural Weapons: Bite (1d4+str,20x2,primary), 2 Claws (1d4+½str,20x2,secondary)</p><p>9.Natural Armor: (DR5/-)</p><p>10.Special Qualities: Poison Immunity, Scent</p><p>11.Automatic Languages: Vykarin</p><p></p><p>Age Chart</p><p>[code]Race Adulthood Middle Age Old Venerable Maximum Age</p><p>Vykarin 12 years 28 years 43 years 57 years +2d10 years[/code]</p><p></p><p>Random Height and Weight Chart</p><p>[code]Race Base Height Height Modifier Base Weight Weight Modifier</p><p>Vykarin, male 3ft 10in +2d4 130lb +(1d6)lb</p><p>Vykarin, female 3ft 6in +2d4 100lb +(1d6)lb[/code]</p></blockquote><p></p>
[QUOTE="HeavenShallBurn, post: 3415902, member: 39593"] [h1]Vykarin[/h1] [b]Vykarin CR3[/b] Usually Neutral Medium humanoid(monstrous humanoid) [b]Ref:[/b] +3 / [b]Senses:[/b] Darkvision, Scent / [b]Listen[/b] +5, [b]Spot +5[/b] [b]Languages:[/b] Vykarin [b]AC:[/b] 13 / [b]Touch:[/b] 13 / [b]Flat-Footed:[/b] 18 /(dex +0, def bon +3) [b]DR:[/b] DR5/- natural [b]Immunities: [/b] Poison [b]HP:[/b] 23 (3d8+6) [b]Fort:[/b] +3 / [b]Ref:[/b] +3 / [b]Will:[/b] +2 [b]Speed:[/b] 10ft (50ft) [b]BAB:[/b] +3 / [b]Grapple:[/b]+4 [b]Space:[/b] 5ft / [b]Reach:[/b] 5ft [b]Attack:[/b] +5 natural (1d4+1, 20x2, bite-1) or + 4 natural (1d4+0, 20x2, claw-2) [b]Attack Options:[/b] Power Attack [b]Abilities:[/b] Str 13 / Dex 11 / Con 14 / Int 10 / Wis 9 / Cha 8 [b]SQ:[/b] poison immunity, scent [b]Feats:[/b] Power Attack, Track, Weapon Focus(bite) [b]Skills:[/b] Balance +4, Climb +3, Handle Animal +0, Jump +7, Listen +5, Ride +2, Search +6, Sense Motive +5, Spot +5, Survival +1, Swim +7, Use Rope +2 [b]Advancement:[/b] By Character Class [b]Scent(Ex):[/b] A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. [i]These vaguely pseudo-lupine creatures resemble the cross of a wolf and a kangaroo given hands and intelligence. Their hind feet are strong hooves with a single large slashing talon where the dewclaw would be on a wolf. Several plates of overlapping shell protect the back, tail, and parts of the arms and legs as well as extending to cover the top of the head and shield the eyes.[/i] [b]Personality:[/b] Living in such a harsh, demanding environment has affected the Vykarin. Forced to endure they have made a virtue of hardship. Overcoming the trails life sets before them is a challenge not a chore. Easy times upset and worry them because they've been denied the chance to strive. The more trouble and hardship life inflicts upon them the more cheerful and content they become. [b]Relationships:[/b] Not very common outside of Eicude they have little collective collective experience of many races but tend to get along well with most of the races of Ieborut and Olbynept. Naghai on the other hand don't usually get a great reception but aren't entirely unwelcome. Tscheva have little contact but are friendly. Strangely the tendency is for Vykarin to strongly dislike elves among those to whom that race is known. [b]Alignment:[/b] Vykarin tend somewhat toward chaos but are mostly neutral. While they get along in smaller groups well Vykarin seem to have an innate dislike of large cities or organizations. Resentment toward the idea of hierarchy is fairly common among their primitive but largely egalitarian societies. [b]Vykarin Lands:[/b] Eicude is a harsh land full of massive predators and looming horrors. Yet it is also bursting with life. They build small heavily fortified villages in the most inaccessible areas they can reach to hold off hostile wildlife and the attacks of hostile tribes or worse. However they are not truly reclusive or xenophobic, they welcome outsiders who come peacefully. The harshness of their land has fostered an inclusiveness and need to stick together and assist others as they might need help in the future. [b]Lifestyle/Technology:[/b] Vykarin display an enormous range of beliefs and practices that may differ widely between the largely isolated roving clans. These practices not only differ between clans they can change in only a few generations of time within the same tribe. Technologically as culturally the Vykarin vary from clan to clan but retain certain similarities. They hunt extensively and some practice herding but they do not pursue agriculture. The lush natural growing conditions of Eicude provide plenty of vegetation for gathering. Vykarin immunity to poison makes many otherwise ignored plants and animals potential food sources. Many of the clans are limited to stone tools and weapons. Some have learned to smelt metal but they make their tools out of bronze and this is a highly prized rarity. Some trade exists with outlying or renegade elements of the Naghai and is how they acquire the occasional steel weapon or tool encountered among them. This is heavily limited though as they lack any form of monetary system and their only economy is resource bartering. [b]Religion:[/b] Vykarin worship ancestor spirits. They believe that dead ancestors stand beyond the world around them in the spirit realm where they influence the mortal world and respond to their descendants' actions before eventually being reborn to one of their own descendants in an eternal cycle. [b]Languages:[/b] Vykarin speak their own language. This is hard for others to speak and contains frequent pops, whistles, and clicks. Vykarin language does not have abstract numbers, when identifying multiple things a Vykarin speaking his native tongue will briefly describe each. It does have a primitive written form composed of colored beads incised with pictographs and strung together on strings. This is composed of a long narrative string with shorter clause strings each representing from a sentence to a paragraph of text hanging from where they are tied to the narrative string. The quipa is read beginning at the black bead on one end of the narrative string and ending at the red bead on the other end. Clause strings are red beginning where they join the narrative string to the end. [b]Names:[/b] Vykarin usually have two separate names though these can be of any length. One a common name used for everyday purposes or by familiar individuals. The second is a deed-name used ceremonially. Because their common names are usually difficult for other races to speak they use a transliterated version of their deed-name with non-Vykarin. [b]Adventurers:[/b] In a way their entire personality can be said to easily lead young Vykarin to a life of adventure. Finding contentment in success over hardship drives many to seek it out. [b]Racial Traits[/b] 1.Constitution +2 2.Medium size 3.Base land speed is 10feet (50ft standard) 4.Darkvision to 60 feet 5.Racial Hit Dice: A Vykarin begins play with three levels of monstrous humanoid, which provides 3d8 Hit Dice, a base attack and defense bonus of +3 and base saving throw bonuses of Fort+1, Ref+3, Will+3 6.Racial Skills: A Vykarin's monstrous humanoid levels give it skill points equal to 6x(2+int bonus). Its racial skill groups are Athletics, Perception, and Wilderness Lore. 7.Racial Feats: A Vykarin's three monstrous humanoid levels give it three feats. 8.Natural Weapons: Bite (1d4+str,20x2,primary), 2 Claws (1d4+½str,20x2,secondary) 9.Natural Armor: (DR5/-) 10.Special Qualities: Poison Immunity, Scent 11.Automatic Languages: Vykarin Age Chart [code]Race Adulthood Middle Age Old Venerable Maximum Age Vykarin 12 years 28 years 43 years 57 years +2d10 years[/code] Random Height and Weight Chart [code]Race Base Height Height Modifier Base Weight Weight Modifier Vykarin, male 3ft 10in +2d4 130lb +(1d6)lb Vykarin, female 3ft 6in +2d4 100lb +(1d6)lb[/code] [/QUOTE]
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