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World of Kulan
[v.3.5] Fallenlands: Continent of Margoth-Nal
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<blockquote data-quote="Knightfall" data-source="post: 4067171" data-attributes="member: 2012"><p><span style="color: rgb(251, 160, 38)"><strong>SAHNE</strong></span></p><p><strong>Small Humanoid (Halfling)</strong></p><p><strong>Hit Dice:</strong> 1d8 (4 hp)</p><p><strong>Initiative:</strong> +1 (Dex)</p><p><strong>Speed:</strong> 25 ft. (5 squares)</p><p><strong>AC:</strong> 12 (+1 size, +1 Dex), touch 12, flat-footed 11</p><p><strong>Base Attack/Grapple:</strong> +1/-3</p><p><strong>Attack:</strong> Handaxe +2 melee (1d6) or sling +2 ranged (1d4) or throwing axe +3 ranged (1d6)</p><p><strong>Full Attack:</strong> Handaxe +2 melee (1d6) or sling +2 ranged (1d4) or throwing axe +3 ranged (1d6)</p><p><strong>Space/Reach:</strong> 5 ft. / 5 ft.</p><p><strong>Special Attacks:</strong> Racial traits, spell-like ability</p><p><strong>Special Qualities:</strong> Racial traits, code of honor, speak without sound</p><p><strong>Saves:</strong> Fort +3, Ref +2, Will +1</p><p><strong>Abilities:</strong> Str 10 (+0), Dex 13 (+1), Con 10 (+0), Int 9 (-1), Wis 11 (+0), Cha 9 (-1)</p><p><strong>Skills:</strong> Climb +1, Hide +5, Jump -2, Listen +3, Move Silently +3, Spot +3, Survival +7</p><p><strong>Feats:</strong> Desert Dweller</p><p></p><p><strong>Continent/Region:</strong> The Fallenlands</p><p><strong>Environment:</strong> Temperate or warm desert and plains</p><p><strong>Organization:</strong> Company (2-4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd to 6th-level), or tribe (30–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 8–16 giant lizards)</p><p><strong>Challenge Rating:</strong> 1</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +1</p><p></p><p>Fallenlanden halflings, who call themselves the Sahne, are more nomadic than their distant kin on Harqual. As a result, they also tend to be stronger. Sahne shave their heads bald and are fond of tattooing their skull, face, back and arms. They tend to wear loose fitting garments and males often wear nothing above the waist.</p><p></p><p>Sahne speak their own racial tongue, which is different from other halfling languages.</p><p></p><p><strong>Combat</strong></p><p>Sahne prefer to fight from the backs of giant lizards, known as cilias, using axes and slings to their best advantage. Sahne believe in honor but are more likely to find fault with those from outside of their tribal structure. Such incidents are common with bakemono and the sahne have no respect for the cowardly goblinoids.</p><p></p><p><em>Code of Honor</em>: Sahne have a strict code of conduct that they must follow when dealing with other sahne, as well as most outsiders. The most common tenets are as follows:</p><ul> <li data-xf-list-type="ul">Never lie to a ruling member or psion.</li> <li data-xf-list-type="ul">Never trade with outsiders, except at the Year City.</li> <li data-xf-list-type="ul">Never look a tribal psionicist in the eyes, always look at his feet.</li> <li data-xf-list-type="ul">Never betray a fellow tribe member.</li> <li data-xf-list-type="ul">Honor the jann.</li> </ul><p><em>Speak without Sound</em> (Su): Sahne can communicate telepathically with any creature within 20 feet, just as if speaking to him or her. The sahne can only speak and listen to one person at a time, and they must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails.</p><p></p><p><em>Spell-like Ability</em> (Sp): Sahne gain the ability to cast create water once per day (caster level equals sahne’s character level).</p><p></p><p><em>Racial Traits</em> (Ex): See below.</p><p></p><p><strong>Sahne Society</strong></p><p>Sahne usually live apart from all other societies, and tend to be very self-sufficient. They are known to wander from place to place all over the Fallenlands and trade amongst themselves with a complex bartering system that others find difficult to understand. Sahne goods are some of the finest items you will find anywhere.</p><p></p><p>Sahne rarely trade goods outside of their society but there is one well-known exception. On the first day of the New Year (Nagpa Calendar), the sahne pick one city of the jann to enter and sell their goods to those that happen to be there at the time. They never tell anyone the city they plan to bless with their goods until the last 10 days of the year. This news always sends traders of other races running to collect their assets and travel to the Year City so they can get the best deals from the sahne. Many a trader has made his fortune in this way (however, most die along the way to the city by the treachery of his enemies).</p><p></p><p>Sahne society is based on tight-knit family groups within a larger tribe. The system is highly diplomatic but does rely on challenges of strength and agility for control of the tribe. One family controls the tribe and dictates its involvement with other races and alliances with other sahne tribes. Each year a tribe will hold a series of diplomatic games where different families try to convince their fellow tribe members to vote their family into power for the next year. No one is allowed to vote for their family, and the competition is fierce but non-violent. There isn't a guarantee that if a family wins every event that they will become the ruling family for the tribe. The diplomatic vote takes precedence.</p><p></p><p>Psions, psychic warriors, soulknives, and wilders are highly respected in sahne society. Most family members defer judgements to psions within the family and the ruling family of a tribe is always guided by the most powerful psion. A family without a psion isn't likely to win the vote regardless of how many events the family wins.</p><p></p><p>Sahne get along with most races they choose to have contact with. Surprisingly, they get along with both the kenku and the nagpa and are often called upon to settle disputes between the two races. Sahne also enjoy the company of thri-kreen and the jann. They don't like the bakemono but then again most races don't. They try to remain neutral whenever possible.</p><p></p><p><strong>The Sahne as Characters</strong></p><p>Sahne favor the psion class. Unaligned sahne clerics can choose any two of the following domains: Craft, Earth, Family, Mentalism, Trade, Travel.</p><p></p><p><strong>Sahne Traits</strong></p><p>Sahne benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">+2 to Dexterity, -2 to Intelligence, -2 to Charisma.</li> <li data-xf-list-type="ul"><em>Small</em>. Sahne gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium creatures.</li> <li data-xf-list-type="ul">A sahne’s base land speed is 25 ft.</li> <li data-xf-list-type="ul">+1 racial attack bonus with any thrown weapon.</li> <li data-xf-list-type="ul">+1 racial bonus to all saving throws and a +2 morale bonus to saving throws against fear effects. +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.</li> <li data-xf-list-type="ul">A sahne gains 1 extra skill point at each level (or HD) because he must constantly train herself to stay one step ahead of the dangers that surround him. In addition, a sahne gains a +2 racial bonus on Listen and Spot checks and a +6 racial bonus on Survival checks.</li> <li data-xf-list-type="ul"><em>Special Attacks</em> (see above): Spell-like ability.</li> <li data-xf-list-type="ul"><em>Special Qualities</em> (see above): Code of honor, speak without sound.</li> <li data-xf-list-type="ul"><em>Automatic Languages</em>: Sahne. <em>Bonus Languages</em>: Bakemono, Ignan, Kenku, Kreen, and Nagw.</li> <li data-xf-list-type="ul"><em>Favored Class</em>: Psion. A multiclass sahne’s psion class does not count when determining whether he suffers an XP penalty for multiclassing.</li> </ul></blockquote><p></p>
[QUOTE="Knightfall, post: 4067171, member: 2012"] [COLOR=rgb(251, 160, 38)][B]SAHNE[/B][/COLOR] [B]Small Humanoid (Halfling) Hit Dice:[/B] 1d8 (4 hp) [B]Initiative:[/B] +1 (Dex) [B]Speed:[/B] 25 ft. (5 squares) [B]AC:[/B] 12 (+1 size, +1 Dex), touch 12, flat-footed 11 [B]Base Attack/Grapple:[/B] +1/-3 [B]Attack:[/B] Handaxe +2 melee (1d6) or sling +2 ranged (1d4) or throwing axe +3 ranged (1d6) [B]Full Attack:[/B] Handaxe +2 melee (1d6) or sling +2 ranged (1d4) or throwing axe +3 ranged (1d6) [B]Space/Reach:[/B] 5 ft. / 5 ft. [B]Special Attacks:[/B] Racial traits, spell-like ability [B]Special Qualities:[/B] Racial traits, code of honor, speak without sound [B]Saves:[/B] Fort +3, Ref +2, Will +1 [B]Abilities:[/B] Str 10 (+0), Dex 13 (+1), Con 10 (+0), Int 9 (-1), Wis 11 (+0), Cha 9 (-1) [B]Skills:[/B] Climb +1, Hide +5, Jump -2, Listen +3, Move Silently +3, Spot +3, Survival +7 [B]Feats:[/B] Desert Dweller [B]Continent/Region:[/B] The Fallenlands [B]Environment:[/B] Temperate or warm desert and plains [B]Organization:[/B] Company (2-4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd to 6th-level), or tribe (30–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 8–16 giant lizards) [B]Challenge Rating:[/B] 1 [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually neutral [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +1 Fallenlanden halflings, who call themselves the Sahne, are more nomadic than their distant kin on Harqual. As a result, they also tend to be stronger. Sahne shave their heads bald and are fond of tattooing their skull, face, back and arms. They tend to wear loose fitting garments and males often wear nothing above the waist. Sahne speak their own racial tongue, which is different from other halfling languages. [B]Combat[/B] Sahne prefer to fight from the backs of giant lizards, known as cilias, using axes and slings to their best advantage. Sahne believe in honor but are more likely to find fault with those from outside of their tribal structure. Such incidents are common with bakemono and the sahne have no respect for the cowardly goblinoids. [I]Code of Honor[/I]: Sahne have a strict code of conduct that they must follow when dealing with other sahne, as well as most outsiders. The most common tenets are as follows: [LIST] [*]Never lie to a ruling member or psion. [*]Never trade with outsiders, except at the Year City. [*]Never look a tribal psionicist in the eyes, always look at his feet. [*]Never betray a fellow tribe member. [*]Honor the jann. [/LIST] [I]Speak without Sound[/I] (Su): Sahne can communicate telepathically with any creature within 20 feet, just as if speaking to him or her. The sahne can only speak and listen to one person at a time, and they must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails. [I]Spell-like Ability[/I] (Sp): Sahne gain the ability to cast create water once per day (caster level equals sahne’s character level). [I]Racial Traits[/I] (Ex): See below. [B]Sahne Society[/B] Sahne usually live apart from all other societies, and tend to be very self-sufficient. They are known to wander from place to place all over the Fallenlands and trade amongst themselves with a complex bartering system that others find difficult to understand. Sahne goods are some of the finest items you will find anywhere. Sahne rarely trade goods outside of their society but there is one well-known exception. On the first day of the New Year (Nagpa Calendar), the sahne pick one city of the jann to enter and sell their goods to those that happen to be there at the time. They never tell anyone the city they plan to bless with their goods until the last 10 days of the year. This news always sends traders of other races running to collect their assets and travel to the Year City so they can get the best deals from the sahne. Many a trader has made his fortune in this way (however, most die along the way to the city by the treachery of his enemies). Sahne society is based on tight-knit family groups within a larger tribe. The system is highly diplomatic but does rely on challenges of strength and agility for control of the tribe. One family controls the tribe and dictates its involvement with other races and alliances with other sahne tribes. Each year a tribe will hold a series of diplomatic games where different families try to convince their fellow tribe members to vote their family into power for the next year. No one is allowed to vote for their family, and the competition is fierce but non-violent. There isn't a guarantee that if a family wins every event that they will become the ruling family for the tribe. The diplomatic vote takes precedence. Psions, psychic warriors, soulknives, and wilders are highly respected in sahne society. Most family members defer judgements to psions within the family and the ruling family of a tribe is always guided by the most powerful psion. A family without a psion isn't likely to win the vote regardless of how many events the family wins. Sahne get along with most races they choose to have contact with. Surprisingly, they get along with both the kenku and the nagpa and are often called upon to settle disputes between the two races. Sahne also enjoy the company of thri-kreen and the jann. They don't like the bakemono but then again most races don't. They try to remain neutral whenever possible. [B]The Sahne as Characters[/B] Sahne favor the psion class. Unaligned sahne clerics can choose any two of the following domains: Craft, Earth, Family, Mentalism, Trade, Travel. [B]Sahne Traits[/B] Sahne benefit from a number of racial traits: [LIST] [*]+2 to Dexterity, -2 to Intelligence, -2 to Charisma. [*][I]Small[/I]. Sahne gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium creatures. [*]A sahne’s base land speed is 25 ft. [*]+1 racial attack bonus with any thrown weapon. [*]+1 racial bonus to all saving throws and a +2 morale bonus to saving throws against fear effects. +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. [*]A sahne gains 1 extra skill point at each level (or HD) because he must constantly train herself to stay one step ahead of the dangers that surround him. In addition, a sahne gains a +2 racial bonus on Listen and Spot checks and a +6 racial bonus on Survival checks. [*][I]Special Attacks[/I] (see above): Spell-like ability. [*][I]Special Qualities[/I] (see above): Code of honor, speak without sound. [*][I]Automatic Languages[/I]: Sahne. [I]Bonus Languages[/I]: Bakemono, Ignan, Kenku, Kreen, and Nagw. [*][I]Favored Class[/I]: Psion. A multiclass sahne’s psion class does not count when determining whether he suffers an XP penalty for multiclassing. [/LIST] [/QUOTE]
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[v.3.5] Fallenlands: Continent of Margoth-Nal
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