[v.3.5] Triadora: Land of Empires

Knightfall

World of Kulan DM
Triadora: Land of Empires
INTRODUCTION
While the Fallenlands might be somewhat like Dark Sun and Al-Qadim in style, Triadora, the second largest continent on Kulan, is somewhat like Dragonlance. More specifically, like the region of Taladas ruled by a race of minotaurs but with a lot of different twists thrown in. Triadora is another of Kulan’s continents, which is dominated by barren terrain—deserts, harsh plains, desolate mountains, and very little water.

The minotaurs, who call themselves the Sons of the Horn (or horn minotaurs), rule about half of the continent. An unique race of reptilian humanoids, known as the Xanth, rule roughly another third of the continent. While the two races are always in conflict, neither race is stereotypically evil (although the Xanth are more ruthless) and both have developed a high culture based on trade. (Most believe that is why they don’t like each other.)

There are limited trading partners on Triadora and the two races never trust anyone who trades with the other. Thus, over the years they have fought dozens of trade wars both financially and physically. An uneasy peace exists at the moment but it's becoming like a lit powder keg and will soon explode into full-scale war once again.

The remainder of the continent is dominated by the Klorthak, a race of monstrous humanoids originally from another, unknown Material Plane. They live in walled, fortresslike cities and have a ferocious warrior ethic.

The other races of Triadora try to survive in between the three powerhouses and try to reap the benefits without getting killed in the process. These races—wemics, loxos, lupins, pickers, the urik-aa, valcos, and zebranaurs—tend to be nomadic.

The Wemics and Zebranaurs are tribal and tend to not get along (it’s a predator vs. prey sort of thing). Of all the races of Triadora, the Lupin are the most even tempered and are usually loners by nature. Pickers and Valcos, while not truly tribal, wander from place to place in small bands and family groups. They aren't always welcome in the cities of the three main races.

Like the other nomadic races, the Urik-aa (a race of high orcs), compete for the limited space that the desert provides. However, unlike most of the other races on Triadora the urik-aa respect the fact that the continent was originally home to only the Horn Minotaurs. Only wemics show more respect to the Horn Minotaurs than the urik-aa do.

Loxos, or Triadoran titanites, as they are sometimes called are a mysterious race that tends to keep to themselves. They do not worship the gods of Traidora. Instead, they worship the elements. Most of their shamans are elementalists. Loxos are the least nomadic of the other races as they prefer to settle down by middle age.


Triadora Overview_Revised_printscreen.jpg

 
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Knightfall

World of Kulan DM
GODS OF TRIADORA

Pantheon of the Horn (The Minotaur Gods)
Horned God

The Horned God, The Authority over Rulers

Greater Deity
Symbol:
The head of a black minotaur
Home Plane: Mechanus
Godly Realm: The Horned Halls of Law
Alignment: Lawful neutral
Portfolio: Rulership, challenge, strength
Worshipers: Horn minotaurs, the highborn, fighters, gladiators, those who rule
Cleric Alignments: LN, LG, LE
Domains: Authority, Knowledge, Law, Strength, WarFavored Weapon: Warhammer

Ber’Jal
God of Evil Thoughts, The Battle Lord

Lesser Deity
Symbol:
A sword raised with blood on it
Home Plane: Gehenna
Godly Realm: Dark Whispering Dark
Alignment: Neutral evil
Portfolio: Battle, evil thoughts
Worshipers: Horn minotaurs, blackguards, psychic warriors, soldiers
Cleric Alignments: NE, CE, LE
Domains: Destruction, Evil, Thought, War
Favored Weapon: Greatsword

Dev’Col
God of Death and the Afterlife, The Law of Magic

Intermediate Deity
Symbol:
The bleached skull of a minotaur
Home Plane: Anu
Godly Realm: Bull of Heaven
Alignment: Lawful good
Portfolio: Death, afterlife, magic
Worshipers: Horn minotaurs, paladins, soldiers, sorcerers, wizards
Cleric Alignments: LG, NG, LN
Domains: Law, Good, Magic, Repose, Rune, Spell
Favored Weapon: Scythe

Hul’Lun
Goddess of Life, Protector of Homes

Intermediate Deity
Symbol:
A door guarded by crossed axes
Home Plane: Arcadia
Godly Realm: House of Life
Alignment: Lawful neutral
Portfolio: Community, protection, life
Worshipers: Horn minotaurs, druids, fathers, farmers, monks, mothers
Cleric Alignments: LN, LG, LE
Domains: Animal, Law, Plant, Protection, Sun
Favored Weapon: Greataxe

Mez’Wan
God of Healing and Temples, Creator of the War Wall, The Horned Druid

Greater Deity
Symbol:
The War Wall
Home Plane: Upper Outlands
Godly Realm: The Walled Realm
Alignment: True neutral
Portfolio: Standing stones, temples, the elements, the War Wall
Worshipers: Horn minotaurs, druids, healers, masons, soldiers, temple defenders
Cleric Alignments: Any
Domains: Air, Earth, Fire, Healing, Wall, Water
Favored Weapon: Warhammer

Tre’Nal
The Mistress of Honesty and Oaths, The Trade Queen

Intermediate Deity
Symbol:
A square, golden coin with a sailing ship on it
Home Plane: Celestia
Godly Realm: Traders' Paradise
Alignment: Lawful good
Portfolio: Honesty, oathmaking, trade
Worshipers: Horn minotaurs, paladins, traders
Cleric Alignments: LG, NG, LN
Domains: Good, Law, Luck, Trade, Wealth
Favored Weapon: Longsword
 
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Knightfall

World of Kulan DM
The Xanth Gods
Ceod

Creator of the Xanth, The Detached One, The Dispassionate Trader, Wind in the Sails

Greater Deity
Symbol:
Three round, gold coins laid out in a triangle
Home Plane: Spirelands
Godly Realm: Anything for Gold
Alignment: True neutral
Portfolio: Sea, weather, the wind, trade
Worshipers: The Xanth, sailors, traders, wanderers
Cleric Alignments: Any
Domains: Air, Nautical, Trade, Travel, Wealth, Weather
Favored Weapon: Scimitar

Kahal
Treasure Seeker

Lesser Deity
Symbol:
A treasure chest
Home Plane: Material Plane
Godly Realm: Wanders
Alignment: Chaotic neutral
Portfolio: Wanderers, adventurers, treasure
Worshipers: The Xanth, adventurers, rogues, wanderers, the exiled
Cleric Alignments: CN, CG, CE
Domains: Chaos, Greed, Travel, Wealth
Favored Weapon: Short sword

Kasht
God of Conduct, The Rigid Heart

Intermediate Deity
Symbol:
The scales of law
Home Plane: Deluer
Godly Realm: Steadfast Hall
Alignment: Lawful neutral
Portfolio: Demeanor, steadfastness
Worshipers: The Xanth, fighters, lawful holy warriors, monks
Cleric Alignments: LN, LG, LE
Domains: Endurance, Fortitude, Law, Protection
Favored Weapon: Longsword

Owan
The Lizard Mage

Lesser Deity
Symbol:
A half-hidden chameleon
Home Plane: Spirelands
Godly Realm: Here be Lizard Magic
Alignment: True neutral
Portfolio: Spellcraft, wizards
Worshipers: The Xanth, alchemists, wizards, some bards
Cleric Alignments: Any
Domains: Knowledge, Magic, Rune, Spell
Favored Weapon: Quarterstaff

Ravar
The Slithering Darkness

Intermediate Deity
Symbol:
A snake
Home Plane: Gray Waste
Godly Realm: Slither, Slither, Hiss
Alignment: Neutral evil
Portfolio: Darkness, death, evil, reptiles
Worshipers: The Xanth, dragons, cultists, the undead
Cleric Alignments: NE, CE, LE
Domains: Darkness, Death, Evil, Scalykind, Suffering
Favored Weapon: Spear
 
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Knightfall

World of Kulan DM
Other Gods
Bodhek

The Leader

Lesser Deity
Symbol:
The figure of a warrior standing on a hill with his blade raised
Home Plane: Mechanus
Godly Realm: House of Leaders
Alignment: Lawful neutral
Portfolio: Leadership, virtue
Worshipers: Klorthaks, the urik-aa, warriors, those who rule
Cleric Alignments: LN, LG, N
Domains: Knowledge, Strength, Law, Planning
Favored Weapon: Longsword

Didenan
God of Cunning

Intermediate Deity
Symbol:
A sneak thief
Home Plane: Plane of Twilight
Godly Realm: Wanders
Alignment: True neutral
Portfolio: Ambuscade, cunning, luck
Worshipers: Lupins, wemics, zebranaurs, bandits, bards, fighters, rogues
Cleric Alignments: Any
Domains: Knowledge, Luck, Planning, Thought, Trickery
Favored Weapon: Dagger

Galidan
God of Nature and Life, The Storm above the Desert

Greater Deity
Symbol:
Whirlwind
Home Plane: Lower Outlands
Godly Realm: Windswept Palace
Alignment: True neutral
Portfolio: Nature, storms, the desert, life
Worshipers: Lupins, urik-aa, wemics, zebranaurs, dervishes, druids, rangers
Cleric Alignments: Any
Domains: Air, Creation, Earth, Renewal, Storm, Water, Weather
Favored Weapon: Bolas

Hellion
God of Mischief, The Outlaw

Intermediate Deity
Symbol:
A burning torch
Home Plane: Pandemonium
Godly Realm: Burning Exile
Alignment: Chaotic neutral
Portfolio: Outlaws, mischief, firebrands
Worshipers: Lupins, wemics, bandits, fighters, rogues
Cleric Alignments: CN, CE, CG
Domains: Chaos, Destruction, Fire, Skullduggery, Trickery
Favored Weapon: Dagger

Njfulir
The Guardian

Intermediate Deity
Symbol:
A fortress
Home Plane: Arcadia
Godly Realm: City of the Guardian
Alignment: Lawful neutral
Portfolio: Cities, fortresses, guards, soldiers
Worshipers: Klorthaks, the urik-aa, fighters, marshals
Cleric Alignments: LN, LG, LE
Domains: Courage, Law, Protection, Strength, Wall
Favored Weapon: Short sword

Vallonia
The Mistress of Sands

Intermediate Deity
Symbol:
An oasis in the desert
Home Plane: Upper Outlands
Godly Realm: The Desert of Vallonia
Alignment: True neutral
Portfolio: The desert, sandstorms, oasis
Worshipers: Luppins, the urik-aa, dervishes, druids, rangers
Cleric Alignments: Any
Domains: Air, Animal, Earth, Plant, Water
Favored Weapon: Scimitar

Zohar
God of Armor and Weapons, The Smith

Lesser Deity
Symbol:
Shield and spear
Home Plane: Arcadia
Godly Realm: The Smith's Forge
Alignment: Lawful neutral
Portfolio: Armor, battle sites, weapons
Worshipers: Klorthaks, the urik-aa, fighters, smiths, soldiers, traders
Cleric Alignments: LN, LE, LG
Domains: Armor, History, Knowledge, Sword
Favored Weapon: One martial weapon of the player's choice
 
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Knightfall

World of Kulan DM
MINOTAUR, SON OF THE HORN
Large Monstrous Humanoid
Hit Dice:
3d8+6 (19 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares), base 40 ft.
AC: 17 (-1 size, +1 Dex, +2 natural, +5 breatplate), touch 10, flat-footed 16
Base Attack/Grapple: +3/+11
Attack: Bite +6 melee (1d4+4) or butt +6 melee (1d8+4) or falchion +6 melee (2d4+6) or composite longbow +3 ranged (1d8)
Full Attack: Bite +6 melee (1d4+4) and butt +1 melee (1d8+4) or falchion +6 melee (2d4+6) or composite longbow +3 ranged (1d8)
Space/Reach: 10 ft. / 10 ft.
Special Attacks: Charge 4d6+4
Special Qualities: Low-light vision, scent
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 18 (+4), Dex 13 (+1), Con 15 (+2), Int 11 (+0), Wis 13 (+1), Cha 8 (-1)
Skills: Listen +8, Profession (sailor) +5, Search +5, Spot +8, Survival +5, Use Rope +5
Feats: Desert Dweller, Sea Dog

Continent/Region: Triadora and any southern sea region
Environment: Temperate or warm plains, deserts, hills, and mountains
Organization: Solitary, pair, or clan (6-30 plus 25% noncombatants plus 2 1st-level sergeants per 5 adults, 1 3rd-level lieutenant per 10 adults, and 1 5th-level leader)
Challenge Rating: 4
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +5

This race of minotaurs are known for their high culture and beautiful cities, as well as, their fast trading ships filled with goods of the best quality. Horn minotaurs can be distinguished from their cursed counterparts by their head, horns and legs.

Horn minotaurs have the head of a bison instead of a bull. They also have horns that are wider and thicker than cursed minotaurs. A horn minotaurs legs are like that of a camel with padded hooves. These specialized hooves allow horn minotaurs to travel easily over almost any terrain.

Horn minotaur fur is always very light in color such as gold, silver, or even pure white. (It is never black.) Horn minotaurs wear clothes made out of the finest material, usually silk or cotton. These clothes tend towards lighter shades or pure white. Horn minotaurs rarely wear heavy armor, except when preparing for a huge battle. Even then they don’t wear metal armor, as Triadora’s climate is too hot.

Horn minotaurs speak their own racial tongue known as Hornish as well as the common language of Triadora, which is known as Triadoran.

Combat
Horn minotaurs are deadly foes in melee, attacking with falchions and other two-handed weapons. Horn minotaurs fight fairly against those they perceive as being honorable.

Opponents that use dirty tricks or sneak attacks will find that these minotaurs are merciless when dishonor is perceived. Horn minotaurs never give xanth the benefit of the doubt.

Charge (Ex): A horn minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single butt attack that deals 4d6+4 points of damage.

Scent (Ex): Horn minotaurs 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.

Son of the Horn Society
Unlike many of their continental neighbors, horn minotaurs are a native race to Kulan. It is this fact and that Triadora is their ancestral home that makes these minotaurs unfriendly towards those that would encroach their homeland like the xanth lizardfolk and urik-aa orcs. More so the former than the latter.

Horn minotaurs despise the xanth for violating their homeland and have fought several large-scale wars with the jungle-dwelling lizardfolk over land and lack of honor on the part of the xanth. They are a little more tolerant of the urik-aa due to the fact that the high orcs are honorable, for the most part, and that they respect the minotaur’s wishes regarding sacred lands. However, it is important to note that horn minotaurs are a very civilized race and that tend to be just as fair minded as elves or humans. (Some individuals may tend to be braggarts and pushy about honor but they are no more evil than any other civilized race.)

Son of the Horn society considers slavery an abomination against life and won’t even consider enslaving other races (that doesn’t mean they won’t take prisoners of war, just that they are always treated fairly and returned to their people). However, xanth prisoners don’t fair well if they try to buy their freedom – horn minotaurs never accept wealth for prisoners of war.

They are suspicious of foreign arcane magic-users and never allow strangers to bring banned magical items or spells into Imperial Lands. While bards from other lands or races must be careful not to cast banned spells, they are generally welcome. Note that arcane magic isn’t actually banned in Son of the Horn society, merely well controlled. Only specialized arcane magic-using citizens, called Circle Sorcerers, are allowed to wield arcane magic but even they are regulated and monitored by the Horn Circle. Horn minotaur bards must also be members of the Horn Circle, although it is easier to become a Circle Bard then a Circle Sorcerer.

Clerical magic isn’t as restricted, however. Divine magic is considered a boon from the gods, and foreign clerics (good and neutral ones) are often welcomed by horn minotaur citizens when traveling through Imperial Lands. It is important to note that all necromantic and chaos magic is banned everywhere in Imperial Lands and those caught casting such magic are put to death (even if the spell would have saved the life of one of the Imperial Family).

Horn Minotaurs as Characters
Horn minotaurs favor the fighter class. Horn minotaurs can choose almost any class. The only restriction is that cannot be rogues as it is seen as a dishonorable trade by all horn minotaurs. They can be bards but those that do are often looked down upon. As honor is vital to horn minotaur life, they make steadfast paladins. Magic and trade are also important in horn minotaur society, almost as much as honor and they often become wizards, sorcerers and traders. Horn minotaurs often become multiclassed fighter/bards, fighter/traders, fighter/sorcerers, or fighter/wizards.

Horn minotaurs worship a group of gods known as the Pantheon of the Horn. The leader of this pantheon is a deity simply known to as the Horned God. Clerics of the Horned God can choose any two of the following domains: Authority, Knowledge, Law, Strength, and War.

Horn Minotaur Traits
Horn minotaurs benefit from a number of racial traits:
  • +4 to Strength, +2 to Dexterity, +2 to Constitution, +2 to Wisdom, -2 to Charisma.
  • Large. As Large creatures, Horn minotaurs 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, and their lifting and carrying limits are twice those of Medium characters.
  • Monstrous Humanoid: Horn minotaurs are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • Low-light Vision: Horn minotaurs can see three times as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Proficient with falchion, longbow, and composite longbow, regardless of character class.
  • A Horn minotaurs’s base land speed is 40 feet.
  • Racial Hit Dice: A Horn minotaur begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, Will +3.
  • Racial Skills: A Horn minotaur's monstrous humanoid levels give it skill points equal to 7 x (2 + Int Modifier, minimum 1). Its class skills are Listen, Profession (sailor), Search, Spot, Survival, and Use Rope. Horn minotaurs receive a +4 racial bonus to Search, Spot, Listen, and Survival checks.
  • Racial Feats: A Horn minotaur's monstrous humanoid levels give it two feats.
  • +2 natural bonus to armor class.
  • Natural Attacks: Horn minotaurs may attack with a bite (1d4) and a butt (1d8) and are always treated as being armed when using their natural attacks.
  • Special Attacks (see above): Charge.
  • Special Qualities (see above): Scent.
  • Automatic Languages: Hornish and Triadoran. Bonus Languages: Centaur, Dover, Mer, Urik-Aa, and Xanth.
  • Favored Class: Fighter. A multiclass Horn minotaur’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
LIZARDFOLK, XANTH
Large Monstrous Humanoid (Aquatic, Reptilian)
Hit Dice:
3d8+9 (22 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares), swim 30 ft.
AC: 17 (-1 size, +1 Dex, +3 natural, +4 chain shirt), touch 10, flat-footed 16
Base Attack/Grapple: +3/+11
Attack: Bite +7 melee (1d8+4) or longspear +7 melee (1d8+6) or large tail blade +7 melee (2d6+4)
Full Attack: Bite +7 melee (1d8+4) and 2 claws +5 melee (1d6+2) or longspear +7 melee (1d8+4) or large tail blade +7 melee (2d6+4)
Space/Reach: 10 ft. / 10 ft.
Special Qualities: Darkvision 60 ft., master of languages
Saves: Fort +4, Ref +4, Will +3
Abilities: Str 18 (+4), Dex 13 (+1), Con 17 (+3), Int 11 (+0), Wis 10 (+0), Cha 7 (-2)
Skills: Climb +4, Hide +4 *, Listen +3, Move Silently +4, Spot +3, Swim +10
Feats: Exotic Weapon Proficiency (tail blade), Multiattack (B), Swamp Stalker

Continent/Region: Triadora and any southern sea region; the Xanth are mainly found in the Crying Jungle of Triadora but their trade ships take them everywhere in the southern hemisphere
Environment: Warm marshes, forests, underground, and aquatic
Organization: Solitary, pair, or clan (20–60 plus 15% noncombatants plus 1 1st-level sergeant per 10 adults and 1 3rd-level lieutenant per 20 adults, 1 5th-level leader and 1-6 giant lizards)
Challenge Rating: 3
Treasure: Standard
Alignment: Often neutral
Advancement: By character class
Level Adjustment: +4

The xanth are a type of reptilian humanoids with broad snouts and large pointed ears. They were originally a spelljamming race, in ages past that controlled most of the trade throughout several key crystal spheres. They competed with the race known as the mercane for generations until they mysteriously vanished from the space lanes.

Xanth speak their own dialect of the Draconic tongue, as well as Triadoran. (Also see below.)

Combat
The xanth would rather sell things to those they encounter than fight. They aren’t cowards, however, and don’t like to be cheated. Xanth attack opponents in melee with either longspears or tail blades of their own design.

Master of Languages (Ex): Xanth are so versatile when it comes to communicating with other races that their bonus languages based on Intelligence bonus are doubled. Thus, a xanth with an Intelligence score of 15 would have 4 bonus languages instead of two. The xanth are not restricted in which languages they may choose as bonus languages.

Xanth Society
For years after their disappearance from arcane space, many spelljamming races blamed the mercane for the xanth’s disappearance and refused to deal with them. This became such a problem that it started to severely affect the profit margin of many a mercane trader. This was unacceptable to the mercane and a group was created to discover the real reason for the xanth mystery and clear their race of any wrongdoing.

It took decades for this group to track down the xanth to a remote region of space not even on the charts, Kulanspace. They had taken up residence on the World of Kulan and become groundling traders. The confused mercane were suspicious at first but quickly changed their tune when the reason for the xanth’s isolation was explained. The xanth had been in danger of becoming extinct due to the fact that living and traveling in arcane space for over 20 generations had severely affected the race’s ability to reproduce.

However, arcane space’s loss is Kulan’s good fortune. The xanth have become some of the greatest traders on Kulan (much to the chagrin of the minotaurs known as the Son of the Horn). In fact, the two races dislike each other so much that they will never deal with each other. (The xanth view horn minotaurs as large, pompous brutes who believe too much in honor and not enough in profit.)

The xanth’s good fortune is based on the races detached neutral nature and that they will deal with almost anyone. From pirates to whole nations, they xanth are open for business. And while they have had to give up spelljamming, their cities are always open to spelljamming traders of any race. In fact, the xanth have become the mercane point men on Kulan and are the two races are now steadfast allies.

The Xanth as Characters
Xanth favor the trader class. (Note: This is a new class for World of Kulan. In other campaign settings the xanth should favor the fighter class or the rogue class.)

Xanth most often worship their creator god, known as Ceod who is also considered the God of the Sea and Trading. Xanth clerics of Ceod can choose any two of the following domains: Air, Nautical, Trade, Travel, Wealth, and Weather.

Xanth also have a few other gods they pay homage to: Kahal, Kasht, Owan, and Ravar. These four gods and Ceod make up a loose pantheon of gods that all xanth pay lip service to.

Xanth Traits
The xanth benefit from a number of racial traits:
  • +4 to Strength, +2 to Dexterity, +2 to Constitution, -4 to Charisma.
  • Large. As Large creatures, the xanth 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, and their lifting and carrying limits are twice those of Medium characters.
  • Monstrous Humanoid: The xanth 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 the xanth can function just fine with no light at all.
  • Proficient with longspear, shortspear, spear, and tail blade, regardless of character class.
  • A Xanth’s base land speed is 30 feet. The can also swim at a speed of 30 feet.
  • Racial Hit Dice: A xanth begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, Will +3.
  • Racial Skills: A xanth's monstrous humanoid levels give it skill points equal to 7 x (2 + Int Modifier, minimum 1). Its class skills are Climb, Hide, Listen, Move Silently, Spot, and Swim. A xanth receives a +4 racial bonus to Hide and Move Silently checks. *In aquatic, marsh, and forest terrain, the Hide bonus improves to +8. A xanth 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.
  • Racial Feats: A xanth's monstrous humanoid levels give it two feats. The xanth gain the Multiattack feat for free at 1st-level.
  • +3 natural bonus to armor class.
  • Natural Attacks: The xanth may attack with a bite (1d8) and two claws (1d6) and are always treated as being armed when using their natural attacks.
  • Special Qualities (see above): Master of languages.
  • Automatic Languages: Xanth and Triadoran. Bonus Languages: Any. The xanth are not restricted in which languages they may choose as bonus languages.
  • Favored Class: Trader. A multiclass Xanth’s trader class does not count when determining whether he suffers an XP penalty for multiclassing.
 
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Knightfall

World of Kulan DM
Racial Origins of Triadora
Triadora is a continent full of unique races. None of the v.3.5 SRD races are native to this continent. The four settled races that dominate the continent are the Horn minotaurs, Xanth lizardfolk, Urik-Aa orcs, and the Klorthak. Dovers, pickers, valcos, and zebranaurs have large numbers but are highly nomadic.

PRIMARY ORIGINS
Common

  • Baklath †
  • Dover (Complete Minions) [d20] (replaces Lupin)
  • Lizardfolk, Xanth †
  • Minotaur, Horn †
  • Orc, Urik-Aa † (need a homebrewed or OGL replacement)
  • Picker (Complete Minions) [d20]
Uncommon (75% chance)
  • Klorthak † (need a homebrewed or OGL replacement)
  • Valco (Complete Minions) [d20]
  • Zebranaur †
Rare (50% chance)
  • Dragonborn †
  • Fremlin † (need a homebrewed or OGL replacement)
  • Simbasta † (need a homebrewed or OGL replacement)
Very Rare (25% chance)
  • Elf, Draconesti (Dragon Elf)
  • Lizardfolk, Giant (Beyond Countless Doorways) [d20]
† Homebrewed racial traits.
 
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Knightfall

World of Kulan DM
SECONDARY ORIGINS
Common

  • Half-Dragon [Template] (v.3.5 SRD) (native Triadoran dragons only)
  • Kobold, Dire (Beyond Countless Doorways) [d20]
Uncommon (50% chance)
  • Mahkim (Mythic Races web enhancement) [d20] (v.3.0) (might have lost this file) :rolleyes:
Rare (25% chance)
  • Armamen (Lobsterfolk) (Wildwood) [d20]
  • Dakon (Tome of Horrors: Revised Edition) [d20]
Very Rare (15%)
  • Aarakocra (need a homebrewed or OGL replacement)
  • Centaur, Saurian (Advanced Bestiary) [d20]
Special (requires GM approval)
  • Dracovaran † (Epic only)

† Homebrewed racial traits.
 
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Knightfall

World of Kulan DM
The Baklath
Work in Progress

Baklath Traits
The baklath benefit from a number of racial traits:
  • -2 to Strength, +4 to Dexterity, +2 to Wisdom, -2 to 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.
  • Monstrous Humanoid: The baklath are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.
  • 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 dire vultures) gain a +6 bonus to Ride checks and the Mounted Combat feat.
  • Automatic Languages: Auran and Goblin. Bonus Languages: Triadoran, Draconic, Picker, Giant, Lupin, and Urik-Aa.
  • Favored Class: Rogue. A multiclass baklath's rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
  • Level Adjustment: +2.
 
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