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World of Kulan
[v.3.5] Triadora: Land of Empires
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<blockquote data-quote="Knightfall" data-source="post: 4428157" data-attributes="member: 2012"><p><strong><span style="color: rgb(251, 160, 38)">LIZARDFOLK, XANTH</span></strong></p><p><strong>Large Monstrous Humanoid (Aquatic, Reptilian)</strong></p><p><strong>Hit Dice:</strong> 3d8+9 (22 hp)</p><p><strong>Initiative:</strong> +1 (Dex)</p><p><strong>Speed:</strong> 30 ft. (6 squares), swim 30 ft.</p><p><strong>AC:</strong> 17 (-1 size, +1 Dex, +3 natural, +4 chain shirt), touch 10, flat-footed 16</p><p><strong>Base Attack/Grapple:</strong> +3/+11</p><p><strong>Attack:</strong> Bite +7 melee (1d8+4) or longspear +7 melee (1d8+6) or large tail blade +7 melee (2d6+4)</p><p><strong>Full Attack:</strong> 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)</p><p><strong>Space/Reach:</strong> 10 ft. / 10 ft.</p><p><strong>Special Qualities:</strong> Darkvision 60 ft., master of languages</p><p><strong>Saves:</strong> Fort +4, Ref +4, Will +3</p><p><strong>Abilities:</strong> Str 18 (+4), Dex 13 (+1), Con 17 (+3), Int 11 (+0), Wis 10 (+0), Cha 7 (-2)</p><p><strong>Skills:</strong> Climb +4, Hide +4 *, Listen +3, Move Silently +4, Spot +3, Swim +10</p><p><strong>Feats:</strong> Exotic Weapon Proficiency (tail blade), Multiattack (B), Swamp Stalker</p><p></p><p><strong>Continent/Region:</strong> 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</p><p><strong>Environment:</strong> Warm marshes, forests, underground, and aquatic</p><p><strong>Organization:</strong> 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)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Often neutral</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +4</p><p></p><p>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.</p><p></p><p>Xanth speak their own dialect of the Draconic tongue, as well as Triadoran. (Also see below.)</p><p></p><p><strong>Combat</strong></p><p>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.</p><p></p><p><em>Master of Languages</em> (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.</p><p></p><p><strong>Xanth Society</strong></p><p>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.</p><p></p><p>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.</p><p></p><p>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.)</p><p></p><p>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.</p><p></p><p><strong>The Xanth as Characters</strong></p><p>Xanth favor the trader class. (<em>Note:</em> This is a new class for World of Kulan. In other campaign settings the xanth should favor the fighter class or the rogue class.)</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Xanth Traits</strong></p><p>The xanth benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">+4 to Strength, +2 to Dexterity, +2 to Constitution, -4 to Charisma.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Monstrous Humanoid: The xanth are monstrous humanoids, and are therefore immune to spells that only affect humanoids, such as charm person.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Proficient with longspear, shortspear, spear, and tail blade, regardless of character class.</li> <li data-xf-list-type="ul">A Xanth’s base land speed is 30 feet. The can also swim at a speed of 30 feet.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Racial Feats: A xanth's monstrous humanoid levels give it two feats. The xanth gain the Multiattack feat for free at 1st-level.</li> <li data-xf-list-type="ul">+3 natural bonus to armor class.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Special Qualities (see above): Master of languages.</li> <li data-xf-list-type="ul">Automatic Languages: Xanth and Triadoran. Bonus Languages: Any. The xanth are not restricted in which languages they may choose as bonus languages.</li> <li data-xf-list-type="ul">Favored Class: Trader. A multiclass Xanth’s trader class does not count when determining whether he suffers an XP penalty for multiclassing.</li> </ul></blockquote><p></p>
[QUOTE="Knightfall, post: 4428157, member: 2012"] [B][COLOR=rgb(251, 160, 38)]LIZARDFOLK, XANTH[/COLOR] Large Monstrous Humanoid (Aquatic, Reptilian) Hit Dice:[/B] 3d8+9 (22 hp) [B]Initiative:[/B] +1 (Dex) [B]Speed:[/B] 30 ft. (6 squares), swim 30 ft. [B]AC:[/B] 17 (-1 size, +1 Dex, +3 natural, +4 chain shirt), touch 10, flat-footed 16 [B]Base Attack/Grapple:[/B] +3/+11 [B]Attack:[/B] Bite +7 melee (1d8+4) or longspear +7 melee (1d8+6) or large tail blade +7 melee (2d6+4) [B]Full Attack:[/B] 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) [B]Space/Reach:[/B] 10 ft. / 10 ft. [B]Special Qualities:[/B] Darkvision 60 ft., master of languages [B]Saves:[/B] Fort +4, Ref +4, Will +3 [B]Abilities:[/B] Str 18 (+4), Dex 13 (+1), Con 17 (+3), Int 11 (+0), Wis 10 (+0), Cha 7 (-2) [B]Skills:[/B] Climb +4, Hide +4 *, Listen +3, Move Silently +4, Spot +3, Swim +10 [B]Feats:[/B] Exotic Weapon Proficiency (tail blade), Multiattack (B), Swamp Stalker [B]Continent/Region:[/B] 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 [B]Environment:[/B] Warm marshes, forests, underground, and aquatic [B]Organization:[/B] 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) [B]Challenge Rating:[/B] 3 [B]Treasure:[/B] Standard [B]Alignment:[/B] Often neutral [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +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.) [B]Combat[/B] 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. [I]Master of Languages[/I] (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. [B]Xanth Society[/B] 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. [B]The Xanth as Characters[/B] Xanth favor the trader class. ([I]Note:[/I] 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. [B]Xanth Traits[/B] The xanth benefit from a number of racial traits: [LIST] [*]+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. [/LIST] [/QUOTE]
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