What have you done to my Underdark Fey thread?

The World of Kulan Thread

Another note,

I just started up a new thread in the Rogues Gallery Forum, which will be for increasing awareness of my homebrewed campaign setting, as well as bouncing ideas off of other ENWorlders.

The World of Kulan Thread

Come on over and make comments and suggestions, if you like.

Cheers!

KF72
 
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Thanks Knightfall, anything you liked in particular?

Its chapter 7 of a book I have been working on for Enworld Publishing. Not sure if it is going to be comming out through Enworld Publishing or another company though. Might be through Bastion Press.
 

Clay_More said:
Thanks Knightfall, anything you liked in particular?

Its chapter 7 of a book I have been working on for Enworld Publishing. Not sure if it is going to be comming out through Enworld Publishing or another company though. Might be through Bastion Press.

Actually, I just glaced at it, I didn't get into the nitty-gritty. And yes, I figured out it was your soon to be published book, after I had posted the question. :o

Anyway, I'm also putting a note here to point out I've been adding maps to my map thread and posting information on the different playable races for the continent of Harqual on my World of Kulan Thread (see link under last post).

Cheers!

KF72
 

A monster for the thread

Elf, Reptilian, 1st-Level Warrior
Medium-Size Humanoid (Elf, Reptilian)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 30ft. (6 squares)
AC: 15 (+1 Dex, +2 small shield, +2 natural), touch 11, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Claw +3 melee (1d6+2) or light flail +4 melee (1d8+2) or light crossbow +2 ranged (1d8)
Full Attack: 2 claws +3 melee (1d6+2) or light flail +4 melee (1d8+2) or light crossbow +2 ranged (1d8)
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Racial traits, scent
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 15 (+2), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 8 (-1)
Skills: Climb +7, Jump +7, Listen +3, Search +3, Spot +3
Feats: Weapon Focus (light flail)

Continent/Region: Merria plus any isolated island chain
Climate/Terrain: Temperate or warm forest
Organization: Company (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd to 6th-level, or band (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, 3 7th-level captains, and 1–4 monitor lizards)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +2

Elves and dragons are two of the longest-lived races on Kulan. The two species have shared a kinship over the centuries whether as allies dedicated to the Balance or as adversaries along the lines of extremism. It is logical, therefore, that elves and dragons have shared an even closer kinship, often leading to elven half-dragons. Reptilian elves are the result of similar relationships between elves and dragons except that the kinship is more developed over longer periods of time.

Reptilian elves have green and brown scales covering their strong, muscular bodies and long sinuous tails, although elven heritage still dominates their facial features with long tapering ears and deep green eyes. Reptilian elves are just as intelligent as normal elves, but are also wiser than them, due to the dragon blood running through their veins. They are also more likely to eat meat than normal elves but are still considered omnivores.

Reptilian elves prefer clothing that blends well with the forest and their scaled skin – earth-tone brown, deep green, and stone gray. They are more inclined to work with stone and metal like dwarves than wood and metal like normal elves, although the forest is still the heart of their heritage. They are more at one with the raw forces of nature then the beauty of the woodland surroundings.

Reptilian elves speak Draconic and Elven.

Combat
Reptilian elven warriors are as cautious as normal ones and are even more analytical. However, they prefer more aggressive attacks once they do enter combat using their increased strength to take the fight to their opponents. They prefer crossbows, flails, hand and throwing axes, scimitars, and warhammers. In melee, reptilian elves are just as graceful as normal elves regardless of their increased strength and bulk, but are less beautiful to observe.

Racial Traits (Ex): See below.

Scent (Ex): A reptilian elf can detect approaching enemies, sniff out hidden foes, and track by sense of smell. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.

Reptilian Elf Society
Reptilian elves are wanderers by nature. Their bands rarely settle in one forest region for more than one or two years. Most often, reptilian elves travel from island to island within a particular chain of islands. If several island chains are linked by one or two intermediate islands, these elves will travel even farther, trading with allies from other bands and, sometimes, other races.

Reptilian elves have excellent relations with the good races of the sea including shoal elves and tritons. They are the sworn enemies of the sahuagin, scrags, and merrow. Reptilian elves often trade and socialize with good-hearted privateers, but they will often break off relations with ‘independents’ who aren’t choosy about where they steal from.

Reptilian elves are most often encountered in the Isles of Merria, traveling by sailing ship or in giant flat bottom boats poled along the shorelines of the many islands of the region. However, reptilian elves can be encountered traveling amongst any of dozens of isolated, temperate or warm island chains.

They like visiting Freeport and the Isle of Dread south of Harqual, as well as the Shu Na Nee Archipelago south of the lands known as Indjra, on the southeastern shores of Kanpur. They often trade and settle in islands the Crowded Sea south of True Zakhara, as well as the many island chains west and southwest of Kanpur. Only recently has the Fallenlands opened up to the rest of the world and the reptilian elves were amongst the few who began exploring the islands surrounding the mainland of the Fallenlands.

It is considered taboo for a reptilian elf to set foot on one of the continents of Harqual and if taken there by force the elf will do everything to reach the sea, even if it mean the risk of drowning. Why reptilian elves have this taboo remains a mystery.

Reptilian Elves as Characters
Reptilian elves favor the ranger class. Reptilian elves often tend to be bards, druids, rogues or sorcerers, as well as multiclass bard/rangers, ranger/druids, or ranger/rogues. They almost never become wizards but make excellent sorcerers. Ever 1 in 25 reptilian elves should have the half-dragon template added onto these stats. Dragon subtype is left up to the DM.

These unique elves rarely worship the gods of the Elven Pantheon, although they still respect them. (Many reptilian elf clerics worship one of the Dragon Deities from the D&D Draconomicon: Book of Dragons.)

Those reptilian elves living in the region known as Merria often worship Shan’re, the Sea Goddess, or Andor, God of the Isles. Reptilian elf clerics of Shan’re can choose any two of the following domains: Chaos, Nautical, Ocean, Travel, and Water. Reptilian elf clerics of Andor can choose any two of the following domains: Animal, Creation, Earth, Knowledge, and Plant.

Reptilian Elven Traits
Reptilian elves benefit from a number of racial traits:

-- +2 to Strength, +2 to Dexterity, -2 to Charisma.
-- Medium-sized. (Use elf height and weight. See the PHB in Chapter 6: Description.)
-- Proficient with longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
-- Base land speed is 30 feet.
-- Keen Vision (Ex): Reptilian elves 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. Reptilian elves have darkvision up to 60 ft.
-- Immunity to magic sleep spells and effects, and a +2 racial bonus to saves against Enchantment spells or effects.
-- Scent (Ex): As per the description under Combat above.
-- Skills: A reptilian elf gets a +2 racial bonus to Search, Spot, and Listen checks and a +4 racial bonus to Balance and Jump checks. A reptilian elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.
-- Automatic Languages: Draconic and Elven. Bonus Languages: Gnoll, Gnome, Goblin, Orc, and Sylvan.
-- Favored Class: Ranger. A multiclass reptile elf's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
-- ECL: +2
 
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Nice critter, good to see a Fey in here for a change, happens rather rarely these days. Isn't it non-standard that the monster stat block variant has ability scores that vary from those of the average Reptilian Elf? I thought that the monster stat block should be for a completely average version of said creature?

The critter is nice enough as it is though. Good take on a little alternative Elf I might say.
 

Actually, since it is a 1 HD humanoid, it uses the npc array to determine it's ability scores. (13,12,11,10,9,8)

On another note, I have finally read through the spells, they look good, there was a couple of comments I would have liked to share about them, but I forgot them all except for one of the elemental spells. Magma Ball.

I love Magma Ball, but I have two comments. 1, due to it's secondary effect it should be a level 5 spell, not a level 4. and 2, you forgot to add the damage cap (which would be 15 damage dice.) :p But I am definetly using it. (with your permission of course.) :D
 

Thanks Krishnath, feel free to give me some more comments, especially on the Necromancy Spells actually. The Evocation spells have already been sent for Enworld Publishing, so I have no chance to alter them anymore. The Necromancy Spells are still being written, so I can alter them as I see fit.

I forgot about the whole standard array thingy, imagine that. It is a good race for swamp or bog-dwelling elves though. Could easily imagining these guys running around in the Jungles of Ctulh as well. I wouldn't mind if they had some form of ability that gives them, for example, partial water breathing.'
(could always state that they receive a +4 racial bonus to all check concerning holding their breath for an extended duration of time and that they can go for twice as long underwater as a normal humanoid).

I hope you two might have some specifics about the Necromancy Spells :)
 

Well, there are one or two of the necromancy spells I have problems with.

1. Immortality. Only problem I have is the name, I suggest you change it to Extend Life or some such, the drawbacks should be easy enough to get around for a necromancer. Just animate the sacrificed creatures as any greater undead (mummies for example) or hit the corpse with a Soul Bind.
2. Penetration and Penetration, Greater. I can't be the only one who sees a problem with the name of these spells... Or maybe I just have a dirty mind :p I suggest changing the name to Overcome Spell Resistance, also, due to their level, I suggest reducing the bonus granted to +2 and +4 respectively, and naming them as circumstance bonuses.
3. Protection From Draining. This spell already exists, it's called Negative Energy Protection.
4. Bind Spellbook is way to powerful for a cantrip, it's duration is permanent! It should be a level 3 spell at the least.
5. Blackball this spell needs to be renamed, there is a creature called a blackball (a.k.a. sphere of annihilation or umbral blot) in the ELH.

And that's about it.
 

Clay_More said:
Nice critter, good to see a Fey in here for a change, happens rather rarely these days. Isn't it non-standard that the monster stat block variant has ability scores that vary from those of the average Reptilian Elf? I thought that the monster stat block should be for a completely average version of said creature?

The critter is nice enough as it is though. Good take on a little alternative Elf I might say.

Thanks, I try. :p

And it's not a fey. It's the old 3.0e elf with the Reptilian Template added on and then fudged to 3.5e. It came out as looking like an elite array but that's not how those numbers came about. (Otherwise it would be: Str 15, Dex 11, Con 14, Int 10, Wis 11, Cha 8; and Ability Score modifiers of +2 to Strength, +2 to Constitution, and -2 to Charisma.)

Hmm, I just noticed an error I have to fix.

Also, I have a question for you guys. What do you think I should call this race instead of 'reptilian elf'? I'm looking for something unique, as I don't just want to call them dragon elves (boring).

Cheers!

KF72
 
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