PDA

View Full Version : [Race]Kulu



Suzaku
2007-10-06, 06:27 PM
Inspired by Mithra from Final Fantasy XI and Keidran from Two Kinds Web Comic

Kulu
Medium Humanoid
Base Land Speed: 30ft
LA: 0
Alignment: Usually chaotic good although many can be lawful or chaotic evil

+2 Dexterity -2 Constitution: Kulus are agile but frail

Dark Vision to 60 feet, Kulu often hunt in the middle of the night even in moonless light

+1 Spot, Listen and Survival Although Kulu have keen senses they can sometimes be easily distracted.

+2 Balance: Kulu tails provide a natural source of balance.

Sensitive Nose: Because of their potent sense of smell they can identify familiar smells and gain +2 spot check against disguise checks.

Poison Sensitivity: -1 to all poison saves due to the islands lack of poisonous animals the Kulu resistance to various kinds of poisons waned.

-2 Sense Motive: Because of their lack of dealing with other nations and their naïve attitudes they are much easier to fool

Ancestral Training (ex): As Kulu gains more experienced with a bow she begins to remember training of her ancestors skills and gains racial bonus. At 2 and 8 HD Kulu would gain +1 to attack rolls with bows. At 4 and 12 HD Kulu would gain +1 damage.

Survival is always a class skill

Claws: Although Kulu are born with claws they’re not strong or long enough to be treated as natural weapons instead a Kulu could choose to do unarmed as slashing or bludgeon damage all other unarmed attack rules apply.

Kulu Fall: Kulus are treated falling 10 feet short before jump and tumble checks. (Often referred as feline fall) This stacks with monk’s slow fall

Weapon Proficiency: Long and Short bows

Racial feats

Scent: As a selectable feat can gain scent ability as described from Monster Manual, and remains in effect even polymorphed or wildshaped.
Prerequisites: Race Kulu

Bow Strength(Su): Calling upon their ancestors for help a Kulu may declare one attack roll per round to include 1.5 strength bonus to a single attack.
Prerequisites: Bab +6 Race Kulu
Special: Maybe selectable as a Fighter bonus feat

Claws: Some Kulu are born with naturally stronger claws allowing them to use their claws as natural weapons. Thus gaining 2 claw attacks at 1d4 each.
Prerequisites: First level, Race Kulu

Ancestral Archy Distraction: After striking a target within 30 feet the Kulu is considered to be flanking at the end of the turn so long as she has a clear line of sight and remains within 30 feet. Since she considered to be flanking, she and an ally standing directly opposite of her would gain all the benefits of flanking including +2 bonus to hit and use their sneak attack ability if any. At the start of her next turn the Kulu could maneuver to regain a clear line of site and position herself to form a straight line with the target and ally to continue flanking and gain the benefits of the range flanking.
Note: Since the Kulu requires a clear line of site of any obstructions or miss chance including any cover including terrain (trees walls carts that someone can use cover) another individual (both ally or enemy) or magical effect (such as blur) prevents the use of this feat even with precise shot.
Prerquisites: Race Kulu, Bab +6
Special: May selected as a Fighter bonus feat.

Society:
Kulu born in their native land of Elishmo live a tribal life style with a chieftain in charge of the tribe over seeing the interest of the tribe are met. These chieftains are often the strongest warrior or highest level druid in the tribe. One unique aspect of their race evolved and developed few random memory and talents of their parents are passed along to their children. Unlike normal memories these are often hidden in the brain such as recognizing a familiar person their parents met and don’t know where they recognize the person from or view dreams of past events their parents experienced. Because of their short lifespan newborns are born with mental and maturity of five years old and reach adulthood at age of 10.

Because of their memory transfer ability nearly always (with very few exceptions) Kulu are born with their parent’s bowmen skill only taking perhaps a week to “relearn” their bowmen skills. Because of this ability to transfer their memory their bowmen skill many tribes often independently set up special units which are identical to Elven Arcane Archers.

Because of their isolation and constant year round warm temperature and thick fur clothing seems alien to them. Only during the Great War when mainland nations discovered the island of Elishmo and recruited Kulu to supplement their forces fast trainable forces did the concept of clothing enter their culture. Growing up in another nation Kulu may be found wearing clothing although they find it uncomfortable and in warmer climates may regularly trim their fast growing fur to avoid getting to hot. Because they recognize importance of armor in combat Kulu have specially made armor to allow for room for their tail, so it may continue to move about freely to provide balance. Despite normally living in warm climates Kulus who find themselves traveling or living in cold climates their fur seems to grow thicker in these region, although they may still suffer from extreme cold and heat like other races.

However one fate all Kulu fear is that one day they may become feral, after a strong event such as the immense event of having their whole tribe slaughter and the Kulu becomes the sole survivor the Kulu may become a Feral Kulu. Feral Kulu mind degrades to that of animal (Int of 2) and behave like an animals often staying with other Feral Kulu, others may join pack of ordinary or dire animals believing they’re member of that race. A cure for a Feral Kulu has yet to be discovered short of a Wish, although sometimes call of a loved one or reviving from the brink of death can revert the infliction. Feral Kulu are feared by most humanoid races because of their massive strength agility and high pain threshold and can regenerate wounds right before people eyes.
Also unlike other races Kulu males do not exist, instead most tribal Kulus reproduce by parthenogenesis (which is a form of asexual reproduction). However elsewhere where other humans and elves live, a male human/elf and Kulu couple could have children whom inherit genetic traits from both parents. Unlike half-elfs the children of a kulu and human/elf couples the kulu genes dominant the other parent’s genes resulting in another Kulu and thus always female. Although despite their short age few Kulu are spread out through out the continent of Geos and Arcaniss.


Personality: Kulus are naturally playful and curious race and are often carefree compare to longer live races. Sometimes they rush ahead and do things which seems to be even rash for other races other find Kulu very naive and can be easily lied to mainly to lack of interaction of cultures besides their own.

Religion: All Kulu are born with a reference towards nature and with majority of the Kulu population and with majority of the population living in tribal units as such druids make up much religious structure and believe that becoming a blighter is the worse sin and are actively hunted if one believed to be alive and near by. Although Kulu fear a Feral Kulu they understand it’s not the Kulu’s fault for becoming one and would rather capture them alive to cure them. Although majority of the clergy are druids there are a few clerics majority of which favor nature deities but are free to practice other religions.


Adulthood: 10 Youngest: 1d2 Averages: 1d3 Oldest: 1d4
Base height and weight:

Female: 4'10" +2d10 Base weight 120 x2d4 lb.

Suzaku
2007-10-08, 10:22 PM
bumping sigh over 50 reads but no comments.

jjpickar
2007-10-08, 11:09 PM
I just haven't played FF 11 so I can't really judge its accuracy. Seems like an interesting race though.

vivi
2007-10-09, 10:17 AM
I love it!:smallbiggrin: but looks a bit over powered, I mean it has all the bow stuff and only a few draw backs! It should at least have a -2 diplomacy, and a -1 to bluff might balance it some.

Suzaku
2007-10-12, 03:36 PM
Bumping the thread

Suzaku
2007-10-14, 11:24 PM
*attaches some spring shoes to the thread's feet*