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KirathD&D 3e (3.0/3.5) Rulesby Joe MashugaKing Lorac Caladon was put to rest in 352 AC, but the horrific land known as Lorac's Nightmare lived on. As the Silvanesti returned to their borders, they knew that brute force would not help them retake their beloved forests. If they were to succeed, the elven people would need experienced scouts like no other. Thus were born the kirath'algos or kirath, the Vanguard of Hope. The kirath have much in common with the Wildrunners of House Protector, but these elite scouts are a study in self-reliance. Kirath are often sent into the Nightmare alone, expected to return with complete and accurate information of the particular kirath's mission. An assignment that requires more than two kirath is a dangerous one indeed. Many kirath willingly carry this burden, while others are grimly determined to succeed until the Nightmare claims them. These headstrong kirath usually live a short life, as they often enter Lorac's Nightmare in reckless fashion for one last, great run. RequirementsTo qualify to become a kirath, a character must fulfill all the following criteria: Race: Elf (most kirath are Silvanesti elves). Class SkillsThe kirath's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Class FeaturesWeapon and Armor Proficiency: A kirath is proficient in simple weapons, the soris (see below), and light armor. Codespeak: The kirath learns codespeak, a unique language consisting of atrakha noises (see kirath equipment) and hand signals. This language is known only to the kirath, and has no alphabet. Exotic Weapon: The kirath gains the Exotic Weapon Proficiency (soris) feat. The soris is a jointed weapon that also serves as a useful tool, and is described under kirath equipment. The kirath gets his soris for free. Woodland Stride (Ex): As the druid ability. Live the Nightmare (Ex): At 2nd level, a kirath gains a +2 insight bonus on all Survival checks made within enchanted woodland settings such as Darken Wood, the Forest of Wayreth, and Lorac's Nightmare. The insight bonus increases to +4 at 6th level and to +6 at 10th level. Uncanny Dodge (Ex): As the rogue ability. If the kirath gains uncanny dodge from a second class (such as rogue), the kirath automatically gains improved uncanny dodge (see below). Kirath Training (Ex): At 3rd and 9th level, the kirath gains a free Skill Focus feat, which must be applied to one of the following skills: Climb, Hide, Jump, Knowledge (nature), Listen, Move Silently, Spot, Survival, or Swim. The kirath must select a different skill each time this ability is gained. Trackless Step (Ex): As the druid ability. Speak with Animals (Sp): At 4th level, the kirath may cast speak with animals a number of times per day equal to his Wisdom modifier (but no less than once/day). The kirath's caster level is equal to his character level. Improved Uncanny Dodge (Ex): As the rogue ability. If a kirath gains uncanny dodge from a second class (such as rogue), the kirath automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character. Speak with Plants (Sp): At 7th level, the kirath may cast speak with plants a number of times per day equal to his Wisdom modifier (but no less than once/day). The kirath's caster level is equal to his character level. Advanced Codespeak (Ex): At 8th level, the kirath's mastery of codespeak gives him greater insight when dealing with non-verbal communication. The kirath gains a +6 competence bonus to Sense Motive checks. Additionally, if the kirath views another form of non-verbal communication, a successful Sense Motive check (DC 25) will let the kirath interpret the message's basic meaning. For example, if a draconian signals her allies using sign language or signal mirrors to tell her allies to attack, the kirath can discern that an attack is imminent. However, he cannot determine the plan of attack. Commune with Nature (Sp): At 10th level, the kirath may use a full-round action to commune with nature, with a caster level equal to his character level. This ability functions as the spell of the same name, and is usable once per day. Kirath EquipmentThe vast majority of kirath acquire boots and cloaks of elvenkind as soon as possible, as stealth equates to survival for these scouts. The kirath always personalize their equipment by use of oils, feathers, stones, and dyes that reveal the kirath's deeds or background. Atrakha: This set of joined wooden tubes forms the basis for the codespeak "language" used by the kirath. The atrakha is often worn around the neck, and normally measures two inches in length. Experienced kirath play the atrakha like bards would play an instrument, blowing through the tube and sliding them to produce a variety of common forest sounds. Some kirath learn the atrakha as an instrument in its own right (a character can spend 1 rank in the Perform skill to learn the atrakha). Some atrakha sounds can be heard for one or two miles, and a kirath in danger can twirl his atrakha overhead to emit a howling noise that can be heard up to six miles away. This last method is only used in times of great danger, for it easily alerts predators to the presence of the kirath. The kirath are the only known manufacturers of the atrakha; some Silvanesti elves make similar tools, but these imitations cannot be used for codespeak. Atrakha are only sold to elves (30 gp). The kirath never teach codespeak to non-kirath, even if an atrakha is owned. Enchanted atrakha are unheard of. Greenmask: Encroaching green dragons forced the kirath to create defenses for themselves. The greenmasks were the first notable success. Greenmasks enclose the wearer's entire face up to the ears, and lack nose or mouth holes. The mask's interior holds a small batch of prepared herbs, which were originally designed to counteract the effects of green dragon breath. However, this herbal mixture also protects the greenmask wearer against swamp gasses, cloudkill or stinking cloud spells, and similar noxious fumes. The greenmask bestows a +4 bonus to Fortitude saves against inhaled substances, and a +2 bonus to Reflex saves against the breath weapon of green dragons (the greenmask does not make the kirath any faster, but it does prevent accidental inhalation of toxic fumes). The herbs must be replaced after 10 hours of use, and most kirath carry greenmask "refills" in various pouches. Greenmask wearers suffer a –2 penalty to Listen checks, but most kirath willingly accept this hindrance. Also, the wearer's speech is unintelligible at distances greater than 30 feet, but since kirath use codespeak, this also does not bother them. A character with the Profession (herbalist) skill can attempt to duplicate the mix of exotic herbs, but this is very difficult (DC 35). The kirath do not share the secrets of this herbal mixture with non-kirath. Greenmasks are only sold to other Silvanesti (500 gp). Some kirath enchant the lenses of their greenmasks, while others may have the entire greenmask enchanted. An enchanted greenmask takes up the "headband/helmet" and "lenses/goggles" magical item locations. Soris: The soris is an ingenious weapon that doubles as a tool. A ball-like joint connects two pieces of light yet stout wood. The upper end is eighteen inches long, with small folding hooks and a rope hand-loop. The soris' lower end is five feet long and tipped with a needle-like metal point. A leather thong is affixed to the lower end, approximately twelve inches from the joint. The joint can be locked in any position, giving the soris a length between five feet and nearly seven feet. A proficient wielder gains a +2 circumstance bonus to Balance and Climb checks when the soris is used in preference to other tools (such as a climber's kit). In combat, the soris can be configured as a club (folding the soris together), a light flail (letting the shorter end swing freely), or a shortspear (fully extending the soris). Two hands are used to configure a soris. If a kirath makes a Dexterity check (DC 15) he may configure the soris as a free action, otherwise it requires a standard action. When the soris is used as a light flail, you get a +2 bonus on your opposed attack roll when attempting to disarm an enemy (including the opposed attack roll to avoid being disarmed if you fail to disarm your enemy). You can also use the soris to make trip attacks. If you are tripped during your own trip attempt, you can drop the soris to avoid being tripped. The kirath can use the soris in its flail configuration even if he is not proficient in the light flail. A soris is a masterwork weapon that weighs 6 pounds. They are never sold to non-kirath. Fan RatingsThis item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast. |
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