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KirathD&D 3e (3.0/3.5) Rulesby VZidaneVHD: D10 Requirements:Race: Qualinesti or Silvanesti Elf BAB: +7 Skills: Hide 8 ranks, Move Silently 8 ranks, Survival 5 ranks. Feats: Alertness, Improved Initiative, Track. Class Skills:The Kirath's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). Class Features:Secret Language: The language of the Kirath consists of bird whistles and animal calls and allows them to communicate in secret. Trackless Step: When in forest lands the Kirath can never, under any circumstance, be tracked. Homefield Advantage (Never Surprised): When in their homeland, the Kirath are so acutely aware of their surroundings that they are never surprised. Sneak Attack: The Kirath gain the ability to use sneak attacks. Homefield Advantage (Always Gets Initiative): When in their homeland, the Kirath strike with speed and precision. Hide in Plain Sight: The Kirath may attempt to hide, even while being observed. Homefield Advantage (Utilize Terrain): While in their homeland, the Kirath may fight expertly regardless of circumstance. In game terms, they suffer no penalties when ...for example...hanging upside down from a tree and fighting with a sword. Bonuses from this are based on the ingenuity of a players actions and the rulings of the DM. Homefield Advantage (Vanish): The Kirath, when in their homeland, may attempt to hide every round, regardless of circumstance even after having attacked. Attacking the next round reveals the Kirath's location, though they may subsequently hide again. Called Shot: This is the infamous deadly attack of the elven archers. Though the attack need not be made with a bow, it is traditionally done as such. If the character opts to make an attack roll at -10 and succeeds, the target must make a fortitude save, DC 10+ damage dealt. Failure means the character dies. This attack is similar to a coup de grace as you are targeting vitals, however the attack is not automatic, and there is no automatic crit.
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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