Kulkodar

For other meanings of Kulkodar, see Kulkodar disambiguation

In the northern continent of Amaris the Kulkodar are the most predominant people group. The are almost entirely nomadic to provide constant foraging for the great herds of bison like creatures and to hunt the native red dragons both of which are their primary source of food, clothing, and trade goods. In addition to the creatures, they have proven excellent craftsmen and sell masterful wares to the settlements scattered around the southern portion of the continent.  

Culture Traits

 
Common Traits
  • Ability score modifiers: -4 Inteligence +2 Wisdom +2 Charisma
  • Starting Languages: In addition to the common tongue, characters with this culture know Draconic. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Dwarven, Giant, Ignan, and Orcish
  • Local Knowledge: A character of the Kulkodari Culture can make knowledge (local) checks untrained so long as the check pertains to Kulkodari holds and herd camps. In addition, they always roll such checks with advantage.
  • Amarisian Shepards: A Kulkodari character is proficient with all martial bows and treats the Kulkodari Longhorn bow as a martial weapon.
 
Simple Traits
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Intermediate Traits
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Advanced Traits
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Trait Descriptions

Advanced Bow Training: A character with this trait gains a +4 cultural bonus on called shots with bows and reduces the range penalty for bows by 2 (minimum of -2). Additionally, any penalties or DCs associated with negative effects from called shots or other special attacks made with a bow are increased by 2.   Defensive Training: Kulkodar live under constant threat of attack from the red dragons which plague the volcanic summits around Amaris. As such they dedicate much of their training to defending against them. A character with this trait gains +4 dodge to AC against monsters of the Dragon subtype and a +2 cultural bonus to reflex saving throws against breath weapon attacks.   Dragon Hunter: A character with this trait gains a +1 cultural bonus on attack and damage rolls against creatures with the Dragon Type. additionally they gain a +4 cultural bonus on survival checks made to track creatures of the Dragon Type.   Exceptional Pull: a character with this trait gains the exceptional pull feat even if they do not meet the prerequisites.
Herd Master: a character with this trait gains a +4 cultural bonus to handle animal checks and handle animal is always a class skill for them.   Mobile Metalworker: many Kulkoar tribes have only semi-permanent homes and spend much of their time moving between places of vegetation for their herds. This mandates that they become proficient with crafting their wares on the move. A character with this trait gains a +4 cultural bonus to one craft skill of their choice and reduces the DC by 2 for masterwork items made largely of metal. Additionally, they can treat a day of travel as though it were a full day of crafting in a calm space but doing so increases the DC of the item by 1 for each day spent doing so. In order to do this, the character must still have appropriate tools and apparatus for the project (such as a means of frequently heating and quenching metal if crafting with metal).   Mountaineer: The Kulkador are skilled at climbing and navigating narrow ledges. Kulkador with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces   Northern Crafting: A character with this trait gains a +2 cultural bonus on craft checks that involve leather, scales, bone or horn.  
 
Favored Class Options

Alchemist: Add +¼ to the alchemist’s natural armor bonus when using the character’s mutagen.

Arcanist: Reduce arcane spell failure chance for casting arcanist spells when wearing light armor by +1%. Once the total reaches 10%, the arcanist no longer suffers arcane spell failure while wearing light armor and also receives Light Armor Proficiency, if she does not already possess it.

Barbarian: Add +1 to the barbarian’s total number of rage rounds per day.

Bard: Reduce Arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reduction in chance reaches 10%, the bard also received Medium Armor Proficiency, if he does not already possess it.

Bloodrager: Increase the bloodrager’s total number of bloodrage rounds per day by 1.

Brawler: Add 1 to the brawler’s CMD when she’s resisting a trip or overrun combat maneuver.

Cavalier: Add a +½ bonus on Intimidate checks and Ride checks. "

Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +½ to the number of uses per day of that domain power."

Druid: Add +1 hit points to the druid’s animal companion. If the druid ever replaces her animal companion, the new animal companion gains these bonus hit points.

Fighter: Add +1 to the fighter’s CMD when resisting a grapple or trip attempt.

Gunslinger: The gunslinger reduces the amount of time needed to restore a broken firearm using the Gunsmithing feat by 5 minutes (maximum reduction of 50 minutes)

Hunter: Add 1 hit point to the hunter’s animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus hit points.

Inquisitor: Add +½ on Intimidate checks and Knowledge checks to identify creatures.

Investigator: Gain a +⅓ bonus on critical hit confirmation rolls made while using studied combat (maximum bonus of +5). This bonus does not stack with those gained through Critical Focus and similar effects.

Magus: Add one of the following to the magus’ list of arcane pool weapon special abilities: allying, conductive, corrosive, corrosive burst, defending, ghost touch, menacing, merciful, mighty cleaving, vicious. Once selected, it cannot be changed.

Monk: Add a +¼ bonus on combat maneuver checks made to grapple or trip.

Oracle: Reduce the non-proficient penalty for one weapon by 1. When the non-proficient penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.

Paladin: Add a +1 bonus on concentration checks when casting paladin spells.

Ranger: Add +¼ to a single existing outsider Favored Enemy bonus (maximum bonus +1 per Favored Enemy other than Dragons. maximum bonus of +2 for Dragons).

Rogue: Reduce the penalty for not being proficient with one weapon by 1. When the non-proficiency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon. "

Shaman: Add one spell from the cleric spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast."

Skald: Increase the skald’s total number of raging song rounds per day by 1. "

Slayer: Gain a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gain information."

Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +½ to the number of uses per day of that bloodline power.

Summoner: The summoner’s eidolon gains resistance 1 against either cold or fire. Each time the summoner selects this reward, he increases his eidolon’s resistance to one of those energy types by 1 (maximum 10 for any one energy type).

Swashbuckler: Add ¼ to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick or a heavy pick. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat the battleaxe or handaxe as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well.

Vigilante: Increase the bonus from social grace on Craft skills by +1/2.

Warpriest: Gain 1/6 of a new bonus combat feat.

Witch: Add +5 feet to the distance at which her familiar grants the Alertness feat (maximum +20 feet).

Wizard: Select one item creation feat known by the wizard. Whenever crafting an item using that feat, the amount of progress made in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.

 

History

The Kulkudar have a long history of wandering the frigid hell that is Amaris. Most historians agree that it is because of the Kulkodar that the world has not been drowned in dragon fire. According to the oldest records outside of the frozen waste, the Kulkodar have always been in the northern plains of Amaris. Their own cultural stories and legends say that they were birthed of the first flames that erupted from beneath the surface of the frozen crust; they say that they have always been there to hunt the great fire that wells up from beneath the surface.

Culture

Culture and cultural heritage

The Kulkodar are without a doubt the single oldest people group in the whole of Breon. It is even theorized that their culture was present during the age of Antivum. The term Kulkodar does not actually apply to a single people group but rather an ever changing collection of tribes based around territory control and foraging areas. Each tribe has their own specific traditions and customs which develop from geographical disparity and resource availability. While many tribes do exist, they all mostly share a basic set of characteristics that have developed from surviving the harsh environment of Amaris

Common Dress code

The Kulkodar prefer simple clothes which allow as much freedom of movement while still maintaining as much body heat as possible. To that end, heavy, loose furs over well fitted armors is the prefered garb of most Kulkodar outside of the safety of camp.

Common Customs, traditions and rituals

The nomadic nature of Kulkodar life leads to strong family ties in lieu of any other form of attachment. As such, Kulkodar are fiercely loyal to their family members, even distant ones.

Common Myths and Legends

The Kulkudar have a long history of wandering the frigid hell that is Amaris. Most historians agree that it is because of the Kulkodar that the world has not been drowned in dragon fire. According to the oldest records outside of the frozen waste, the Kulkodar have always been in the northern plains of Amaris. Their own cultural stories and legends say that they were birthed of the first flames that erupted from beneath the surface of the frozen crust; they say that they have always been there to hunt the great fire that wells up from beneath the surface.
Encompassed species
Related Locations

Comments

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Jan 12, 2023 06:05

I love the Kulkador. Is the group of Kulkadori prophecy seekers still a thing in Terra Carte?

Jan 17, 2023 02:39

They were canon, and that was like 25 (ish?) years previous the CotCT campaign. They may still be around, I'd assume that they made it to the sands of Southern Quarren in that time but where they went from there, who knows?