Kulkodar
For other meanings of Kulkodar, see Kulkodar disambiguation
Kulkodar-Ancestry redirects here. See the Table of Contents
The Kulkodar are a race of half-giants largely native to Amaris thought by most to be the result of union between small storm giants and orcs or human captives. Kulkodar have large frames, usualy standing 7 feet tall with large arms and hands.
Ancestry Traits
Common Traits
- Ability score modifiers: +2 Strength -2 Dexterity
- Size: Medium
- Type: Humanoid (Giant)
- Base speed: 30ft
- Powerful Build: Kukador are much larger and of a more powerful build than other medium creatures. Kulkador are treated as one size larger for the purposes of attack rolls (-1) , AC (-1) , CMB (+1), CMD (+1), and stealth checks (-4). The numbers in parentheses are for a medium Kulkador; these adjustments will change if the Kulkador experiences any size adjusting effects. Additionally, a Kulkador is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect them.
- Giant's Hands: Kulkador have the strong arms and large hands of giant kin. Kulkodar wield weapons as Large creatures but still calculate the penalties for Huge or larger weapons as a medium creature. Refer to the table below for resizing and penalties. This does not modifiy the Unarmed Strike damage of a Kulkodar.
- Big Frame: Kulkador are naturally wide and have a powerful frame like their giant predecessors. Kulkador increases their carrying capacity by 50% but have a problem finding armor that fits right. Kulkador wear armor as though they were large creatures, however, they may wear medium sized armor but suffer penalties on attack rolls as though they were nonproficient with the armor and suffer an additional -2 penalty on skill checks affected by armor check penalties when doing so. Additionally, they suffer a -4 racial penalty on escape artist checks to squeeze through tight spaces
Weapon Size | Light | One-Handed | Two Handed |
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Medium | Cannot use | Light / -2 | One-Handed / -2 |
Large | Light / -0 | One-Handed / - 0 | Two Handed / -0 |
Huge | One-Handed / -4 | Two Handed / -4 | Cannot Use |
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Trait Descriptions
Cold Resist:Kulkodar with this trait gain Cold resistance 5.
Giant Hide:Kulkodar with this trait have +2 natural armor
Glare Resistant:Kulkodar with this trait are immune to snow blindness and gain a +2 on saves against light based effects that cause the dazed, dazzled, stunned, or blinded conditions
Hardy:Kulkodr with this trait gain a +2 Racial bonus on Fortitude saving throws.
Impressive Reach:When wielding a two-handed weapon (actual handedness or effective handedness), a Kulkador may choose to take a -4 on all attack rolls until the beginning of their next turn to make their attacks as though they had a natural 10ft reach. This is a stance effect which must be declared before any attack rolls are made.
Jotun Physique:Kulkodar with this trait gain a +2 racial bonus to Strength and Constitution but suffer an additional -2 to Dexterity. (ability score modifiers become +4 str, +2 Con, -4 Dex)
Juggernaut:Kulkodar with this trait gain a +2 Racial bonus to CMD
Low-light Vision:Kulkodar with this trait can see twice as far in low-light as humans.
Strongarm: Kulkodar with this trait gain a +2 Racial bonus on Bullrush and Sunder Combat Maneuvers.
Cross Breeding
Fully Compatibility | This Species Dominant | Other Species Dominant |
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Basic Information
Genetics and Reproduction
Kulkodar reproduce sexually like most other humanoids and can produce viable offspring with
Related Ethnicities
Comments