Kna

A Kna (pronounced NAH) is an aquatic humanoid well known for its strength. These creatures live exclusively in saltwater and cannot breathe air. They vary in occupation from peaceful traders to dangerous pirates.
 

Species Name: Kna, Octo men

Type: Humanoid Amphibian

Physical Traits: Knas cannot breathe air. A Kna taken out of the water suffocates in 2d4 rounds. Kna stand 10 to 12 feet tall and have very muscular builds. Prominent features include large fins on their backs and heads, clawed hands, and bulging eyes. Their orange skin looks scaly but has a rubbery texture.

Height: 10-12 feet

Weight: 1200-1500lbs

Abilities: Kna are able to dive down to a maximum depth of 20 metres per CON and can see in low light with absolute clarity at a distance of 60 feet. Due to the Knas’ rubbery skin, blunt weapons inflict only half damage on them. Their skin also gives them a +1 bonus to saving throws vs. normal fire.

Mobility: Tentacles

Sensory Organs: Visual

Communication: Visual

Reproduction: Knas reproduce similar to fish, laying an annual clutch of 3D6 eggs, usually in the autumn. Kna children reach maturity in six months, learning everything they need to know for survival from a pair of appointed guardians. All females within a tribe share the same Fertile period; autumn is the most common egg-laying season.

INT: 3D6, WIS: 3D6 +1, STR: 3D6 +6, DEX: 3D6, CON: 3D6 +4, CHA: 3D6, MR: D6 walk/4D6 swim, HPs: CON +D6, AC: 7

Orbit/Climate: See Earth

Feeding Habits: Knas hunt aquatic predators such sharks and rays. Knas are bitter foes of the kopru, competing for the same food supply and habitat.

Lifespan: 80 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Knas construct large barge-like platforms from the light internal shells of giant squid that float 20 to 30 feet above the sea bed. They decorate them with bright shells and coloured stones, with each tribe using its own distinctive decorative pattern. Many Knas live as peaceful traders, dealing with other sea races and surface races living near the ocean shore. They sometimes use sea elves or other aquatic races that can survive out of water as intermediates when trading with land dwellers. Some tribes, called the Uyagh in their own tongue, have turned to piracy as a result of land-dweller intrusion into their territory. The victims of raids from privateers and unscrupulous alchemists (who consider Kna blood a useful magical ingredient for water-themed spells and items), these Kna launch retaliatory attacks against surface vessels. The Uyagh might spare a ship's crew, but always slaughter them if any Kna were killed during the attack. Knas take no prisoners, turning spared survivours loose to fend for themselves. Although the other Kna tribes disapprove of the Uyagh's piracy, they do not raise arms against them. Knas tame sea creatures, such as hippocampi, narwhals, sea lions, whales, and dolphins, for use as watch animals and beasts of burden. Uyagh use larger sea creatures to help tow surface vessels onto reefs, particularly mashers. Knas usually fight with bone spears and crossbows specially-designed for underwater combat. Knas hunt many sea creatures that humans consider predators, reducing the population of sharks, manta rays, lampreys, and the like.

Government: Tribal

Population: 1,565,110


 

Creating a Kna character

Step 1: Attributes
Roll attributes as normal but WIS +1, STR +6, CON +4, and AC 7. Mana = INT + WIS x2. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +6, +6 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class, however some may not be available due a lack of fingers.

Step 3: Abilities

All Kna gain all the following free;

Night Vision - The character can see in low light with absolute clarity at a distance of 60 feet.

Rubbery Skin - Half damage from blunt weapons and +1 save vs fire.

Additionally Knas start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Agile 5 +1 AC.
Enhanced Taste 5 Can identify the specific ingredients of anything that have previously eaten, drunk or sample tasted. This includes chemicals, animals, plants, toxins and poisons.
Fortitude 5 +1 vs poisons, toxins and diseases. This then increases by +1 every second level.
Natural Chameleon 5

Using this ability the Kna can blend into and render himself nearly invisible so long as he remains still. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

Natural Mana 10 +10 Mana at levels 2, 4, 6, 8, 10, 12, 14, 16, 18 and 20.
Nature Heal 5

Only ocean terrain maybe selected for healing at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.

Nature Survival 5 Due to a Kna's extensive experience and training in the ocean they gain +1 to any physical, combat and survival rolls made while within that environment. Each time this ability is rebought he may take an additional +1.
SAN Bonus 10 +1 Sanity save at levels 2, 5, 9, 11, 13 and 17.
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 4: Classes

Any.

 

 

Races