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Ghost in the Shell

D20 CREATION
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Arcane Spells
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* Cheat Sheet
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D20 HOUSE RULES

PLAYER CONDUCT
* Descent

Descent
Into
Darkness

{Drow Campaign}

Zartenoth:
The Land
Between

{d20 High Fantasy}

Storm Riders
[SRoZ]

{Rhy'Din Guild Site}

LINKS
* Link to Us

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Site Title

Level
---
1

2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

B. Attack
+0

+1
+2
+3
+3
+4
+5
+6
+6
+7
+8
+9
+9
+10
+11
+12
+12
+13
+14
+15

F. Save
+2

+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

R. Save
+0

+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

W. Save
+2

+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Special
Abilities
Flurry of blows, Unarmed strike, Sexual code of conduct
Blessing of the wise
Body Control
---
Purity of body
---
Wholeness of body
Body manipulation 1/day
---
Alternate Form 1/day
---
Body manipulation 2/day
Diamond body
---
Alternate form 3/day
Body manipulation 3/day
---
---
---
Alternate form at will, body manipulation 4/day, Shapechanger subtype

Key Abilities: Dexterity, Wisdom

Alignment: Any lawful

Hit Die: d8

Class Skills: Balance, Climb, Concentration, Craft, Diplomacy, Heal, Hide, Jump, Listen, Perform, Profession, Sense Motive, Spot, and Swim

Starting Skill Points: (4 + INT modifier) x 4

Points/Additional Level: 4 + INT modifier

Class Features:

  • Weapon and Armor Proficiencies:
    Kundala's have no weapon or armor proficiencies.

  • Flurry of Blows:[Ex]
    When unarmored or wearing only light armor, a kundala may strike with a flurry of blows at the expense of accuracy. When doing so he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made in that round. This penalty applies for 1 round, so it also affects attacks of opportunity the kundala might make before his next action. When a kundala reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A kundala must use a full attack action to strike with a flurry of blows.
    When using flurry of blows, a kundala may attack only with unarmed strikes.
    When the kundala reaches 11th level , his flurry of blows ability improves. He gets a second extra attack at his full base attack bonus.

    FLURRY OF BLOWS ATTACK BONUS
    Level
    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    Bonus
    -2
    -1
    +0
    +1
    +2
    +3
    +4
    +5
    +6
    +7
    +8
    +9
    +9
    +10
    +11
    +12
    +12
    +13
    +14
    +15

  • Unarmed Strike:
    Kundala's are highly trained in unarmored fighting, giving them a considerable advantage when doing so. At 1st level, a kundala gains Improved Unarmed Strike as a bonus feat. A kundala's attacks may be with fists interchangeably or even with elbows, knees, and feet. This means that a kundala may even make unarmed strikes with his hands full. Off-hand attacks do not exist for a kundala when striking unarmed. A kundala may thus apply his unarmed strikes.
    Usually a kundala's unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.
    A kundala's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve manufactured weapons or natural weapons (such as the magic fang and ghost touch spells).
    A kundala also deals more damage with his unarmed strikes than a normal person would. See below:
    Level
    1st-3rd
    4th-7th
    8th-11th
    12th-15th
    16th-19th
    20th
    Small
    1d4
    1d6
    1d8
    1d10
    2d6
    2d8
    Medium
    1d6
    1d8
    1d10
    2d6
    2d8
    2d10
    Large
    1d8
    2d6
    2d8
    3d6
    3d8
    4d8

  • Sexual Code of Conduct:
    Because their spell casting powers derive from sex, kundala's must be sexual and cannot benefit from feats such as Chaste Life or pursue prestige classes such as the Divine Celibate.

  • Blessings of the Wise: [Su]
    At 2nd level a kundala gains a bonus equal to his Wisdom bonus (if any) on all saving throws.

  • Body Control: [Ex]
    A kundala of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of Transmutation, since his studies and introspection give him insights into and better control over his body.

  • Spells:
    Beginning at 4th level, a kundala gains the ability to cast a small number of divine spells, which are drawn from the kundala spell list. A kundala must choose and prepare his spells in advance.
    To prepare or cast a spell, a kundala must have a Wisdom score equal to at least 10 + the spell level (Wisdom 11 for 1st level spells, Wisdom 12 for 2nd level spells, and so forth). The Difficulty Class for a saving throw for a kundala's spell is 10 + the spell level + the kundala's Wisdom modifier.
    Scroll down a little further and click on the spell's name to read the Spell's description!

    Spells Per Day

    Level
    1
    2
    3
    4
    5
    6
    7
    8
    9
    10
    11
    12
    13
    14
    15
    16
    17
    18
    19
    20
    1st
    --
    --
    --
    0
    0
    1
    1
    1
    1
    1
    1
    1
    1
    2
    2
    2
    2
    3
    3
    3
    2nd
    --
    --
    --
    --
    --
    --
    --
    0
    0
    1
    1
    1
    1
    1
    1
    2
    2
    2
    3
    3
    3rd
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    0
    1
    1
    1
    1
    2
    2
    3
    3
    4th
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    --
    0
    1
    1
    1
    1
    2
    3

    KUNDALA SPELL LIST

    1st level:

  • cure light wounds (self only)
  • detect chaos
  • detect law
  • endure elements (self only)
  • expeditious retreat
  • jump (self only)
  • longstrider
  • mage armor (self only)
  • protection from chaos
  • resist energy (self only)

    2nd level:

  • Barkskin (self only)
  • Bear's Endurance (self only)
  • Bull's Strength (self only)
  • cat's grace (self only)
  • cure light wounds
  • cure moderate wounds (self only)
  • darkvision (self only)
  • endure elements
  • jump
  • mage armor
  • owl's wisdom
  • resist energy
  • see invisibility

    3rd level

  • Blur (self only)
  • cure moderate wounds
  • cure serious wounds (self only)
  • magic circle against chaos
  • protection from energy (self only)
  • rage (self only)

    4th level

  • Blur
  • cure critical wounds (self only)
  • cure serious wounds
  • dimensional anchor (self only)
  • dispel chaos
  • dispel magic
  • divine power
  • freedom of movement
  • protection from energy
  • rage
  • water breathing (self only)

  • Purity of Body [Ex]
    At 5th level, a kundala gains control over his body's immune system. He gains immunity to all diseases except magical and supernatural diseases (such as mummy rot and lycanthropy).

  • Wholeness of Body [Su]
    At 7th level and higher, a kundala heals his own wounds. He can heal a number of hit points equal to twice his current kundala level each day, and he can spread his healing out among several uses.

  • Body Manipulation:
    At 8th level, a kundala further masters his physique and gains the ability to boost his physical statistics, gaining a +2 bonus to Strength, Dexterity, and Constitution once per day for a number of rounds to 3 + the character's Wisdom modifier.
    The increase to Constitution increases the kundala's hit points by 2 points per level, but these hit points go away after the duration when his Constitution score drops back to normal. (These extra hit points are not lost first like the way temporary hit points are).
    At 12th level, a kundala can perform body manipulation twice a day, increasing to three times per day at level 16 and four times a day at 20th level.

  • Alternate Form: [Su]
    At 10th level, a kundala can assume any humanoid form of Medium size or smaller as a standard action once per day. This ability functions as a polymorph spell cast on itself as its caster level, except the kundala can only assume the form of a humanoid.
    At 15th level, a kundala can use this ability three times per day. Upon reaching 20th level, the kundala can shift into an alternate humanoid or monstrous humanoid form at will.

  • Diamond Body: [Su]
    At 13th level, a kundala is in such firm control of his own metabolism that he gains immunity to poisons if all kinds.

  • Shapechanger Subtype:
    Upon reaching 20th level, the kundala fully masters its physical forms, gaining the shapechanger subtype.

Page Last Updated July 19th, 2005

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