Wednesday, March 30, 2011

Race

Deathless Kin.
Humanoid. Medium Sized. Native Outsider.
LA 2
Alin: Typically Chaotic.
Movement : 20ft.
Mods: +2 Str +2 Con +2 Int. -2 Wis -4 Cha.
Lifespan: 200-2000 years.
Claw Attack: 1d4
+2 Natural Armor.
SQ: Fast Healing: 2
SQ: Scent, a Kin's olfactory abilities are highly augmented.
SQ: Cold Resistance 5.
SQ: Immune to mind effecting spells.
SA: Poison Claw. Once per day a Kin can extend their talons, improving the damage to 1d6, this also
causes the claws to secrete a foul smelling black ooze, any creature struck by this ooze must make a
DC 14 Fort save or be nauseated for 1 round +1 round per con mod of the kin. If the check fails they
also take 2 points of temporary dex and con damage. Afterward a Kin's fingers will be less mobile and
responsive, incurring a -1 to all attack rolls and skill checks requiring manual dexterity for 24 hours.
Features
An outsider has the following features.
8-sided Hit Dice.
Base attack bonus equal to total Hit Dice (as fighter).
Good Fortitude, Reflex, and Will saves.
Skill points equal to (8 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first
Hit Die.
Traits
An outsider possesses the following traits (unless otherwise noted in a creature’s entry).
Darkvision out to 60 feet.
Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one
unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as
raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect,
such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native
subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
Proficient with all simple and martial weapons and any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as
all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are
proficient with shields if they are proficient with any form of armor.
Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native
outsiders breathe, eat, and sleep.
ScentThis extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by
sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the
opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as
smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such
as skunk musk or troglodyte stench, can be detected at three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the
scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that
source.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check
to find or follow a track. The typical DC for a fresh trail is 10. The DC increases or decreases
depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each
hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track
feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that
have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the
ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather
than 10.
Fast Healing
A creature with fast healing has the extraordinary ability to regain hit points at an exceptional rate.
Except for what is noted here, fast healing is like natural healing.
At the beginning of each of the creature’s turns, it heals a certain number of hit points (defined in its
description).
Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts. Unless
otherwise stated, it does not allow lost body parts to be reattached.
A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first.
Fast healing does not restore hit points lost from starvation, thirst, or suffocation.
Fast healing does not increase the number of hit points regained when a creature polymorphs.
Resistance To Energy
A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a
certain type each round, but it does not have total immunity. Each resistance ability is defined by what energy type it resists and how many points of damage are
resisted. It doesn’t matter whether the damage has a mundane or magical source.
When resistance completely negates the damage from an energy attack, the attack does not disrupt a
spell. This resistance does not stack with the resistance that a spell might provide.
Deathless Kin are those who bore at one time a extra planar parent and one mortal. Many say the
original Kin came from the plane of Shadow due to their unsettling appearance. At first glance most
Kin appear undead, having pale near decayed features, being thin and whisplike and typically lacking
in finer features such as ears or lips.
They move with a slower gait then most and are often seen sniffing the air instead of looking around as
their eyes are weaker in the sunlight but better at night or lower light conditions, though not expressly
evil they are often treated as such and will be grouped among undead though they are very much alive.
Their fondness for dark things such as bones and flowing black robes has done little to foster good
feelings about their race, a fact they seem to care little about as a whole.
They favor arms and armor training as well as various forms of wizardly study, but are not overly
inclined towards either. Rumors, many started by themselves range from their clawed hands spread a
bile inducing disease to they sleep with vampires to ever stranger things such as they will sneak into
your home at night to steal a baby. The truth of their race is lost to time, but many of their older ones
know both the planes of shadow and cold come into play.
They are often found anyplace fear is, some being drawn to its power, others working to undo the myth
and terror surrounding their kin. In some areas they will be drawn to just about anything from politics
to necromancy but as a society they will usually settle in the outskirts of colder regions, setting up in
ruins or disused buildings, having a fondness for the bleak dank nature of the world around them.
To protect themselves they possess a natural talent with blades, favoring small weaponry ranging from
daggers and short swords to darts and small maces. Though it is often concealed they will also wear
light armor.
(Each Kin has weapon profi, dagger, punching dagger, small mace, heavy mace, short sword, scimitar,
sickle, dart, sling, kama and bolas. They also have light armor profi.)
Physical:
Height. 4'2- 5'6, Kin are shorter then most humanoids.
Weight: 90-140.
Eye Color: Pupil-less and usually red or yellow, but other colors are possible.
Hair: Pale, wispy
Skin: Mottled gray, green or watery tan.
Features: Lacking in ears, lips and utterly hairless but for the tops of the head. Possesses a split tongue
that lends them a snake like hiss. Favors dark hooded robes. All but skeletal appearance, talon like
fingers and toes.

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