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kithrim

Kithrim

Whether magical creation gone further than it's creator could control, or settlers from another plane, the Kith reside almost entirely in two locations, an Island on the south-eastern coast of the continent and a single hive in the eastern mountains of the Khan's Territory. Generally willing to leave others alone and be left alone, most races consider them 'creepy' and are willing to do the same. Little is known about their culture except that armed invasions of their territories are generally a very bad idea (Past Khans have tried to remove them and been obliterated for their trouble). Rumors among those few who interact with them (Kith woodwork and art is a perennial fad among the more affluent) has them looking for a queen. Whether it's to replace an ailing or dead queen or trying to find one so they can take over the world depends on who you talk to, how they feel about the Kith, and what story they subscribe to about the beginnings of the Kith.

mechanical bits

14RP
+2con +2Int -2Cha
All kithrim (7RP)

  • [3RP] Monstrous Humanoid [darkvision 60'] (centaur like)
  • [1RP] plagueborn +2 vs disease, ingested poi and nausiated/sickened
  • [2RP] Climb (climb speed 20 and +8 climb check)
  • [1RP] Linguist (all languages available except secret)

Combat specialist (+7RP)

  • [4RP] Adv. Str +2
  • [2RP] Centaurlike (quadruped) +10' move +4vs trip (combat model)
  • [1RP] Weapon Familiarity (polearms) (combat model)

Caster Specialist (+7RP)

  • [4RP] 1/day each SLA Enshrouded Thoughts or Investigative mind Caster level = character level.
  • [1RP] Arcane Focus, +2 concentration to cast defensively (caster model)
  • [2RP] Enclave Protector +1 level to abjuration spells, Constantly affected by 'nondetection' (Divination against them requires a spellcaster check, DC 11+ Caster level of the kith targeted.) Also gains 1/day f.fire / obscure object / Sanctuary

Other Specializations are rumored to exist.

kithrim.txt · Last modified: 2019/01/22 18:14 by alex