Author Topic: Kier [Race]  (Read 1624 times)

Offline Stratovarius

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Kier [Race]
« on: June 09, 2016, 05:04:27 PM »
Kier

The Kier are a loose federation of tribes of plains and forest hunters, ones who disappear into the woods and then reappear with prey securely wrapped up. Highly nomadic, they come into conflict with a great many towns and villages, often taking what they desire before bouncing off into the wilds again. Not adept at trading or building much in the way of resources and permanent homes, they are thought to have been a group of once sedentary people displaced by the arrival of another, stronger group. Now the fractured tribes are too weak to find a home to settle, and too adept at hunting to remain in one area for long without depopulating it. So they roam ever onwards, always looking for fresh hunting grounds.

Personality
Kier are generally gregarious and friendly, once they are accustomed to an outsider's presence. But away from the hunt, they are somewhat slow and easy to take offense, often brawling over slights and insults that would go unmentioned in different company. In the hunt, they are silent, fast, and deadly, encircling prey until they have killed and eaten their fill. At which point, bellies full, they return to their jovial but easily slighted selves.

Physical Description
Long and loping, Kier could be said to be animalistic, except that unlike other races in Arhosa, they display none of the magical connections to animals. They are mostly described as a furred, short-coated humanoid with blotchy colouration that helps with hiding while on the hunt. Bigger than the average humanoid, but only slightly, they tend to top out around 6'6" and 250 lbs, with the males half a foot shorter and 50 lbs lighter.

Relations
"Universally bad" is the only phrase that could be used in regards to the Kier's relations with every other society. The Kier regard them as raiding targets, everyone else regards the Kier as degraded annoyances. Individuals the Kier will welcome quite happily, but they will still go off and raid that individual's village if the desire arises. As such, they are universally distrusted and disliked.

Religion
A basic form of ancestor worship is the primary form of Kier religion, repleat with tales and oral tradition that are repeated around the camp fire, often changing between each telling to suit the audience and the circumstances. Whether any of them are true is entirely indeterminable, but the veneration of the forefathers is strong and real, and insulting a Kier's parents is the easiest way to find his weapons at your throat.

Language
A pidgin form of Trade Common is the primary language of the Kier these days, although sprinkled into their dialogue is words that never appeared in trade common before, suggesting there was once a Kier language, but it has since been lost. Kier also tend to pick up the language of whatever group they happen to be raiding regularly.

Adventurers
It's quite possible to describe every Kier as an adventurer, living the nomadic and fairly violent lifestyle they do. So to see one who has wandered away from his family in search of a different, better, kind of prey is hardly surprising.

Kier Racial Traits
+6 Strength +4 Dexterity -2 Wisdom -2 Charisma
Monstrous Humanoid
Racial Hit Dice: A Kier begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
Racial Skills: A Kier’s monstrous humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Acrobatics, Athletics, Intimidate, Knowledge (Nature), Perception, and Stealth. Kiers have a +4 racial bonus on Perception checks.
Racial Feats: A Kier’s monstrous humanoid levels give it one feat.
Medium: As Medium creatures, Kier have no special bonuses or penalties due to their size.
Kier base land speed is 40 feet.
Proficient with simple weapons and light armour.
Predator's Strike: Twice per day, you can roll a second d20 when making an attack roll and use either of the two results.
Prey Focus: When entering combat, a single enemy creature becomes your prey (player's choice). You receive a +2 bonus on attacks against him, and a -1 penalty against everyone else. In addition, any enemies who are not your prey treat you as flanked if you are in melee combat with your prey, regardless of whether you would normally be flanked. During combat, you have an instinctive knowledge of the hit point total of your prey. If your prey is slain or otherwise leaves combat, you may choose another prey as a move action.
Instinctive Response: When triggering an AoO, you can spend an immediate action to leap out of the way. Move 5 ft in a random direction. If this was in the middle of movement, it ends your movement. If you would still be within range of the AoO after the movement, it happens normally. If the leap would trigger another AoO, it does. If you would land in an occupied or otherwise dangerous space, reroll. If there is no available space, you cannot use this ability.
Born to Hunt: Kier start with the Darkvision, Scent, Track, Woodland Stride, Swift Tracker and Lifesense feats and abilities.
Automatic Languages: Common (non-Arhosa), Trade Common (Arhosa). Bonus Languages: Any
Favored Class: Savage.
« Last Edit: March 03, 2024, 10:02:57 AM by Stratovarius »

Offline Stratovarius

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Re: Kier [Race]
« Reply #1 on: August 15, 2017, 11:23:11 AM »
Kier

This is a two level racial class that lets players start as a Lesser Kier.

Table 1: The Kier

Level  BAB   Ref   Fort  Will  Abilities                               
-------------------------------–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +0    +2    +2    Prey Focus, Natural Power, Woodland Born
2      +2    +0    +3    +3    Natural Power, Instinctive Response, Predator's Strike, Lifesense


Game Rule Information
Kier have the following game statistics.

Alignment: Any
Race: Lesser Kier
Hit Die: d8
Starting Gold: As Barbarian
Starting Age: As Barbarian

Class skills
Balance, Climb, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, and Survival.
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
All the following are class features of the Kier.
  • Weapon and Armour Proficiency: Kier are proficient with all simple weapons and light armor.
  • Prey Focus (Ex): When entering combat, a single enemy creature becomes your prey (player's choice). You receive a +2 bonus on attacks against him, and a -1 penalty against everyone else. In addition, any enemies who are not your prey treat you as flanked if you are in melee combat with your prey, regardless of whether you would normally be flanked. During combat, you have an instinctive knowledge of the hit point total of your prey. If your prey is slain or otherwise leaves combat, you may choose another prey as a move action.
  • Natural Power (Ex): At each level, increase the Kier's strength by +2 and Dexterity by +1.
  • Woodland Born (Ex): The Kier gains Woodland Stride and Swift Tracker as feats or abilities.
  • Instinctive Response (Ex): When triggering an AoO, you can spend an immediate action to leap out of the way. Move 5 ft in a random direction. If this was in the middle of movement, it ends your movement. If you would still be within range of the AoO after the movement, it happens normally. If the leap would trigger another AoO, it does. If you would land in an occupied or otherwise dangerous space, reroll. If there is no available space, you cannot use this ability.
  • Predator's Strike: (Ex): Twice per day, you can roll a second d20 when making an attack roll and use either of the two results.
  • Lifesense (Ex): The Kier gains the Lifesense feat.
Lesser Kier Racial Traits
+2 Strength +2 Dexterity -2 Intelligence -2 Wisdom -2 Charisma
Monstrous Humanoid
Kiers have a +4 racial bonus on Survival, Spot, and Listen checks.
Medium: As Medium creatures, Kier have no special bonuses or penalties due to their size.
Kier base land speed is 40 feet.
Born to Hunt: Kier start with Darkvision, Scent, and Track as feats or abilities.
Automatic Languages: Common (non-Arhosa), Trade Common (Arhosa). Bonus Languages: Any
Favored Class: Savage.
« Last Edit: August 21, 2017, 06:30:00 PM by Stratovarius »