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Stratovarius
2017-07-05, 01:22 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 Intelligence -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 Χ (2 + Int modifier, minimum 1). Its class skills are Balance, Climb, Hide, Intimidate, Jump, Listen, Move Silently, Search, Spot, and Survival. Kiers have a +4 racial bonus on Survival, Spot, and Listen 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. Take a 5 foot step 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 5 foot step, it happens normally. If the leap would trigger another AoO, it does.
Born to Hunt: Kier start with the Darkvision, Scent, Track, Woodland Stride, Swift Tracker and Lifesense (http://dndtools.net/feats/libris-mortis-the-book-of-undead--71/lifesense--1764/) feats and abilities.
Automatic Languages: Common. Bonus Languages: Any
Favored Class: Barbarian or Ranger.

Controlled Leap
Prerequisites: Kier race
Benefit: When using your instinctive response leap, you control where your 5 foot step goes, instead of determining it randomly. In addition, you may continue moving. However, if you use instinctive response a second time during the same movement, your movement ends.

See the Weakness
Prerequisites: Kier race
Benefit: You have learned how to deal extra damage to your chosen prey. You ignore any damage reduction from special materials or bludgeoning, slashing, or piercing damage types against your chosen prey.

Extra Predator's Strike
Prerequisites: Kier race
Benefit: You can use your predator's strike ability two more times per day.

rferries
2017-07-05, 06:35 PM
Very nice flavour - bestial indeed! Prey Focus is a brilliant mechanic. I assume this is for Pathfinder?

Stratovarius
2017-07-07, 12:31 PM
Very nice flavour - bestial indeed! Prey Focus is a brilliant mechanic. I assume this is for Pathfinder?

D&D 3.5, actually, but I suspect it can be used in PF without any trouble.

rferries
2017-07-08, 05:41 PM
Ah ok. What level adjustment were you thinking, then? Or is the racial HD sufficient penalty?

Stratovarius
2017-07-10, 06:25 AM
Ah ok. What level adjustment were you thinking, then? Or is the racial HD sufficient penalty?

I'd say the RHD is sufficient - the character can never get rid of it, unlike LA, and it permanently prevents him from taking the capstone of any level 20 class, among other things.

Comparing to, say, a Warblade at 2nd level, a Kier is down on hit points, skills, and obviously access to special abilities, in this case maneuvers. Enough that I think the race is balanced.

rferries
2017-07-10, 01:03 PM
Righto, seems fair! :)

Stratovarius
2017-07-13, 07:31 AM
Kier Raider

"Text"
– Am Shaegar, Kier Raider

Text

Becoming a Kier Raider
Text

Table 1: The Kier Raider
Hit Die: d12


Level BAB Ref Fort Will Special Abilities Class Features
–––––––––––––––––––––––––––––––––––––––––––––––––– ––––––––––––––––––––––––––––––––––––––––––––––––
1 +1 +2 +2 +0 Leaping Response, Blindside, Scything Strike +1 Class Features
2 +2 +3 +3 +0 Predator's Savagery, Eyes of a Hunter +1 Class Features
3 +3 +3 +3 +1 Surprise Pounce, Blindside, Raider's Leap +1 Class Features

Class skills (4 + Int modifier per level): Animalism (Wis), Balance (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession, Ride (Dex), Search (Wis), Spot (Wis), Survival (Wis), and Swim (Str)

Requirements:
Skills: Survival 6, Jump 6
Base Attack Bonus: +3
Feats: Controlled Leap, See the Weakness, or Extra Predator's Strike
Race: Kier

Class Features
Text

Class Features: At each level, you gain class features and an increase in effective level as if you had also gained a level in a class to which you belonged before adding the prestige class level. The specific class features you gain include spells per day (and spells known, if applicable), improved chance of turning or destroying undead, metamagic or item creation feats, bonus feats, monk special abilities, sneak attack progressions, and so on, depending on the class. You do not, however, gain the benefit of your previous class's Hit Dice, attack progression, skill points, or saving throws. If you had more than one class before becoming a kier raider, you must decide to which class to add each level for the purpose of determining class abilities
Leaping Response (Ex): When the Kier Raider triggers his Instinctive Response ability, he may make a Jump check and move that distance, following all the normal rules for jumping, instead of taking a five foot step.
Blindside (Ex): Appearing out of hidden ambushes, Kier Raiders love to surprise their foes. If they are able to act during a surprise round, a Kier Raider can act normally instead of taking just a standard action. In addition, a Raider that attacks during a surprise round or against a flat-footed opponent gains a +1 bonus to attack rolls and deals 1d6 extra damage if the attack is successful. These benefits increase to +2 and +2d6 at 3rd level.
Scything Strike (Ex): When a Kier Raider uses the attack action with a melee weapon, he can move both before and after the attack, provided that his total distance moved is not greater than his speed. Moving in this way does not provoke an attack of opportunity from the defender he attacks, though it might provoke attacks of opportunity from other creatures, if appropriate. The Raider must move at least 5 feet both before and after he makes his attack in order to utilize the benefits of Scything Strike. At BAB +6, he may designate two foes rather than one. His movement does not provoke attacks of opportunity from either of these foes. He can make a second attack as part of his attack action. He can use both attacks against one of the opponents targeted, or split his attacks between them. At BAB +11, he may designate a third target to be affected, and can make a third attack as part of his attack action. As before, the Raider can use all attacks against one of the opponents targeted, or split his attacks between them. At BAB +16, he may designate a fourth target to be affected and can make a fourth attack as part of his attack action. He can use all attacks against one of the opponents targeted, or split his attacks between them.
Predator's Savagery (Ex): If the Kier Raider has the Extra Predator's Strike feat, twice per day he can choose to reroll all of his damage dice, and use either of the two totals. Otherwise, he gains the benefit of that feat.
Eyes of a Hunter (Ex): If the Kier Raider has the See the Weakness feat, he ignores any magical or supernatural concealment his chosen prey possesses. Otherwise, he gains the benefit of that feat.
Surprise Pounce (Ex): If you cover at least 10 feet of horizontal distance when using Leaping Response, and you end your jump in a square from which you threaten an opponent, you may attack them as a charge. This attack must follow all the normal rules for using the Jump skill and for making a charge, except that you ignore rough terrain in any squares you jump over. Opponents are treated as flat-footed to attacks made this way.
Raider's Leap (Ex): If the Kier Raider has the Controlled Leap feat, he is always treated as making a running jump, and may make a Jump check as a swift action. Otherwise, he gains the benefit of that feat.

Stratovarius
2017-08-15, 10:23 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. Kiers have a +4 racial bonus on Survival, Spot, and Listen checks.
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. Take a 5 foot step 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 5 foot step, it happens normally. If the leap would trigger another AoO, it does.
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 (http://dndtools.pw/feats/libris-mortis-the-book-of-undead--71/lifesense--1764/) 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.