Arachu
2009-04-10, 09:00 PM
Kaernaar (care-nahr)
A Kaern (singular) is a short, grey, human-like creature with large bat wings and bat-like features. Kaernaar (plural) live in well-concealed nomadic communities living in crevices deep beneath the earth. They wander subterranean waterways and tunnels, moving far throughout the world. A single Kaern could travel under an entire ocean in his lifetime, with enough days left to cross it again. Kaernaar live off of large (often massive) burrowing creatures, often raising herds of them for sustenance. Kaernaar are almost never seen above the ground, but may stumble upon the surface by accident. Few leave their underground lives, but occasionally one may wander out, driven by his natural curiosity. Kaernaar are also psionic creatures…
• Monstrous Humanoid: Kaernaar are not affected by spells or effects that affect only humanoids, such as Charm Person or Dominate Person.
• -2 Dexterity, -2 Charisma, +2 Wisdom.
• Small: As a Small creature, a Kaern gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
• Base land speed for a Kaern is 20 feet/round.
• Gliding: Kaern have wings that allow them to fly with clumsy maneuverability for 15 feet/round. A Kaern can only glide for three rounds; after that, they must make a DC15 Fortitude save every round to continue gliding. If they do not land, they fall, taking the appropriate amount of falling damage (if any). Kaernaar cannot glide while wearing medium or heavier armor, or when carrying a heavy load.
A gliding Kaern cannot use his arms; his hands are on his wings.
Kaernaar do not wear sleeves, as sleeves prevent their wings from unfolding. If they do wear sleeves, they must be somewhat baggy to fit the arms, and the Kaern cannot glide while wearing that item.
• Naturally Psionic: Kaernaar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Limited Tremorsense: Kaernaar can sense vibrations in the ground out to 20 feet. They cannot use it to detect stationary objects, but they can pinpoint moving objects. Kaernaar can only use their tremorsense if they are touching the ground.
• Light Sensitivity (Ex): Kaernaar are dazzled in sunlight or within the radius of a daylight spell.
• Darkvision out to 60 feet.
• Low-Light Vision.
• Blindsight: Using acute echolocation, a Kaernaar can function as a sighted creature even when they cannot see. They cannot use this ability to read in the dark. A Kaern’s blindsight can be activated as a free action, but is disabled if the Kaern is deafened.
• Favored class: Ranger.
• Level Adjustment: +2
Detailed Description:
Kaernaar stand 4 feet tall and have dark grey skin. They lack fur, but have hair (in similar quantities) in every area that humans do, except that they do not grow chest or facial hair. Their eyes reflect light, glowing brightly whenever illuminated directly.
A Kaern’s wings fold to half their length (to the length of a halfling’s arm) when unused. The actual wings are quite human-esque in shape when folded, complete with hands and elbows, though the far half of their wing rests flat on their arm, extending to their elbows if held straight.
Their legs are muscular, with their ankles halfway up their shin area, so that they stand on the ends of their feet like a canine. The legs themselves are quite hairy, though they also lack fur.
Their teeth are very sharp and white, like a wolf’s. Though they share some similarities with bats, they eat meat rather than insects.
A Kaern’s ears are short, yet pointed, and are capable of picking up different frequencies than humanoids. As such, they can hear some things other races cannot, though their hearing is not more keen than a human’s; their hearing is not more sensitive, it is different. Kaernaar look relatively ugly to a human (though they return the sentiment), but somewhat attractive for something with their features.
Kaern tribes consist of one yurt-like tent per family, with an alpha male and an alpha female leading a large group of 15-20 herders and 10-15 hunters. Different tribes often greet each other with warmth when they meet, but soon separate to continue traveling.
Kaernaar have similar lifespans to a human.
Kaernaar wear somewhat tight, yet unrestricting, garments that consist of a sleeveless shirt and knee-length pants. These are usually grey, tan, or earthen-colored.
A Kaern (singular) is a short, grey, human-like creature with large bat wings and bat-like features. Kaernaar (plural) live in well-concealed nomadic communities living in crevices deep beneath the earth. They wander subterranean waterways and tunnels, moving far throughout the world. A single Kaern could travel under an entire ocean in his lifetime, with enough days left to cross it again. Kaernaar live off of large (often massive) burrowing creatures, often raising herds of them for sustenance. Kaernaar are almost never seen above the ground, but may stumble upon the surface by accident. Few leave their underground lives, but occasionally one may wander out, driven by his natural curiosity. Kaernaar are also psionic creatures…
• Monstrous Humanoid: Kaernaar are not affected by spells or effects that affect only humanoids, such as Charm Person or Dominate Person.
• -2 Dexterity, -2 Charisma, +2 Wisdom.
• Small: As a Small creature, a Kaern gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
• Base land speed for a Kaern is 20 feet/round.
• Gliding: Kaern have wings that allow them to fly with clumsy maneuverability for 15 feet/round. A Kaern can only glide for three rounds; after that, they must make a DC15 Fortitude save every round to continue gliding. If they do not land, they fall, taking the appropriate amount of falling damage (if any). Kaernaar cannot glide while wearing medium or heavier armor, or when carrying a heavy load.
A gliding Kaern cannot use his arms; his hands are on his wings.
Kaernaar do not wear sleeves, as sleeves prevent their wings from unfolding. If they do wear sleeves, they must be somewhat baggy to fit the arms, and the Kaern cannot glide while wearing that item.
• Naturally Psionic: Kaernaar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
• Limited Tremorsense: Kaernaar can sense vibrations in the ground out to 20 feet. They cannot use it to detect stationary objects, but they can pinpoint moving objects. Kaernaar can only use their tremorsense if they are touching the ground.
• Light Sensitivity (Ex): Kaernaar are dazzled in sunlight or within the radius of a daylight spell.
• Darkvision out to 60 feet.
• Low-Light Vision.
• Blindsight: Using acute echolocation, a Kaernaar can function as a sighted creature even when they cannot see. They cannot use this ability to read in the dark. A Kaern’s blindsight can be activated as a free action, but is disabled if the Kaern is deafened.
• Favored class: Ranger.
• Level Adjustment: +2
Detailed Description:
Kaernaar stand 4 feet tall and have dark grey skin. They lack fur, but have hair (in similar quantities) in every area that humans do, except that they do not grow chest or facial hair. Their eyes reflect light, glowing brightly whenever illuminated directly.
A Kaern’s wings fold to half their length (to the length of a halfling’s arm) when unused. The actual wings are quite human-esque in shape when folded, complete with hands and elbows, though the far half of their wing rests flat on their arm, extending to their elbows if held straight.
Their legs are muscular, with their ankles halfway up their shin area, so that they stand on the ends of their feet like a canine. The legs themselves are quite hairy, though they also lack fur.
Their teeth are very sharp and white, like a wolf’s. Though they share some similarities with bats, they eat meat rather than insects.
A Kaern’s ears are short, yet pointed, and are capable of picking up different frequencies than humanoids. As such, they can hear some things other races cannot, though their hearing is not more keen than a human’s; their hearing is not more sensitive, it is different. Kaernaar look relatively ugly to a human (though they return the sentiment), but somewhat attractive for something with their features.
Kaern tribes consist of one yurt-like tent per family, with an alpha male and an alpha female leading a large group of 15-20 herders and 10-15 hunters. Different tribes often greet each other with warmth when they meet, but soon separate to continue traveling.
Kaernaar have similar lifespans to a human.
Kaernaar wear somewhat tight, yet unrestricting, garments that consist of a sleeveless shirt and knee-length pants. These are usually grey, tan, or earthen-colored.