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    Milo v3's Avatar

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    Aug 2010

    Default Re: GiTP Pathfinder Grab Bag Competition VI - A Day in the Life


    The Kylanth were the first sentient species in Keran, and were formed from Spiders by the Divine Aratarv. These people quickly blossomed into a powerful race who used magic for nearly every issue. They swiftly mastered the basics of each spell, but the Kylanth's true talents were that they excelled in warping magic itself. Despite this innate talent, many didn't learn magic, instead focusing on improving there physical abilities, becoming nimble warriors who specialize in stealth.

    But while trying to manipulate the elemental energies of Keran itself, backlash afflicted the Kylanth's lands. A scourge of primordial energy, not seen since the First Era, devastated their cities. Thousands died immediately, hundreds suffered for years of pain, but a small number survived and reproduced.

    They wander their ancient spherical cities, trying to restore the Kylanth race.

    Physical Description: The Kylanth appear to be semi-humanoid spiders, with 2 legs, 6 arms, and a great spider's head with 8 eyes. Common colorations are black with red patterns, but this differs from region to region. At the end of each arm lay a swift moving clawed hand, which the Kylanth Warriors use to eviserate foes in combat.

    Dimunitive hairs cover their hard exoskeleton, giving their bodies a straw-like texture. Interestingly, like a spider the hairs allow the Kylanth to climb walls with ease. Kylanth lack lungs, instead breathing through small holes in its chest.

    Society: The Kylanth once had a complex system in which the strongest mages ruled, using magic to subtly manipulate those below. This means that Enchanters are seen higher than other type of mage. Those without the talent of wizardry are often forced to become warriors, otherwise they become servants to those above.

    Being an enchanter and assassin filled society caused many to be wary of each other, and privacy became one of the most important things. This eventually caused the seperation of cities, in which each city was segmented into three; the Centre held the Warrirors, the Outer sections are home to the Arcanists, while the Middle sections are for the serfs.

    Relations: All modern mortal races believe the Kylanth are extinct, viewing them as the ancient masters of magic. Devils and other outsiders on the otherhand see them as too secretive, thinking that they should stop hidding in the shadows.

    Also because of a pact with the Gods, outsiders may not alert the mortals to the existance of the Kylanth.

    Alignment and Religion: Kylanth don't have any draw to a particular alignment. Also while they were formed directly by a divine, they generally do not worship the gods. This doesn't mean they don't respect them though.

    Adventurers: Currently, many of the few Kylanth remaining are searching for answers. Entering ruins of ancient cities, searching tombs of the dead, crossing through planes of existance. Each in search of answers.

    Male Names: Hemi, Hohepa, Mikaere, Paora.

    Female Names: Anahera, Ataahua, Huhana, Kiri, Maata.


    • +2 Dexterity, +2 Intelligence, -2 Charisma: Kylanth are nimble and swift in both mind and body. As they aren't a very charismatic species they often rely on magic to manipulate.
    • Insectiod: Kylanth are humanoids with the insectiod subtype.
    • Medium: Kylanth are Medium creatures and have no bonuses or penalties due to their size.
    • Spider Step: Kylanth have a base speed of 30 feet, and a Climb Speed equal to base speed.
    • Darkvision: Kylanth can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Kylanth can function just fine with no light at all.
    • Hard to Read (Ex): Their inhuman facial features and foreign body language make it extremely difficult for most to tell when they are lying, bluffing, or even joking. Kylanth gain a +4 racial bonus to all bluff, and intimidate checks against all creatures without the insectiod subtype. While Kylanth gain a -4 racial penalty to all Diplomacy checks against all creatures without the insectiod subtype.
    • Insect anatomy: Kylanth, like most arthropodes, breathe not through their mouths, but through six spicules in their thorax, three on either side of the body, though they can (and do) speak by vibrating their version of vocal cords in their necks. A Kylanth will drown if standing in water of even chest height. Their clothing is designed to accommodate this, but it makes tailoring armor extremely difficult. For a a creature without the Insectiod Subtype to create armor for a Kylanth, the cost of creation is double, and the time to craft it is tripled. Kylanth almost never wear armor heavier than medium.
    • Multi-Armed: While a Kylanth has six arms, but it can only use four hands at any one time. A Kylanth can wield multiple weapons, but only one hand is its primary hand, and the other three are off-hands. It can also use its hands for other purposes that require free hands.
    • Natural Armor: A Kylanth's chitinous exoskeleton is tough and resistant to blows, granting +2 natural armour.
    • Natural Weapons: A Kylanth has two natural claw attacks. Each claw deals 1d4 piercing and slashing damage. All of the Kylanth's Claw attacks are primary weapons. While a Kylanth has six arms, only two can be used effectively in combat at any one time.
    • Sanguine Weakness: Though a Kylanth's exoskeleton is extremely durable, it is vulnerable. If cracked, a Kylanth is in real danger of bleeding to death. Kylanth that take bludgeon, force, piercing, or slashing damage begin losing hp due to blood loss at the rate of 4 hp per round per wound until either magically healed or a heal check is made (DC 15). Left on it's own, treat fractured chitin the same as a broken bone as far as natural healing time goes.
    • Languages: Kylanth begin play speaking Ancient Kylanth and Common. Kylanth with high Intelligence scores can choose from the following: Auran, Celestial, Draconic, Ignan, Infernal, and Sylvan.


    The following racial traits replace existing Kylanth racial traits. Consult your GM before selecting any of these new options.

    Arcanist's Shell: Some Kylanth focus on magic more than most, and use their skeletons as a conductor of magic. This grants a +2 racial bonus to concentration checks and reduces the chance of Spell Failure by 10%. This replaces the Kylanth's Natural Armour.

    Darkclaw: There is a rare strain of Kylanth which hold a weak toxin within their bodies, though the fluid reduces their climbing capabilities. Darkclaw gain Poison (Claw—injury; save Fort DC 15, frequency 1/round for 5rounds effect 1d4 Con, cure 2 consecutive saves;)
    This trait replaces the Kylanth's climb speed.

    Servant of the Web: Some Kylanth who do not follow the path of the mage are too feeble to follow the path of the warrior, though they make up for it with perfect senses. Servants have a +4 racial bonus to perception checks and cannot be flanked. This replaces the Kylanth's natural armour.


    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Kylanth has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Kylanth who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Barbarian: Add 1 to the Kylanth's base speed. In combat this has no effect unless the Kylanth has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class's fast movement feature and applies only under the same conditions as that ability.

    Druid: Your Animal companion gains 1 Climb speed. In combat this has no effect unless the Kylanth has selected this reward 5 times (or another increment of 5); a speed of 9 feet is effectively the same as a speed of 5 feet, for example.

    Fighter: You gain +1 CMB on Disarm and Grapple.

    Monk: Each claw attack deals 1 extra point of damage which bypasses damage reduction.

    Rogue: Gains a +2 bonus on acrobatic skill checks.

    Spider Blood Assassin: Gains a +2 bonus on Crafting checks to create poisons.

    Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast.



    Ur-Spiderblood (Spiderblood Assassin)
    3rd|Venomous Tongue
    5th|Born Blades (3 Claws)
    10th|Born Blades (4 Claws)
    15th|Born Blades (5 Claws), Perfectly Hidden Weapon
    20th|Born Blades (6 Claws)[/table]

    Class Features
    All of the following are class features of the Ur-Spiderblood.

    Venomous Tongue (Ex): The Ur-Spiderbloods are assassins who can use their venomous tongue to deceive even the most paranoid. An Ur-Spiderblood of third level can mimic any voice sound it has ever heard. Listeners must make a Perception check to detect the ruse (DC equal to Ur-Spiderblood Level + Charisma Bonus (if any)). This replaces the Spider Tongue ability.

    Born Blades (Ex): The Ur-Spiderbloods are skilled in eviserating opponents, slowly learning how to utilise their limbs within finesse. At 5th level, the Ur-Spiderblood gains an additional claw attack which deals 1d4 piercing and slashing damage. This replaces the Trapsense abilities gained from the Spiderblood class.

    At 10th level, and every five levels thereafter the Spiderblood gains another additional claw attack.

    Perfectly Hidden Weapon (Su): A Ur-Spiderblood lives in a paranoid society, ever ready for a knife in the back. Thus he must learn to hide his weapon. An Ur-Spiderblood of 15th level can spend a swift action to assimilate a weapon into his body. This has several effects:
    • While assimilated, the weapon cannot be found from a search unless the Ur-Spiderblood is dead.
    • While assimilated, the weapon continues to adds its weight to the characters carry capacity despite not taking up any space.
    • When the assimilated weapon is removed by the Ur-Spiderblood by dismissing this ability, it is coated in his Widows Toxin if he possesses the Technique.

    An Ur-Spiderblood can have a number of Light weapons assimiliated this way equal to the number of Claw attacks he possesses. One-Handed weapons count as two Light weapons, and Two-Handed weapons count as three Light Weapons.

    As a swift action the Ur-Spiderblood can remove one or more weapons of his choice from this assimilation. These weapons appear in his hands, and thus he cannot remove the weapons if his hands are too full to accomodate holding the weapons.

    This replaces the Nest of Fangs ability.



    {table=head]Equipment Name|Weapon Type|Cost|Dmg (S)|Dmg (M)|Critical|Range|Weight|Type|Special
    Scythe Blade|Light|10 gp|1d4|1d6|x2|-|2 lb.|P and S|Deadly, Monk[/table]

    Weapon Name: The Scythe Blade appears to be sickle with a modified blade and handle. The blade is more curved, causing the point to pierce the flesh of targets as you swing it. The handle is designed to be used like a punching dagger, and has the blade come out the end opposite of the thumbs placement.

    These were created to be used by the Ur-Spiderbloods to silence their targets quickly with finesse, while still allowing for a multitude of attacks.



    [Allies of the Web]
    Prerequisites: Kylanth, 4 ranks in the Handle Animal skill
    Benefit: You can use the Handle Animal skill on Vermin with no penalty, counting as animals with an Intelligence score of 1.
    Normal: You can't use the Handle Animal skill on creatures of the Vermin type.

    [Echo of the Web]
    Prerequisites: Kylanth, Sense of the Web, 8 ranks in the Perception skill
    Benefit: You gain a +4 bonus on Perception checks when using the Sense of the Web feat.
    Special: This feat can be selected multiple times, its bonuses stack.

    [Sense of the Web]
    Prerequisites: Kylanth, 4 ranks in the Perception skill
    Benefit: As a Move action, you can make a Perception check. For that turn you have Tremorsense with a radius equal to the result, rounded down to a increment of 5 ft.
    Special: If climbing or standing on a web, your Perception check's result is multiplied by 2.

    [Spider's Arcana]
    Prerequisites: Kylanth, 4 ranks in the Concentration skill
    Benefit: You gain a +2 racial bonus to concentration checks and reduces the chance of Spell Failure by 10%.
    Special: If you are an Arcanist's Shell, you gain +2 Natural Armour instead.

    [Strike of the Web]
    Prerequisites: Kylanth, 3 or more Claw attacks.
    Benefit: When using a Full-Attack to attack with your claw attacks, you my forgo using one or more of your Claw attacks. This grants a +1d4 bonus to the attack and damage rolls of your first Claw attack, for every Claw attack sacrificed



    Familiar Stone
    Aura Moderate Conjuration; CL 5.
    Slot -; Price 1000 gp; Weight -


    These green crystals were found in Kylanth Ruins in the wild lands of Cyclon by Andrew Mahlah during the Third Era. They have a strange relationship with mages and their powers, Specifically their ability to manifest their soul to create familiars.

    When held by a Binder, Sorcerer, or Wizard, it glows a beautiful and majestic emerald green. They can then partially bind their soul to the Gem in a way similar to the Familiar Rite. Afterwards as an free action you can convert you're familiar into Arcane Energy and place it into the gem. While the familiar is contained in the Gem it will glow a colour depending on you're alignment.

    Once the familiar is "inside" the stone it can be released at anytime as a free action. If the Gem is destroyed while the Familiar is inside the gem it cracks open and arcane energy bursts out of it. This energy deals 1d6 damage for each HD of the familiar inside at the time, on every square within 15ft.


    Requirements Craft Wondrous Item, Summon Monster III Cost 500 gp

    Primordial Converter
    Aura Moderate Transmutation; CL 3.
    Slot -; Price 21600 gp; Weight -


    A Primordial Converter is a small amber orb which absorbs traces of elemental energy from the surroundings, converts it into magical power, and then turns it back into elemental power.
    Whenever you are dealt energy damage (acid, cold, electricity, fire, positive, or negative), the damage dealt is reduced by 1. And the converter stores 1 ebb of arcane energy within itself.

    Spells can be cast from the Primordial Converter at the cost of stored Ebbs when the command word is spoken. These have caster level equal to that of the Converter.


    Requirements Craft Wondrous Item, Acid Splash, Burning Hands, Ray of Frost, Shield, Shocking Grasp; Cost 10800 gp



    Nest of Spiders
    School Conjuration; Level Sorcerer/Wizard 1
    Casting Time 1 round
    Components V, S, F (an exoskeleton)
    Range close (25 ft. + 5 ft./2 levels)
    Effect one summoned creature
    Duration 1 round/level (D)
    Save None; Spell Resistance No

    This spell summons a Spider Swarm. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the spiders, you can direct it not to attack, to attack particular enemies, or to perform other actions.


    Random Starting Ages
    8 years

    Aging Effects
    Middle Age
    Maximum Age
    25 years
    50 years
    60 years
    +1d20 years

    Random Height and Weight
    Base Height
    Height Modifier
    Base Weight
    Weight Modifier
    100 lb.
    × (1d4) lb.
    80 lb.
    × (1d4) lb.
    Last edited by Milo v3; 2012-09-03 at 11:21 PM.
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