Kaorti (3.5e Race)
| |||||||||
Rate this article Discuss this article |
Contents
[edit]
Humanoids twisted by the Far Realm into evil outsiders.
Personality[edit]
The first kaorti were humanoid arcane spellcasters who traveled to the Far Realm but were mutated into twisted and evil creatures, unable to survive in the Material Plane without protection. They decided that they should reshape the Material Plane to resemble the Far Realm, and turn other humanoids into more kaorti.
Physical Description[edit]
The average kaorti stands about 7 feet tall and weighs about 100 lbs. Kaorti found outside of either the Far Realm or their enclaves on the Material Plane wear special protective armor made out of resin secreted from their palms. In this armor they resemble emaciated humanoids with long limbs, hands with three long fingers and one long thumb each, and long necks attached to bulbous heads. Outside of their armor kaorti have translucent brownish green skin with swirls of pinks, reds and purples. Their organs are visible from their skin, and their faces are melted and spiderlike. Being outsiders from the Far Realm, Kaorti do not age.
Relations[edit]
Kaorti view humanoids as material to be transformed into other kaorti, and are indifferent to other creatures (unless they get into their way). They breed other creatures to serve them, with the rukanyr and skybleeder being their most successful experiments.
Alignment[edit]
Having been infused with pure evil from the Far Realm, kaorti are most often neutral evil. However, humanoids physically transformed into kaorti that resisted the psychological transformation may retain their original alignment (although the evil infused into their being makes them detect as evil and be susceptible to affects that target evil creatures.)
Lands[edit]
Kaorti are only truly comfortable in the Far Realm, or in enclosures they make from the same resin they use to make their armor. These enclosures are called kaorti cysts. In their resin armor they are sufficiently comfortable to survive other planes, though they find it nice to not have to wear armor everywhere, which fuels their desire to turn the Material Plane into an extension of the Far Realm. On the Material Plane, they capture remote, abandoned areas like mines, forts and monasteries to turn into kaorti cysts.
Religion[edit]
Kaorti do not seem to worship deities in the traditional sense, though they do have a devotion to the expansion of the Far Realm that could be seen as a religion of sorts. Kaorti that retain their humanoid minds tend to worship whatever deities they did as humanoids.
Language[edit]
Kaorti speak Common, as well as Kaorti, their own guttural language. Many learn Sylvan but especially intelligent kaorti can learn any language.
Names[edit]
Kaorti retain the names they had as humanoids.
Racial Traits[edit]
- -2 Strength, +2 Charisma: Warped by the touch of otherworldy evil, kaorti have weak bodies but strong personalities.
- Outsider (Evil): Kaorti are native to the Far Realm, and have the extraplanar subtype when on other planes.
- Medium: As a Medium creature, a kaorti has no special bonuses or penalties due to its size.
- Kaorti base land speed is 30 feet.
- Darkvision: A kaorti can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and a kaorti can function just fine with no light at all.
- Weapon and Armor Proficiency: Kaorti receive the Exotic Weapon Proficiency feats for the shuriken and kaorti ribbon dagger (Fiend Folio), as well as the Armor Proficiency (Light) feat, as bonus feats. They also ignore the arcane spell failure chance that would normally be incurred when wearing kaorti resin armor (Fiend Folio). This does not provide the ability to ignore arcane spell failure chances in any other type of armor.
- Natural Weapons: A kaorti has a bite attack that deals 1d6 points of damage.
- Racial Skills: Kaorti have a +8 racial bonus on Heal checks.
- Material Vulnerability (Ex): A kaorti takes 1d6 nonlethal damage per hour exposed to the Material Plane unless wearing resin armor or in a cyst. A kaorti damaged in this manner must make a Fortitude save (DC 15 +1 per previous save) or become fatigued; an already fatigued kaorti must save vs. exhaustion (at the same DC) instead. The fatigue (and/or exhaustion) is recovered from as soon as the nonlethal damage is. A kaorti who is knocked unconscious by nonlethal damage starts taking lethal damage from this exposure instead.
- Vile Transformation (Su): A kaorti can clamp their jaws on a helpless or willing humanoid to infuse them with the essence of the Far Realm, turning them into a kaorti. This process takes 8 hours and allows a Fortitude save (DC 10 +1/2 the kaorti’s HD + kaorti’s Constitution modifier). The kaorti must be uninterrupted during this process. A transformed humanoid loses all of their existing racial traits and gains all kaorti ones in their place, effectively rebuilding their character as a kaorti. They may make a Will save (same DC as the Fort save) to avoid turning neutral evil. A wish or miracle can restore them to their original race.
- Automatic Languages: Common and Kaorti.
- Bonus Languages: Any, except bonus languages.
- Favored Class: Sorcerer or Conduit of the Lower Planes
- Level Adjustment: +0
- Effective Character Level: 1
Vital Statistics[edit]
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 6' 1" | +2d10 | 85 lb. | × (1d2) lb. |
Female | 6' 1" | +2d10 | 85 lb. | × (1d2) lb. |
Back to Main Page → 3.5e Homebrew → Races
Author | Darth Rabbitt + |
Effective Character Level | 1 + |
Favored Class | Sorcerer + and Conduit of the Lower Planes + |
Identifier | 3.5e Race + |
Level Adjustment | 0 + |
Racial Ability Adjustments | -2 Strength + and +2 Charisma + |
Rating | Undiscussed + |
Size | Medium + |
Subtype | Evil + |
Summary | Humanoids twisted by the Far Realm into evil outsiders. + |
Title | Kaorti + |
Type | Outsider + |