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Kindred

Racial Traits Race Point Cost
TypeOutsider (native)3
SizeMedium0
Base SpeedNormal0
Ability Score ModifiersWeakness (+2 Str, +2 Int, –4 Cha)-1
LanguagesStandard0
DefenseFiendish Resistance3
DefenseNatural Armor2
Feat and SkillSkill bonus / Different Stat (Intimidate)3
MagicalSpell-like Ability, Greater3
OtherFiendish Magery2
SensesDarkvision-
Total15
The Demons, also known as Kindred, are a race of Beastmen found mainly in the Valdeaunia Region. It is said that their damage-absorbing outer shell was once armor that was enhanced by an evil enchantment. In addition to their highly advanced fighting skills, they are also known to possess high levels of intelligence, which they have used to acquire various types of potent magic.

Standard Racial Traits

  • Ability Score Racial Traits: Kindred are known for their strengths and intelligence but are not very friendly nor their appearance looks appealing. They gain +2 Strength, +2 Intelligence, and -4 Charisma.
  • Type: Kindreds are outsiders with the native subtype.
  • Size: Kindreds are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Speed: Kindreds have a base speed of 30 feet.
  • Languages: Kindreds begin play speaking Common and either Abyssal or Infernal. Kindreds with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elvaan, Infernal, Lalafellen, and Orc. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Fiendish Resistance: Kindreds have shadow resistance 5, lightning resistance 5, and fire resistance 5.
  • Tough Shell: Kindreds have a thick outer shell that grants them a +1 natural armor to AC.

Feat and Skill Racial Traits

  • Fearsome Might: Kindreds gain a +2 racial bonus on Intimidate checks and may use their Strength score instead of their Charisma score for Intimidate checks.

Magical Racial Traits

  • Spell-like ability: Kindreds can use deeper darkness once per day as a spell-like ability. The caster level for this ability equals the kindred’s class level.

Other Racial Traits

  • Fiendish Magery: Kindred mages treat their Intelligence score as 2 points higher for all mage class features and spells.

Senses Racial Traits

  • Darkvision: Kindreds can see perfectly in the dark for up to 60 feet.

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Bullying: Kindreds are often disparaged and kept low in the social order, where they commonly resort to robbing those weaker than themselves. Kindreds with this racial trait gain a +1 racial bonus on combat maneuver checks to disarm or steal. This racial trait replaces fearsome might.
  • Fiendish Sprinter: Some kindreds have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, kindreds with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces fearsome might.
  • Maw or Claw: Some kindreds take on the more bestial aspects of their fiendish ancestors. These kindreds exhibit either powerful, toothy maws or dangerous claws. The kindred can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces fiendish magery.
  • Smite Good: Once per day, a kindred with this racial trait can smite a good-aligned creature. As a swift action, the kindred chooses one target within sight to smite. If this target is good, the kindred adds her Charisma bonus (if any) to attack rolls against the target and gains a bonus on damage rolls against the target equal to her number of Hit Dice. This effect lasts until the first time the kindred successfully hits her designated target. This racial trait replaces fiendish magery.
  • Vestigial Wings: Some kindreds possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces fearsome might.

Racial Feats

The following feats are available to a kindred character who meets the prerequisites.

Racial Archetypes

The following racial archetypes are available to kindred:

Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

  • Black Mage: Add +1/2 point of shadow damage to spells that deal shadow damage cast by the black mage.
  • Blue Mage: Add +1/4 bonus to damage to the blue mage’s natural attacks.
  • Cleric: The cleric inflicts or restores +1 damage/hit point on undead targets when using channel energy.
  • Dark Knight: Add +1 to the dark knight’s holy element resistance (maximum +10).
  • Dragoon: Add +1/3 to the dragoon’s attack rolls with spears, lances, and polearms.
  • Red Mage: Add a +1/2 bonus on concentration checks made to cast defensively.
  • Scholar: Increase total number of points in the scholar’s arcane reservoir by 1.
  • Time Mage: Add +1/2 mote per day. (One additional mote for every two times you select this option.)
  • Warrior: Add +1 to the warrior’s CMD when resisting a disarm or sunder attempt.