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Kincade

Kincade are a curious and inquisitive race. Kincade resemble bipedal humanoid house cats. Some have distinctive markings of larger cats.

Alignment and Religion: Kincade revel in freedom to drift where they want when they want. Very few actually worship any gods, often because of the effort that is needed. Most Kincade, if asked if they had a religion, would say they worship the Cat God. Who or what the Cat God is, is anyone’s guess as no true religion of the Cat God exists. Indeed, two Kincade clerics who would preach the teachings of the Cat God often times have conflicting teachings. Most though revolve around the common traits cats have though. Adventurers: All too often Kincade take up a life of crime, committing various sorts of robberies. Others however become wandering swords for hire, not wanting to deal with the bad side of the law. Some will often go into arcanic arts, to satisfy some curious desire Kincade have. Rarely will any Kincade however pick up a pious life needed for the worship of gods.

Kincade Racial Traits

+2 Dexterity, +2 Intelligence, -2 Widsom: Kincade are natural lithe and cunning, but their curious nature tends to get them into trouble at times.

Small Size

Normal Speed: Kincade have a base movement of 30 feet.

Claws: Kincade have two claw attacks that deal 1d2 points of damage, these are secondary attacks.

Acrobatic: Kincade have a +1 bonus to Acrobatics and Acrobatics is always a class skill.

Arcane Curiosity: through their curious nature, Kincade gain spell focus as a bonus feat at 1st level.

Chimera: Kincade count as Humanoid (Chimera) for effects related to race.

Alternate Racial Traits

Foot Pad: Kincade possess incredible stealth even while moving through obstructed areas. Kincade with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces the Arcane Curiosity racial trait.

Savagery: Some Kincade have more developed claws and teeth than others. These Kincade have two claw attacks that deal 1d2 points of damage and a bite attack that deals 1d3 points of damage. These attacks primary. This replaces Claws and Arcane Curiosity.

Sword Born: Kincade of this nature learn how to use various sorts of weapons, usually swords. Select a Martial Weapon or Exotic weapon prof. This replaces arcane curiosity.

Favored Class Bonuses

Alchemist:+1/6 of a discovery.

Barbarian (Savage Barbarian):+1/4 bonus to naked courage.

Bard: Add 1 to the Kincade’s total number of bardic performance rounds per day.

Cavalier:+1/4 use of Tactician ability per day.

Cleric (Theologian):+1/6 domain secret.

Druid: Wild shape lasts one minute longer.

Fighter: Choose one combat maneuver. Kincade gain +1/2 racial bonus on performing the combat maneuver. This may stack up to +5 per combat maneuver.

Magus:+1/4 to arcane pool.

Monk:+1/2 uses of Stunning Fist per day. (If stunning fist is replaced by an archtype that has an ability that is limited to a number of times per day, apply this favored class bonus to it instead.)

Paladin: Add +1/2 hp to the paladin’s lay on hands Ability (whether using it to heal or harm).

Ranger:+1/2 on stealth and knowledge checks on favored enemies.

Rogue: Add 1/2 point of damage for sneak attack.

Sorcerer: +1/2 caster level to overcome SR.

Summoner: +1/4 to daily uses of summon creature.

Witch: +1/2 caster level to overcome SR.

Wizard: +1/2 caster level to overcome SR.

Author's Note: This is a current work-in-progress that is slowly getting modified to be more inline with the core classes. For the most part though, it's nearly finished.

Additional Ratings
Balance:
( 9 Votes )
Utility:
( 9 Votes )
Clarity:
( 9 Votes )


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