Kamui (4e Race)
Kamui
Parasitic beings of living cloth, steeped in mystery and mistrust.
Racial Traits |
Average Height: Varies- |
Average Weight: 1-10 lbs |
Ability Scores: +2 Constitution; +2 Charisma or Dexterity |
Size: Medium |
Speed: 5 squares |
Vision: Normal |
Languages: Common, choice of one other |
Skill Bonuses: +2 Endurance; +2 Streetwise or Intimidate |
Not of this Earth: You are not naturally of this land, and are considered an aberrant and an animate for effects relating to creature origin and type respectively |
Construct: You are a living construct. As a living construct, you do not eat, drink, breathe, or sleep. You never make Endurance checks to resist the effect of starvation, thirst, or suffocation. All other conditions and effects affect your normally. Rather than sleep, you may enter a relaxed state for 4 hours in which you are indistinguishable from cloths, you are still unaware of your surroundings in this state. |
Parasite: you gain the "Thread Disguise" at-will power |
Hanging by a Thread: you gain a +2 to all death saving throws |
Toughen Textile: You cannot wear clothing or armor, but you can harden your Fabric to gain the properties of armor. You can imitate any armor with which you are proficient. This requires consuming common fabric or other such materials equal to the value of the armor you are imitating. You gain all the bonuses and penalties of that armor, except it weights half as much and cannot be removed from you. The imitated armor can be enchanted and disenchanted, and will not turn to dust if disenchanted. The imitated armor disappears if you are in a relaxed state or unconscious, but returns when you are ready again. You may "store" up to 3 different armors in this way, and may switch between them during a short or extended rest. |
Thread manipulation: You may form your fibers into cloth limbs, shapes, and mundane items at will, with the rule that whatever it is cannot reach past your square and must remain attached to you by at least one thread. The object cannot have any complex moving parts or chemical reactions, it must simply be a solid material object. You cannot use this to copy a specific item, such as a specific key, unless you have the item already so that you may base your form on it. You cannot change the texture or color of the item, it will always look like it is made of the same material you are. You cannot make something stronger than yourself (such as making a working shield out of thin air), but you may make it weaker. An attack on this item counts as an attack on you. |
Thread Disguise | Kamui Racial Power |
You allow or force a host to wear you, allowing you to feed off their life force and disguise as normal clothes. | |
4e Power Usage::At-Will | |
4e Power Action Type::Move Action | Melee touch |
Target: One willing creature | |
Effect: The target wears you as clothing. Until the effect ends, you are immobilized and you occupy the same square as your target: if they walk, run, crawl, climb, shift or squeeze you move with them. If the target undergoes forced movement, you move with them.
If the target has a language, you can communicate with them telepathically. You gain a +5 bonus to Bluff checks to pass as normal clothing. The effect persists until you or the target end it as a minor action; or you fall unconscious; the target flies or teleports; or you are subject to forced movement that moves you away from the target. When it ends, you move to an unoccupied square adjacent to the target. |
Symbiote | Kamui Racial Power |
You attempt to fuse your will and power with your host, taking on a more powerful appearance. | |
4e Power Usage::Encounter | |
4e Power Action Type::Standard Action | Melee touch |
Target: The creature wearing you via your Thread Disguise power | |
Effect: Until the start of your next turn, the target gains a power bonus to damage rolls equal to your Constitution modifier, and if the target takes damage you can choose to take half the damage yourself, reducing it by your Constitution modifier. |
Shrouded in mystery, the Kamui are a race that was brought to the land on a shooting star according to legends. They are beings made of a strange form of fabric, and upon landing in our world took on the familiar appearance of normal clothes. Little is known about the race, other than their strange diet, which consists entirely of the lifeforce of living creatures, and their intriguing ability to form a symbiotic relationship with other life forms, greatly boosting the physical abilities of the "host" at the cost of a small amount of lifeforce. Kamuis have an unfortunate tendency towards evil, but neutral and good Kamuis are common enough for them to be generally accepted in society.
Play a Kamui if you want...
- To disguise as whatever attire you please
- To live on the lifeforce of your own allies
- To bond with your fellow adventurers like never before and boost their strengths to whole new levels.
- To be a member of a race that favors the Ranger, Paladin, and Fighter classes.
Physical Qualities
All Kamui take the appearance of some article of normal clothes, but with the addition of some features being made to look like stylized faces, such as having the lapels of a coat have eye patterns sewn on or having a face painted on to a peace of armor. These features will actually move like those of a normal face, and will show the emotions of the Kamui. They may change the texture and appearance of their fibers, allowing them to imitate any kind of cloth, leather, metal, or other cloth-making materials as long as they have consumed an adequate amount of said material. When not being actively worn, their living nature can become apparent as they grow jack-o-lantern like mouths and may take a semi-humanoid form constructed from their fibers, but they may disguise as normal clothes again at will. When they commence a symbiosis with someone, their appearance often changes to be more menacing or powerful, such as getting armor plates, spikes and protrusions, or beginning to glow.
Playing a Kamui
Kamui Characteristics: More emotionally aloof Kamui often see others as little more than tools at best, and vermin or meals at worst. More emotional ones may attempt to seek out friendship with other races. Many of them carry the emotional scars of being viewed as little more than a weapon rather than a sentient being, making many of them jaded or cynical.
Male Names: All Kamui have the first name of "Kamui". as for their last name, kamui usually keep whatever name was given to them by the first person who found them, resulting in extremely varied names from nearly all societies that often have to do with their appearance.
Female Names: All Kamui have the first name of "Kamui". as for their last name, kamui usually keep whatever name was given to them by the first person who found them, resulting in extremely varied names from nearly all societies that often have to do with their appearance.
Kamui Adventurers
Three sample Kamui adventurers are described below.
Kamui Beauty is a Kamui fighter. She was a dress-type Kamui that was found by a royal family and kept as a trophy until the time that their first daughter, a rather violent young brat, came of age. at this point, they attempted to present Beauty to the girl as a gift. Beauty obliged their request to bond with the girl, but killed her as soon as the girl left the grounds of the house, guaranteeing her freedom at last.
Kamui Blackblade is a Kamui Paladin. He was a uniform-type Kamui that was found by a child while they were rummaging through a trash heap that he had bean buried in after losing a tough battle. In his starvation, he forced the child to bond with him, although luckily the child survived this. After regaining his senses he detached himself and apologized, and the child took him home to the orphanage in which he lived as a pet and friend. At the orphanage, Blackblade spoke with the nuns and priests in charge of the place and learned their holy ways, and swore to defend these and all children and to aid anyone of noble cause.
Kamui Nanta is a Kamui Ranger. He is a longcoat-type Kamui with a rather easy-going attitude who simply adopts whoever defeats his host as his new host, giving him something of an unsavory reputation due to his lack of loyalty.
Kamui Feats
Name | Description |
---|---|
Bound Disguise | |
Cloth Blade | With enough practice, you can learn to shape your fibers into a sharpened blade, allowing you to make small daggers or large swords. |
Cloth Grab | |
Cloth Whip | With practice, you can learn to harden your fibers into blunt instruments, making either a though whip or a spiked mace-like ball. |
Forced Disguise |
Name | Description |
---|---|
Cloth Cleaver | You have practiced your skill with cloth blades enough to create truly deadly cleavers from your own fibers |
Cloth Wrecker | You have practiced your skill with cloth whips and maces enough to create a large flail from your own fibers |
Name | Description |
---|
Kamui Utility Powers
When your Kamui character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a Kamui utility power of the same level or lower.
Blood Synchronize | Kamui Utility 2 |
You can taste the energy of your host coursing through your fabric, invigorating you. | |
4e Power Usage::At-Will | |
4e Power Action Type::Immediate Reaction | Personal |
Trigger: The target of your thread disguise spends a healing surge. | |
Prerequisite: Thread disguise | |
Effect: You gain temporary hit points equal to your Constitution modifier. |
Senjin Form | Kamui Utility 6 |
Mustering up all the energy you can from your host, you transform into an all new form, meant for combat. | |
4e Power Usage::Daily | |
4e Power Action Type::Standard Action | Personal |
Effect: You enter "Senjin form" stance, sprouting blades from your body. While the stance lasts, you and your host deal an extra D6 of damage with melee attacks and whenever an enemy attempts a melee attack on either of you while you are capable of making opportunity attacks and misses it takes your constitution modifier worth of damage. |
Kamui Loyalty | Kamui Utility 10 |
Refusing to go down without a fight, and refusing to let your host do so either, you attempt to gather the strength to fight on. | |
4e Power Usage::Daily | |
4e Power Action Type::Immediate Reaction | Personal; Host |
Trigger: You or your host is brought to 0 health | |
Effect: If your host was reduced to 0 points and you are still conscious, you can spend a healing surge. You do not gain any hit points: instead, your host gains hit points equal to your healing surge value. Similarly, if you are reduced to 0 hit points and your host is still conscious, your host can spend a healing surge. They do not gain any hit points: instead you gain hit points equal to their healing surge value. If this is used, your symbiosis does not end as it usually would when you or your host is brought to 0 health. |
Kamui Transfer | Kamui Utility 16 |
In an emergency, Kamuis are known to transfer energy between themselves and their host at alarming rates, endangering both parties. | |
4e Power Usage::Daily | |
4e Power Action Type::Immediate Reaction | Personal; Host |
Trigger: You or your host is bloodied | |
Effect: You and may transfer up to 1d12+your constitution modifier of health points between you and your host in either direction. |
Gale Form | Kamui Utility 22 |
you truly give it your all for your host, granting them the power to touch the heavens. | |
4e Power Usage::Daily | |
4e Power Action Type::Standard Action | Personal |
Effect: You transform into "Gale Form" stance, creating magical jetlike protrusions and giving your host flight their speed, max height 2, and hover for as long as the stance lasts. |
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