Kelvezu, Lesser (Pathfinder Race)

Mariliths act as generals in demonic armies, and balors are the mighty aristocrats of the Abyssal heirarchy. Both find the services of the kelvezu—the infiltrators and assassins of the demonic realm—quite useful. Kelvezu rarely lead troops; instead, they surgically remove specific opponents (such as devils, competing demons, or obstinate mortals) in accordance with the orders of more powerful demons. They prefer to strike from stealth, relying on their gift for hiding and sneaking. Like their mortal counterparts, these hoary assassins try to dispatch their opponents quickly, favoring poisons and fiery magics whenever available. If they cannot, they retreat and strike again when conditions are more favorable.

A kelvezu just after severing his connection to the Abyss...

Some kelvezu are either groomed specifically for long-term missions ot the mortal realm, or else they have gone weary of the ways of their homeplane and have gone rogue. These kelvezu perform a dark and profane ritual involving the sacrifice of an innocent in order to bind their victim's soul. This strips them of much of their strength and power, but grounds them in the Material Plane and severs their infernal connection to the Abyss. Known as "lesser" members of their race, only kelvezu who perform this rite and become native outsiders are capable of being played as characters.

Race Points The Lesser Kelvezu is an Advanced Race costing 24 RPs.

Physical Description

The kelvezu is remarkable among the higher ranks of demonkind because of their height—they stand barely six feet tall. Due to their size and build, kelvezu can be mistaken for a human if they use a touch of disguise to hide their deep red skin and either file away or wear a pair of heavy gloves to mask their vicious claws. All kelvezu possess inky black hair and brilliant orbs of black, red, or white for eyes, though those that undergo the ritual to sever their ties to the Abyss (see above) gain more traditional humanoid eyes. A rare few also possess long, slender tails that almost seem to have a mind of their own.

Society

Kelvezu who have left the Abyss rarely create their own settlements and holdings. Instead, they typically take up mercenary lifestyles, traveling the Material Plane as hired blades or adventurers and living from job to job. Most societies view kelvezu as aberrations or curses, but in cultures where there are frequent interactions with summoned fiends—and especially where the worship of demons, devils, or other evil outsiders is legal or obligatory such as in the kingdom of Cheliax—kelvezu might be much more populous and accepted, even cherished as blessings of their fiendish overlords. Regardless, kelvezu seldom see others of their own kind, and thus they typically adopt the culture and mannerisms of whatever regions they find themselves in order to fit in.

Relations

As one can imagine, kelvezu face a significant amount of prejudice from most people who rightly view them as fiends, harbingers of evil, and lingering curses placed upon the world. Civilized races tend to shun or marginalize them, while more monstrous ones simply fear and reject them unless forced or cowed into acceptance. But tieflings and—most oddly—aasimars tend to view them as kindred spirits who, too, are often rejected or don't fit into most societies by virtue of their birth. That said, powerful demons who learn of a kelvezu's betrayal of their birthright will often choose to hunt down or otherwise make the abomination's mortal life a living hell—often literally in many cases. In stark contrast, devils may try to seduce them in order to learn secrets of their eternal enemies, or else use them as spies and assassins for their own ends. Needless to say, most kelvezu distance themselves from other fiends, while some embrace these infernal politics in an attempt to manipulate them to their own benefit.

Alignment and Religion

As part of the ritual they undergo to sever their connection to the Abyss, so-called lesser kelvezu must bind the soul of an innocent victim to their own. Many times this binding has unforseen consequences for the kelvezu, often causing the former demon to learn about emotions such as guilt, regret, and sorrow—all of which they never experienced before. This typically has a deep influence on their alignments, causing them to shift from chaotic evil to more neutral or even good alignments over the course of their now mortal lifetime. Still, some kelvezu fight to push these newfound feelings down, choosing of their own free will to retain their more fiendish outlook on life.

Adventurers

Lesser kelvezu rarely integrate into the mortal societies they call home. Drawn to the adventuring life as a method of escape, they hope to make a better life for themselves, to prove their freedom from their former lives, or to punish a world that fears and rejects them. Kelvezu make skilled rogues, powerful occultists, and especially puissant practitioners of fiery magics as their still-potent blood empowers them. Those who succumb to their old ways often become powerful assassins or clerics of fiendish powers.

Male Names: Corvez, Ezekias, Jezol, Malvolio, Mordrex, Sarzec, Xalizar, Ziij.

Female Names: Carwyn, Hezebel, Korvana, Nimanda, Olisi, Syriel, Velinda, Yseeri.

Kelvezu Racial Traits

  • Ability Score Modifiers: While significantly depowered by the rites used to sever their Abyssal connections, kelvezu are still agile and cunning opponents. They gain +4 Dexterity, +2 Intelligence, +2 Wisdom, and +2 Charisma, but suffer -2 to their Strength.
  • Type: Lesser kelvezu are outsiders with the native subtype.
  • Size: Lesser kelvezu areMedium creatures and thus receive no bonuses or penalties due to their size.
  • Speed: Lesser kelvezu have a base speed of 30 feet.
  • Languages: Lesser kelvezu begin play fluent in Common and Abyssal. Kelvezu with high intelligence scores can choose from the following languages: Celestial, Dwarven, Elven, Gnome, Halfling, Infernal, and Undercommon.
  • Fire Immunity: Kelvezu are immune to fire damage.
  • Poison Resistance: Kelvezu gain a racial bonus to saving throws against poisons equal to their hit dice.
  • Poison Use: Kelvezu are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
  • Swift as Shadows: Kelvezu reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10.
  • See in Darkness: Kelvezu can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
  • Claws: Kelvezu have two claw attacks that deal 1d4 piercing or slashing damage. These are primary natural attacks.

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.

  • Fire in the Blood: These kelvezu gain a +2 bonus to saving throw DCs and spell penetration checks when casting spells, using granted or bloodline powers, or when using other spell-like or supernatural abilities with a fire descriptor. This does not give the kelvezu early access to level-based powers; it only affects powers that they could already use without this trait. If the kelvezu has a Charisma score of 11 or more, they also gain the following spell-like abilities (their caster level is equal to their character level): At will—dancing lights, flare, and light. This racial trait replaces poison use.
  • Gift of Tongues: Some kelvezu rely on subterfuge more than physical confrontation, and even go so far as to file off their claws in order to make themselves less intimidating. Such kelvezu gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces the claws racial trait.
  • Prehensile Tail: Rather than vicious claws, a rare few kelvezu possess long, slender tails that writhe and undulate as if with a mind of their own. They can use their tail to carry things or retrieve small, stowed objects as a swift action, but they cannot wield weapons with them. This racial trait replaces the claws racial trait.
  • Silver Tongued: Exceptionally seductive and charming, these kelvezu gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two. This racial trait replaces swift as shadows.
  • Sneaky: Above and beyond their brethen, these kevlezu gain a +4 racial bonus on Stealth checks. This racial trait replaces both their claws and poison resistance racial traits.

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.

  • Arcanist: Add +1/3 to the arcanist's effective caster level when casting arcanist fire spells, but only for the purpose of determining duration and damage done.
  • Bloodrager: When in a blood rage, the bloodrager deals an additional +1/3 fire damage with natural attacks.
  • Brawler: Add +1/4 to the brawler's effective level to determine unarmed strike damage.
  • Cleric: Add a +1 on caster level checks made to overcome the SR of outsiders.
  • Hunter: The hunter's companion gains resistance 5 to fire. Each +1/5 times thereafter the resistance increases by another 5 (maximum 20).
  • Inquisitor: Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify outsiders or relating to the outer planes.
  • Investigator: Gain a +1/3 bonus on critical hit confirmation rolls made while using studied combat (maximum bonus of +5). This bonus does not stack with those gained through Critical Focus and similar effects.
  • Kineticist: Gain +1/5 of an extra infusion or utility wild talent listed under the fire element.
  • Magus: Add +1/3 to the arcanist's effective caster level when casting arcanist fire spells, but only for the purpose of determining duration and damage done.
  • Ranger: Add +1/4 bonus to the favored enemy bonuses against an outsider favored enemy.
  • Rogue: Add +1/5 to critical confirmation rolls while using sneak attack (maximum bonus of +5). This bonus does not stack with Critical Focus or similar effects.
  • Slayer: Add +1/5 to critical confirmation rolls while using sneak attack (maximum bonus of +5). This bonus does not stack with Critical Focus or similar effects.
  • Sorcerer: Add a +1/2 on caster level checks made to overcome fire resistance or spell resistance against spells with a fire descriptor.
  • Summoner: Add +1/4 to the eidolon's evolution pool.
  • Swashbuckler: Add +1/5 to critical confirmation rolls while using the precise strike deed(maximum bonus of +5). This bonus does not stack with Critical Focus or similar effects.
  • Vampire Hunter: Add a spell from the wizard/sorcerer spell list with a fire descriptor to your list of vampire hunter spells known.
  • Vigilante: Gain a +1/4 bonus on all Acrobatics and Stealth checks.
  • Witch: The witch's familiar gains resistance 5 to fire. Each +1/5 times thereafter the resistance increases by another 5 (maximum 20).
  • Wizard: Add a +1/2 on caster level checks made to overcome fire resistance or spell resistance against spells with a fire descriptor.

Vital Statistics

Table: Kelvezu Random Starting Ages
AdulthoodSimple1Moderate2Complex3
0 years4+2d6 years+4d6 years+6d6 years
  1. This category includes barbarians, oracles, rogues, and sorcerers.
  2. This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3. This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
  4. Starting upon the completion of the ritual used to sever their connection to the Abyss. Prior to this, the kelvezu was immortal and never aged.
Table: Aging Effects
Adult1Middle Age2Old3Venerable4Maximum Age5
0 years145 years90 years135 years+3d% years
  1. Starting upon the completion of the ritual used to sever their connection to the Abyss. Prior to this, the kelvezu was immortal and never aged, gaining neither penalties nor bonuses.
  2. At middle age, 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At old age, 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  4. At venerable age, 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  5. GM secretly determines Maximum age.
Table: Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male4 ft. 10 in.+2d10 in.120 lbs.+(2d10×5) lbs.
Female4 ft. 5 in.+2d10 in.8t lbs.+(2d10×5) lbs.



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