Races

Kal`aire - by T.A. Saunders ©1997 v3.5

Racial Articles Racial Abilities

NOTE: When playing a Kal'aire, the previous racial bonuses are dropped in favor of the new race's bonuses. A human Kal'aire, for example does not retain both human and Kal'aire bonuses.

Enhanced Strength and Speed

The Kal'aire are fused with incredible potency and can accomplish physical feats of strength and agility comparable to elder vampires and in some cases even surpassing them. Lifting flagstones and throwing them or dodging bullets shot at short range are not unheard of. (+25% to attack rolls. 65% to strength feats, +15% to evasion/dodge attempts).

Legendary Endurance and Regeneration

For that same infusion of might the Spirit of Vengeance grants Kal'aire, they are able to withstand incredible amounts of punishment and simply keep coming. This attribute differs from vampires in that normal weapons can strike a Kal'aire as can normal fire, but it all heals equally fast.
Burning a Kal'aire won't stop his or her regeneration, or hinder it. A Kal'aire must be decapitated to be slain, otherwise even if one small bit of him or her exists, that bit will eventually regenerate. Totally obliterating a Kal'aire (by incineration or disintegration) will also keep one from coming back to life. (-30% bonus to armor rating vs. all forms of attack. Regeneration of limbs in 1d4+1 rounds, internal damage 1d6 rounds).

Shadowform

A Kal'aire may at any time, take a Shadowform. This form is a shadowy representation a particular creature the Kal'aire favors. In the case of Mourne Dur'lane, he favored that of a Shadow Dragon while his son, Darechon whom was also given the Choice, favors a Shadow Panther. Additionally in times where the Kal'aire's physical form is greatly damaged, he or she may leave the body and become a Shadow Wraith. This Wraith has the ability to possess other living creatures for a short time. This talent does not work on undead, or spiritually protected creatures. (Shadow forms are immune to normal damage, have a -25% armor bonus from magical weapons/attacks and can move through unprotected walls/floors/ceilings at 50% loss in movement. Possession chance is 65%. Shadowforms suffer a +35% penalty against overall armor rating vs. Sunlight-based attacks).

Shadow Manipulation

Kal'aire can will the shadows to act on their behalf in several different ways. While these effects are generally limited by one's imagination, concentration must be maintained to use this talent. The Kal'aire in question cannot be engaged in any other combat or spell-casting while using Shadow Manipulation. (Shadow Manipulation has 99% chance to succeed. Any shadow construct created in this way is temporary and disappears when concentration is broken. These shadow-constructs are are immune to normal damage, have a -25% armor bonus from magical weapons/attacks and can move through unprotected walls/floors/ceilings at 50% loss in movement. Shadow constructs suffer a +35% penalty against overall armor rating vs. Sunlight-based attacks).

Legendary Enervation

A Kal'aire may draw the life-energy from his enemy and use that energy to bring them energy in which to heal themselves, fuel magic or sustain themselves. Because of this talent, they are likewise immune to such attacks directed upon them. This sort of attack can only be used three times per day. (Enervation can outright kill normal mortals and animals. When used against powerful mortals, divinities and infernals, it causes a -50% to all attack and evasion rolls for 1d4+1 rounds).

Gaze of Judgment

In order to be able to ensure with 100% accuracy the guilt of a soul, the Kal'aire can see the mark of mortal sin upon an aura. This aspect of the talent cannot be blocked or detoured by will-shaping, mental shielding or magic of any kind. Should a Kal'aire encounter one so marked, he or she can strike paralyzing fear into the heart of the wicked. So intense is this fear, that it has the possibility of striking any mortal creature dead. Normal fear immunity conveys only resistance to the fear portion of the Gaze, not the paralysis. (99% effectiveness against mortal creatures. Base 50% resistance to those otherwise immune to fear.)

Fury

A Kal'aire may call upon the Spirit of Vengeance to grant them heightened fighting potential. A Kal'aire under the effects of Fury will quadruple their attack and movement speed, but suffer greater amounts of damage from attacks they might otherwise have dodged or resisted. (Fury can be used once per combat scenario, lasts 1d6+2 rounds and allows the Kal'aire to melee attack four times in one round, or attack twice, then use a talent. During this time, all bonuses to evasion are lost and there is a +15% armor penalty against the Kal'aire in question, vs. all forms of attack).