Races

Kavorg - by T.A. Saunders ©2013 v1.0

Racial Articles Racial Abilities

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

Shape-shift

Able to take the Kavorg form at will three times per day (maximum of 12 hours) or forced change, 5% per combat round cumulative, due to building rage (in this case the Kavorg reverts after combat and burns one of their shifts per day). The Kavorg can also opt to shape-shift into a Kavah of the largest sort (as per Bestiary entry). This too burns a shift per day. (Shift three times per day into either a Kavah or a Kavorg, reversion does not burn a shift.)

Animalistic Ferocity

Able to bend, break, smash or crush even highly durable materials and do heavy amounts of damage. (40% to feats of strength, +15% to melee/ranged attack in either form).

Blood Howl

Once per combat scenario, a Kavorg can howl, striking fear into their enemies (-25% to hit the Kavorg and their allies for 1d4+2 rounds).

Regeneration

Kavorg can regenerate any wound and any amount of damage if given enough time and providing that wound was not inflicted with a Mikano weapon or resulted from magical fire. The exception to this is decapitation (presumably by Mikano-tempered weapon) which they cannot regenerate from and will die.

Rending Wounds

Kavorg that fight with their teeth and claws (3 attacks per round with claw/claw/bite and +25% to melee hit) have an advantage over using melee or ranged weapons not made for their paws. At the end of each attack round, the Kavorg has a 45% chance to rend critical wound (non-cumulative, one check made per round). The scoring of a critical wound means the victim has 1d6 rounds before bleed-out and unconsciousness. Should the victim fall unconscious, they then have another 1d4 rounds to live. Should a Kavorg opt to use a weapon doing so only gives them one attack that round and merely a +5% hit bonus, due to strength but a clumsy grip. (45% base to score a critical wound, +25% melee hit, 3 attacks per round).

Heightened Senses

Kavorg can smell distinct scents over a mile away and can hear up to a half-mile away. While visual acuity isn't greatly heightened, the Kavorg is able to see heat patterns up to 100′ away. (Heightened sense of smell and hearing, Dark-Sight).