Kaern

A Kaern is a short, grey, human-like creature with large bat wings and bat-like features. Kaern live in well-concealed nomadic communities living in crevices deep beneath the earth. They wander subterranean waterways and tunnels, moving far throughout the world. A single Kaern could travel under an entire ocean in his lifetime, with enough days left to cross it again. Kaern live off of large (often massive) burrowing creatures, often raising herds of them for sustenance. Kaern are almost never seen above the ground, but may stumble upon the surface by accident. Few leave their underground lives, but occasionally one may wander out, driven by his natural curiosity, Genetic records show that they are descendants of humans possibly from the same disaster that created the Lanteans and the Merfolk.

Detailed Description:

Kaern stand 4 1/2 feet minimum and have dark grey or olive skin. They lack fur, but have hair (in similar quantities) in every area that humans do, except that they do not grow chest or facial hair. Their eyes reflect light, glowing brightly whenever illuminated directly.

Their teeth are very sharp and white, like a wolf’s. Though they share some similarities with bats, they eat meat rather than insects.

A Kaern’s ears are short, yet pointed, and are capable of picking up different frequencies than humanoids. As such, they can hear some things other races cannot, though their hearing is not more keen than a human’s; their hearing is not more sensitive, it is different.

Kaern tribes consist of one yurt-like tent per family, with an alpha male and an alpha female leading a large group of 15-20 herders and 10-15 hunters. Different tribes often greet each other with warmth when they meet, but soon separate to continue traveling.

Kaern have similar lifespans to a human.

Kaern wear somewhat tight, yet unrestricting, garments that consist of a sleeveless shirt and knee-length pants.

These are usually grey, tan, or earthen-colored.


Limited Tremorsense:
Kaern can sense vibrations in the ground out to 30 feet. They cannot use it to detect stationary objects, but they can pinpoint moving objects. Kaern can only use their tremorsense if they are touching the ground.


Light Blindness:
Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds Kaern for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Echosense 30 Feet
Using Acute Echolocation, members of this race notice things they cannot see. Members of this race usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that members of this race cannot see still has total concealment against individuals with blindsense, and members of this race still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of members of this race. Members of this race are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.


Wound Die Type 1d8 Racial Chakra Modifier +1(2)

Base speed 30 feet. Medium Sized

Flight speed - 50 feet Maneuverability: Average

• +2 Wisdom +2 Dexterity -4 Constitution

+1 to Str or Int or Cha

• Darkvision 60 feet.

Medical Classification: Group IV-e (flyers)

+2 racial bonus on all Craft checks involving Orichalcum items.

Kaern have a long history of forging Orichalcum arms and armor and are skilled in working it, they also receive a bonus to mining bonus to it.

Mystic-Tek Masters -

Kearn who have Scavenger, Technician or Mystic force levels gain +1 Racial Control mod (backtracks)

Shattered Culture:

Long ago the Lantean Culture was shattered when the Gods/Aliens/Demons caused the Disaster that changed everything, Each of the three sub races have varying stories and opinions on the 'saviors' of the other factions. The Merfolk tell the story above how they fled into the ocean at the sight of the creatures floating above the city... but deep underneath the oceans the Great water dragon shalassa waited for them, whisking them off to the great oceans of Palma to live among her Naga servants.

The Kaern tell the story about how dark shadowy stairs appeared in the ground all around the city, these "Paths of Shadow" were a form of dimensional portal utilized by Malassa who whisked them off into the Underdistrict of Kyourin to live among her Dark elf servants.

The Lanteans have the most bizarre story, they were the ones who stood their ground, the great solders and priests of atlantis, preparing to fight the coming darkness only to be stolen in a bright beam of light by a great yellow 'whale', when they awoken they were on another place all together floating amonst the shattered remains of old palma the Air castle remains, now home to these great winged beings, Angels of light hovered in front of them, and while the lanteans would attempt to refer to them as their gods, only to be told otherwise, and to this day all lanteans know of the word 'vorlon'.

Lantean and Merfolk Player characters as a result of this will constantly bicker and argue about cultural and religious differences with Kaern Because of this, All three races suffer a –2 circumstance penalty on all Charisma-based skill checks made when relating directly to each other.

DM-RP: 15

Attributes: Weakness -1 RP

+1 to any other attribute + 2 RP

Shattered Culture: -1 RP

Light Blindness (–2 RP) <Linked> Darkvision: 2 RP

Orichalcum-Crafting: 2RP

Flight II: 40 feet Poor: 6 RP

Mys-Tek Masters: +1 RP

Echosense: 4 RP

Tremorsense-Limited: 2 RP