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Kinori

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Refugees from another reality, the kinori are white-scaled black-tongued lizard-like humanoids. They are short and have a waddling gait, which makes them look awkward, but they are excellent runners. They have existed on Earth for thousands of years, at least eight thousand of them in secret. They are believed to have invented the Hermetic Alchemist magical tradition, which they taught to Ancient Egyptian scholars such as Imhotep.

The kinori have been creating large underground cities which contain mummies and thousands of nest guardians "on ice". Most cities are in warm areas (including their "mother city" in Egypt) but they have expanded to parts of the United States and other temperate regions.

Kinori communities are generally overseen by a blackscale kinori or a "Master of the Work", who oversees wardens, life engineers, and other lower-ranking kinori. Females rank at the very bottom, acknowledged only for their ability to produce young. About 10% of a kinori community consists of mummies, which are created from the corpses of low-ranking kinori, and sometimes humans as well.

Kinori communities generally have a low amount of technology, not exceeding PL 4 in most areas. They still commonly wield medieval weapons. However, they have exceeded humanity in controlling the power sources necessary to open Dark Matter-powered doorways, as well as cryonics.

Most commonly encountered kinori are scouts or nest guardians. Their usual attitude towards human trespassers is one of hostility followed by nutrition, subject to later flexibility if the humans put up fierce resistance. If this happens the kinori all fall back simultaneously. No one is sure what signal the kinori use to coordinate this.

Kinori (Dedicated Ordinary 1): Medium Humanoid (human); HD 1d6+1, hp 4, Mas 12; Init +2, Spd 30 ft.; Def 18 (+2 Dex, +1 class, +5 natural); BAB +0, Grap +0; Atk shortspear +0 melee (1d8/x3) or claw +0 melee (1d3); FS/R 5 ft./5 ft.; SQ kinori traits; AL kinori; SV Fort +2, Ref +2, Will +2; AP 0, Rep +1; Str 10, Dex 14, Con 12, Int 15, Wis 12, Cha 12.

Occupation: Tribal (class skills: Climb, Hide, Swim; bonus feat: Archaic Weapons Proficiency)

Skills: Climb +6, Hide +3, Investigate +4, Move Silently +3, Listen +5, Spot +5, Survival +3, Swim +6.

Languages: Kinori (literate, native), one human language (spoken)

Feats: Archaic Weapons Proficiency, Athletic.

Racial Traits: -2 Strength, +2 Dexterity, +2 Constitution; +4 natural armor. Kinori can hold their breath 10 times longer than a human. They suffer a -1 penalty to ability checks, skill checks, Initiative rolls and attack rolls in cold temperatures and will eventually fall into a state of hibernation if this occurs.

Level Adjustment: +1.


This article is related to
D20 Modern
D20 Modern NPCs
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D20 Modern NPCs by Primary Character Class
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