Kinzom (3.5e Race)

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Kenzom Template[edit]

Personality[edit]

Same as base race.

Physical Description[edit]

A kinzom looks like a mutant zombie from moves like from Resident Evil. They have pill skin, black eyes, and no hair, in there kinzom form. In there humanoid form they look like ghoul but with small ears.

Relations[edit]

Kinzoms are feared because of there undead appearance they are run out of town or killed. So when a kinzom has to go to a town he go in a cloak, hide in dark ales, go at night or were a Disguise.

Alignment[edit]

Same as base race.

Lands[edit]

Swamp lands and under ground.

Religion[edit]

Same as base race.

Language[edit]

Same as base race and kizoden.

Names[edit]

Same as base race.

Racial Traits[edit]

  • There are 3 different types of kinzom, strength, dexterity and crystal. The strength kinzom has +4 Strength, -4 Dexterity, +4 Constitution, -4 Charisma. The dexterity kinzom has -4 Strength, +4

Dexterity, +4 Constitution, -4 Charisma. And the crystal kinzom has +4 Constitution, -4 Charisma.

  • Water Shapechanger Monstrous Humanoid:
  • Large: -1 Attack and AC +4 Special Attacks -4 Hide 10ft Natural Reach Carrying Capacity x2
  • +10 on all Climb Skills.
  • Blindsight (Ex): A kinzom's blindsight works though sensitivity to vibrations, keen smell and acute hearing. A kinzom's blindsight works for 60ft. And is a free action.{Kinzom form only.}
  • Bull's Strength {Ex}: A strength kinzom can make himself stronger by using a bull's strength spell and giving himself a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
  • Cat’s Grace {Ex}: A dexterity kinzom can make himself more graceful, agile, and coordinated by using a cat grace spell and giving himself a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
  • Damage Reduction {Ex}: Immunity to bludgeoning damage.
  • Darkvision: 60ft.
  • Elemental crystals {Ex} {crystal kinzom only}: A crystal kinzom can regenerate and fire

crystals from his body. The crystals elements are energy, fire, ice or wind. All of thees crystals have a power. And can fire to a range of 400 ft and an area of 20-ft.-radius spread. Energy can absorb energy grade like weapon and affects an area of 60-ft.-radius spread or generator generating electricity, or he cud fire the crystals and make a powerful stroke of electrical energy that deals 1d6 points of electricity damage. Fire can make a kinzom immune to fire, or he cud fire the crystals and make a low roar of flame and deals 1d6 points of fire damage. Ice can make a kinzom immune to cold, or he cud fire the crystals and make an area of extreme cold and drains all heat dealing 1d6 points of cold damage. And wind can make a kinzom walk on air as fast as ha can walk on land, or he cud fire the crystals and make an explosion of wind and deals 1d6 points of damage.

  • Poison (Ex): When a kinzom bites or Claws a poison is released into the victim. The Initial Damage is Unconsciousness, and the Secondary Damage is a zombie like state in which the victim only has the Special Qualities of a zombie and the kinzom can give him very simple instructions. The poison last for 2d4 hours. The price for the poison is 150 gp.
  • Regeneration (Ex}: A kinzom can regenerate 5 HD. Immunity to poison, sleep effects, paralysis, stunning and disease. Not at risk of death from massive damage, but when reduced to -10 hit points is dead for 2d4 hours. The only way to kill a kinzom is to pierce or slash the brain to kill a kinzom. And a kinzom can't regenerate his brain. Once a month a kinzom can regenerate new appendages, antler, horn, tentacles, sharp appendages, sharp teeth, etc. And a 50% chance to ignore a critical hit or sneak attack damage.
  • Sonic Roar {Ex}: Range: 60 ft. Area: Cone-shaped burst: A kinzom has a roar attack which emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 4d12 rounds at 0 to 30 ft. or lower and 2d6 rounds at 31 to 60 ft. and takes 10d12 points of sonic damage at 0 to 30 ft. and 5d6 points of sonic damage at 31 to 60 ft. A successful save negates the deafness and reduces the damage by half. An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.
  • Water Breathing {Ex}: A kinzom can breathe water freely.
  • Vulnerability to Energy: A kinzom is vulnerability to acid, cold, energy and fire. A kinzom takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Vital Statistics[edit]

Table: Kinzom Random Starting Ages
Adulthood Simple Moderate Complex
same as base race +4d6 +6d6 +10d6
Table: Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
500 years 800 years 1,000 years +4d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Kinzom Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 6' 6" +2d6 500 lb. 10; (1d12) lb.
Female 6' 6" +2d6 500 lb. 10; (1d12) lb.



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