Keilo - An avian humanoid race


Homebrew and House Rules


Been working on my own homebrew campaign setting lately, and while it still has mostly traditional core races, this is the first custom race I've made for it. Figured I'd share.

Feel free to let me know what you think, and also whether you think I should post up more of this sorta stuff that I'm doing for my campaign setting, I suppose.

Stats:

Spoiler:
Keilo
Ability Score Modifiers +2 Dex, +2 Wis
Humanoid Keilo have the Humanoid type, and the Keilo subtype
Size Medium
Speed Land 30 ft., Fly 50 ft. (average)
Natural Attack Talons (primary weapon, 1d4)
Fearless Keilo gain a +2 racial bonus on all saving throws against fear effects
Sociable When a Keilo tries to change a creature’s attitude with a diplomacy check and fails by 5 or more they can try to influence that creature a second time even if 24 hours have not yet passed
Sky Sentinel Keilo gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. Additionally, enemies on higher ground gain no attack bonus against Keilo.
Gift of Tongues Keilo gain a +1 racial bonus on Bluff and Diplomacy checks and they learn one more language than normal every time they put a rank into Linguistics
Bonus Feat Keilo gain Hover as a bonus feat
Languages Common & Keilo
(Plus choice of Auran, Draconic, Dwarven, Halfling, and Ignan)
CR & XP Keilo NPCs in groups starting from 1st to 5th level treat their CR as equal to their level; Keilo NPCs 6th level and higher treat their CR as equal to their level -1.
Keilo PCs starting an adventure in a group at 1st to 5th level should begin 2000XP behind their core race companions, assuming the standard medium XP progression is being used (if core race PCs begin with 0XP then the Keilo starts with an effective -2000, and are treated as 1st level until reaching enough XP to advance to 2nd level). Keilo PCs starting an adventure in a group at 6th level or higher should begin with the same amount of XP as their core race companions.

ARG race builder, race summary:

Spoiler:
RP cost – Trait
0 Humanoid type
0 Medium size
0 Normal speed
0 Standard language array (Common & Keilo + Auran, Draconic, Dwarven, Halfling, Ignan)
1 Fearless
1 Sociable
1 Natural attack (talons)
2 Flexible ability score array (+2 Dex, +2 Wis)
2 Static bonus feat (Hover)
2 Gift of tongues
3 Sky sentinel
4 Flight
(+2 Improved Flight)
(+2 Improved Flight)

Total RP: 20

Physical Description

Spoiler:
Keilo originated as a branch of the monstrous race known as Harpies, being a subset who lacked the power of captivating song that those monsters could muster. They possessed enough of a lingering remainder of that power that their voices were innately sociable, and over time adapted to suit a more civilised life than the harpies. Physically they are still quite similar to the harpy race—tall, avian humanoids with bird legs and variations in their plumage to match local birds—but are rarely as ferocious and wild in appearance as harpies are. Keilo can also be differentiated from their monstrous relations by their wings, which are part of their arms, unlike harpy wings which sprout from the monster’s back. Keilo are noted for being astoundingly adept at using their arms while flying in spite of how awkward such maneuvering would be. Some Keilo are noted to have hair, while others have feathers in place of hair, and the colours, styles, and other fine details of these and other aspects of the race tend to vary as much as humans features do between individuals.
Kelio are also notably different from harpies in that their race includes both male and female members, the former of whom are assumed to be a result of some early mix with another humanoid race, likely humans. This would imply that Keilo are in fact some manner of half harpy race in a similar vein as half elves and half orcs, but such an insinuation is rarely taken well among Keilo, who acknowledge their association to harpies, but deny any real racial connection to the other humanoid races.

Society

Spoiler:
Keilo are an avian race of dragon-worshipping humanoids adapted to steep cliffs and other environments where flight is a necessary aspect of life. They generally carve spacious cavern cities in cliff faces overlooking oceans or other large bodies of water. Keilo are a sociable and traditional people, generally making friends easily among other races while taking advantage of the locations of their own inaccessible homes to keep the personal lives of their people relatively undisturbed by outsiders. This has led to an efficient society where generally only aspects of other societies which would be beneficial to the Keilo are brought back to their homes and adapted to.
Each Keilo society is led by three powerful political figures; a chieftain, an attendant, and a patron dragon. Each Keilo civilization worships their local dragon either as a god, or as being closer to divinity than others could hope to achieve, and therefore superior. The role of the chieftain is primarily determined by the amount of power the patron dragon exerts over its worshippers. The chieftain of a society worshipping an evil dragon could find themselves as little more than a bootlick to the powerful monster; the chieftain of a society worshipping a wise and benevolent dragon might be seen as a cooperative leader of the society; and the chieftain of a society worshipping an indifferent dragon may find themselves entirely in charge of their society. Both the roles of chieftain and patron dragon are generally hereditary, passing from parent to child. The attendant of a Keilo society on the other hand is a trained position, with a single attendant per-society, and a single apprentice per-attendant who will one day take up the role themselves. The attendant bears the responsibility of acting as a go-between between the patron dragon and the rest of the society, and of placating the patron dragon or attempting to stir it to action as need dictates. A society that loses its attendant before the attendant’s apprentice has been fully-trained is at serious risk, and often places unreasonable amounts of responsibility on the attendant’s apprentice in such a situation.
At a young age, all Keilo are required to visit their patron dragon, alone, as a coming-of-age ritual referred to as the young Keilo “Getting their wings”. What exactly this ritual entails varies from patron dragon to patron dragon, but it is intended to end with the dragon pleased and the Keilo child granted permission from the dragon to use their wings. This ritual is so integrated into Keilo society that a Keilo who has not received such permission will generally refuse outright to fly for any reason, and those who fly anyways have difficulty doing so from the paranoia of disobeying their dragon god (the Keilo’s flight speed drops to 10 ft. and maneuverability drops to clumsy). Keilo in communities who lack a patron dragon to provide such permission generally face no trouble flying.

Relations

Spoiler:
Humans are generally noted to be one of the most flexible and adaptable of the intelligent races of the world, and hold the best relationships with the Keilo race among all the races that are outsiders to Keilo society. In general Keilo are sociable enough as to potentially collaborate and build relationships with any race that might reciprocate such social advances.
Within Keilo society Harpies are welcome, but rare, for they are generally not civilized as the Keilo are. Foreign Keilo (those easily recognizable by variations in plumage not found among the local communities) are generally welcome so long as they do not openly conflict with the morality of the local community’s draconic patron. A Keilo from a community led by a metallic dragon might face harassment in a community led by a chromatic dragon, for example, but would generally be comfortable in a community led by a different variety of metallic dragon than their own community’s patron.
Dragons, of course, are generally subjects of worship and admiration among Keilo, which is usually welcomed by the dragons themselves. Usually the patron dragon of a Keilo community is at least a century old, but in some cases a young adult dragons take command of smaller communities. The most insignificant of communities occasionally have dragons so young as to be counter as juvenile as their leaders. By contrast, the greatest metropolises of the Keilo might be led by ancient or even wyrm or great wyrm dragons, or might boast multiple draconic patrons each ruling specific districts.

Alignment and Religion

Spoiler:
The alignment of a Keilo community generally matches the alignment of the community’s patron dragon, and so Keilo as a whole do not lean particularly strongly towards any end of the alignment spectrum.
While most Keilo communities worship their patron dragon as a deity, such worship is generally accompanied with worship of some manner of dragon god, or some other deity of the patron dragon’s preference.
(In the Malendev, the setting for which the Keilo race was designed, the most common patron deity of dragons is Nalerryn, the Eternal Wyrm, a True Neutral god. Nalerryn is thus also the most common god worshipped by Keilo in the setting, and even dragons and Keilo of extreme alignments tend to at least acknowledge Nalerryn.)

Adventurers

Spoiler:
Keilo are often bold, fearless, and adventurous types, and are often prized among adventuring groups (especially groups of low-level adventurers) for their natural flight. Keilo might adventure for a great variety of reasons ranging from personal desires, to orders from a superior (such as a dragon), to simply adventure for the thrill of it.

Favoured Classes

Spoiler:
Primary Classes:
Keilo are most well known as Bards, Clerics, and Rangers. A society’s attendant is often a Cleric who worships their patron dragon in conjunction with draconic deities, or a deity of the patron dragon’s preference.

Secondary Classes:
Keilo also commonly take up the role of Fighter, Rogue, and Witch. Keilo chieftains are generally Fighters.

Tertiary Classes:
Sometimes Keilo become Alchemists, Antipaladins, Gunslingers, Ninjas, Oracles, Paladins, Sorcerers, or Wizards. The most common Oracle mystery among Keilo is wind, whereas the destined and stormborn bloodlines (as well as the arial anarchic bloodline) are the most likely to appear in Keilo Sorcerers (the draconic bloodline is significantly rarer than might be expected for a society which revolves around dragons, but when it does appear, the pursuit of the Dragon Disciple is all-but mandatory. Such draconic Keilo Sorcerers are generally highly-prized, and some lead their own small communities, taking a dragon’s role as patron among groups too minor to interest a real dragon). Antipaladins and Paladins are equally likely among Keilo, but generally won’t arise from the same society, as the average alignment of a Keilo society tends to match their patron dragon’s alignment.

Other Classes:
Barbarians, Cavaliers, Druids, Inquisitors, Magi, Monks, Samurai, and Summoners are the least common classes for Keilo to pursue, though some individuals do. Flying mounts are common among Keilo Cavaliers and Samurai, and the eidolon of a Keilo Summoner is likewise generally capable of flight.

Alternate Favoured Class Bonuses

Spoiler:
Bard Add +1 to the bard’s total number of bardic performance rounds per day.

Cleric Add +1/3 to the amount of damage dealt or damage healed when using channeled energy.

Fighter Add +1 to the fighter’s CMD when resisting a grapple or reposition attempt.

Ranger Reduce the DC to avoid falling due to a collision while flying by 1 (to a minimum of 0)

Rogue Add a +1/2 bonus to Perception checks while outside and flying.

Witch Add one spell from the witch’s spell list to the witch’s familiar. This spell must be at least one level below the highest spell level the witch can cast. If the witch ever replaces their familiar the new familiar knows these bonus spells.

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