Kekwala
Type
Humanoid (reptilian)
Ability Score Modifier
(clan dependent, see below)
Size
medium
Speed
30ft
Language
Kekwala begin play speaking Draconic. Kekwala with high Intelligence can choose bonus languages from the following: Common, Gnomish, Dwarven, or Orcish.
Natural Weapons: Kekwala possess natural claw attacks that inflict 1d4 points of damage on a successful hit. This is a primary attack, or a secondary attack if the Kekwala wields a manufactured weapon.
Clans
Kekwala have a diversity in abilities, each pertaining to their ancestral clan's environment.
Caldura Clan (Desert) (+2 STR, -2 WIS)
Armored Scales: Those of the Caldura clan gain +1
natural armor bonus to their
Armor Class.
Pain Tolerance: Those of the Caldura clan gan a +2
trait bonus to
Constitution checks made to
stabilize when reduced to negative
hit points, as well as to
concentration checks made due to taking damage while casting spells.
Silvic Clan (Forest) (+2 DEX, -2 CON)
Acrobatic: Those of the Silvic clan use their tail to help propel them when jumping, gaining a +4
racial bonus on
Acrobatics checks.
Chameleon(Ex): Those of the Silvic clan possess conscious control of their skin pigmentation and can change their coloration to match their background. This grants the Kekwala a +4
racial bonus on
Stealth checks. This is doubled to +8 when the Kekwala is not moving. If the Kekwala is
prone, they gain an additional +2
circumstance bonus on
Stealth checks.
Baraga Clan (Steppe) (+2 WIS, -2 STR)
Nictitating Membranes: The Kekwala possess a secondary set of translucent eyelids that protect them from assaults against their vision. They gain a +2
trait bonus to all saving throws against effects that would cause them to become
blinded.
Sure Step: Those of the Baraga clan are immune to altitude sickness and do not lose their
Dexterity bonus to AC when making
Climb checks or
Acrobatics checks to cross narrow or slippery surfaces. In addition, windkin receive a +4
racial bonus to their
CMD when resisting
bull rush or
trip attempts while standing on the ground.
Balta Clan (Swamp) (+2 CON, -2 INT)
Spit Venom: Those of the Balta clan can spit a stream of venom at a target as the spell
Spit Venom.
Hold Breath: Those of the Balta clan can hold their breath for a number of rounds equal to 4 times its
Constitution score before it risks drowning.
Fantoma Clan (Cavern) (+2 INT, -2 CHA
Climber: The Kekwala's claws and tail are adapted for climbing in rocky terrain. They can move without impediment in
light rubble and
dense rubble (see Environment) and gains a climb speed of 15 feet, including a +8
racial bonus on
Climb checks.
Darkvision: Those of the Fantoma clan can see perfectly in the dark up to 60ft.