In the boggy coasts, islands, and lagoons at the west of Ashnabis, humans have lived in occasional contact with the elusive hith for centuries. Over that time, some members of each species have come to appreciate and learn from the other. The hithkindred is a human who has devoted years to living alongside and learning from hith, acquiring many of their powers, both those that allow them to function underwater and those that help them master their bodies, even to the point of healing themselves from injury and illness. Though few in number and stigmatized by many others, they are feared and respected throughout the swamplands, and beyond.
|Level||BAB||BDB||BMB||Fort Save||Ref Save||Will Save||Special|
|1||+1||+0||+0||+2||+2||+0||social bonuses, pfethe fighting, aquatic competence|
|3||+3||+1||+1||+3||+3||+1||hold breath, stabilize|
|5||+4||+2||+2||+4||+4||+2||aquatic movement, withering touch|
|7||+6||+3||+2||+5||+5||+2||darkvision, endure elements|
|8||+6||+3||+3||+5||+5||+3||improved pfethe fighting|
|9||+7||+4||+3||+6||+6||+3||water breathing, leech|
|14||+11||+6||+5||+8||+8||+5||greater pfethe fighting|
Hit Die: d8
Ability requirement: Dexterity 16
Class Skills: Acrobatics, Bluff, Climb, Craft, Diplomacy, Escape Artist, Heal, Knowledge (local), Perception, Profession, Ride, Stealth, Survival, Swim
Skill points: 6 + Int
Weapon and Armor Proficiency: All simple weapons (plus pfethe), light armor and shields
1st level: The hithkindred receives +4 on all Charisma checks and Charisma-related skills when interacting with the hith. Their knowledge of the subtleties of hith body language allows them to put hith at ease. Hithkindred at 1st level are considered to be of sese (juvenile) grade, and automatically speak the Hithaeli language. Hithkindred at 5th level are considered to be of whesef (adult) grade. At 11th level the hithkindred is considered to be of lethillae (mature) grade, a full member of hith society, eligible for participation in all the political and social activities of hith society.
1st level: The hithkindred receives the feat Exotic Weapon with the hith’s preferred weapon, the pfethe, a toothed, light one-handed spear (1d6 damage, 19-20/x2, 2 lbs, special: on critical hit, bleed 1 hp/round). When fighting with two pfethe, the hithkindred suffers reduced penalties for fighting with two weapons, as if he had the Two-Weapon Fighting feat with that weapon only. At 8th and 14th levels the hithkindred receives additional attacks with the off-hand when fighting with two pfethe, as if he had the Improved and Greater Two-Weapon Fighting feats.
1st level: The hithkindred gains a +4 competence on Swim checks and can always take 10 on Swim checks.
3rd level: The hithkindred can hold his breath for a number of minutes equal to her Constitution score before he risks drowning.
3rd level: The hithkindred automatically stabilizes if brought below 0 hit points, and does not need to make a Constitution check to prevent losing more hit points, as long as he is immersed in water or someone pours fresh or salt water (a flask will do) on him. He does not regain hit points and must remain in contact with the water until he receives some other treatment.
5th level: The hithkindred gains a swim speed equal to his land speed, and suffers no penalties to movement or to melee combat while fighting in or under water.
5th level: Withering Touch: The hithkindred can make a melee touch attack as a standard action that inflicts 2d6+4 points of nonlethal damage, and sickens the target for 1 round. He can use this ability a number of times per day equal to 3 + his Constitution modifier.
7th level: The hithkindred gains darkvision to 60 feet.
7th level: Having learned to regulate his body temperature, the hithkindred no longer suffers ill effects from exposure to heat or cold, as the effects of the endure elements spell.
9th level: The hithkindred gains the aquatic subtype and the amphibious trait. He can breathe and function equally well on land or underwater.
9th level: The hithkindred’s withering touch can be used to deliver nonlethal or lethal damage, at his option. When used to deliver lethal damage, the hithkindred may heal damage to himself equal to half the amount of damage delivered.
11th level: Once per day as a standard action, a hithkindred can cause the water surrounding him up to a radius of 30 feet to grow thick and slimy, making it difficult for water-breathing creatures within the area other than hith to breathe. He can control narrow currents of breathable water to provide oxygen to up to 3 other creatures in the area of effect. Hith and hithkindred themselves are immune to this effect. Once created, an area of suffocating water does not move, but persists for one minute per level. The slimy water does not impact swim speeds or visibility in any significant manner. A creature can make a DC 20 Perception check to notice the difference between suffocating water and any normal water that may surround it.
13th level: The hithkindred gains fast healing 2 whenever immersed in water.
15th level: Once per day, as a standard action, the hithkindred can draw illness or toxins out of himself or another person, as the spells remove disease or neutralize poison.