Chainling

Chainlings are a variant of tieflings born from kytons. When a mortal has the displeasure of fornicating with a kyton and manages to not only live from the ordeal, but escape, they may have a horrid surprise in wait. This child, born from such terrible circumstances, is usually abandoned by their parents. Either abandoned by their mortal parent if not killed, or cast aside by their kyton parent too busy in the pursuit of their desires. However they come into being, a chainling inherits a kytons violent desire for pleasure and self improvement.

Physical Description
A chainling resembles a lean human with deathly pale flesh. Typically their body is adorned with jagged scars. Most chainlings have chains wrapped around their body, unless they are trying to blend in with society.

Society
Chainlings will tend to get jobs where they can express themselves freely. Such as jailors, torturers, slavers in bands of mercenaries, even guards for bars. A chainling’s resistance to nonlethal damage makes them good at managing fist fights.

Relations
Chainlings keep to themselves unless they can find themselves company that doesn’t mind their violent tendencies, or more often than not a kythonic cult. Alignment and Religion: We have such sights to show you.

Adventurers
Chainlings take to adventuring well. Their violent desires and masochism generally make them unwanted in places they linger for too long.

Male Names: Carl Female Names: Karel

Chainling Racial Traits
Ability Score Modifiers: +2 Dexterity, +2 Constitution, -2 Intelligence. Chainlings are very dexterous. Their fervent indulgence of pain has made them durable, but it has dulled their minds.

Type: Chainlings are outsiders with the native subtype with direct ties to the plane of shadows.

Size: Chainlings are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Chainlings have a base land speed of 30 feet.

Languages: Chainlings begin play speaking common and infernal. Chainlings with high intelligence scores may choose from the following: Abyssal, Draconic, Dwarven, Goblin, Gnoll, Orc, and Undercommon.

Darkvision: Chainlings can see in the dark up to 60 feet.

Chainsmith: A chainling gets a +2 racial bonus when crafting weapons from the flail weapon group that incorporate chains, along with armor and other items that involve chains.

Chain Armor (Ex): A chainling can wrap themselves in chains, granting them a +1 armor bonus for every 10 feet of chain they wrap around themselves, up to a maximum +4 armor bonus with 40 feet of chain. A chainling’s chain armor is not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency, but is otherwise considered light armor.

Kyton Resistance: A chainling has 5 cold resistance and DR 5/— against nonlethal damage. This damage reduction cannot reduce burn damage from the kineticist class.

Dancing Chains: A chainling has the kyton’s dancing chains ability, except you can control only one chain this way. This grants you one chain attack, which deals damage as per a spiked chain made for a creature of your size.

Dancing Chains (Su) A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the kyton itself. If a chain is in another creature's possession, the creature can attempt a DC 15 Will save to break the kyton's power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature's possession. A kyton can climb chains it controls at its normal speed without making Climb checks. The save DC is Charisma-based (10 + 1/2 character level + Charisma Modifier).

Unnerving Gaze (Su): As a full-round action a chainling can make its face resemble one of an opponent's departed loved ones or bitter enemies. Creatures within 30 feet that can see the chainling must make a Will save or become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is equal to 10 + ½ the chainling’s character level + their Charisma modifier. An individual creature can only be affected by a chainling’s unnerving gaze once in any given 24 hour period.

Kyton-Bound: An Chainling counts as an creature with the kyton sub-type for any effect related to race, including feat prerequisites and spells that affect them.

Alternate Racial Traits
Chain Fighter: Chainlings with this racial trait are proficient with spiked chains and three other weapons from the flail fighter weapon group chosen at character creation. This replaces chainsmith.

Chain Whisperer: A chainling with this racial trait increases the number of chains they can control with dancing chains to two. This grants you an additional chain attack. This replaces unnerving gaze.

Graft: Chainlings may graft any bits of flesh or bone harvested from a slain corpse within the previous hour to its own body as a full-round action that provokes an attack of opportunity. Doing so grants fast healing 2 while the chainling continues to harvest from the corpse each round, up to 1 round per Hit Dice of the slain creature. Chainlings can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This replaces kyton resistance.

Prehensile Chains: Chainlings can use their dancing chain to carry objects. They cannot wield weapons with their dancing chains, but they can retrieve small, stowed objects carried on their persons or objects within reach of the chain as a swift action. This replaces chainsmith.

Shadow Travel: When a chainling reaches 9th level in any combination of classes, they gain the ability to use shadow walk (self only) as a spell-like ability once per day, and at 13th level, they can use plane shift (self only to the Shadow Plane or the Material Plane only) as a spell-like ability once per day. The caster level of these spell-like abilities is equal to the user's character level. This replaces chainsmith and unnerving gaze.

Sickening Gaze: The chainling’s unnerving gaze causes creatures to become sickened for 1d3 rounds rather than becoming shaken. This changes the chainling’s normal unnerving gaze.

Staggering Gaze: The chainling’s unnerving gaze causes creatures to become staggered for 1 round rather than becoming shaken. This changes the chainling’s normal unnerving gaze.

Linked Chains
Some chainlings have honed their abilities to attack with their chains.

Prerequisites: Chain Armor, Kyton subtype.

Benefits: When you have a spiked chain as part of your chain armor, you may add its enhancement bonus to attack as an enhancement bonus to the chain armor’s armor bonus.

Rapid Chains
Some chainlings have honed their abilities to attack with their chains.

Prerequisites: Dancing chains, Kyton subtype, 3 or more Hit Dice.

Benefits: When using your dancing chains ability, you may treat one chain attack as an attack action.