Highkin (Race, Cradle)

Living in isolation, the Great Highkin cities tower above the mountainous landscape in which they are built, with imposing walls covered in strange sigils and woven with powerful magic. The Star-God placed them on the Cradle to study the strange force of magic which seemed to congeal and be strongest around the tallest peaks of the world. As a result, they have become the Cradle’s most celebrated Wizards and Scholars, although they certainly have some warriors in their midst.

Appearance; Highkin are tall, as a rule, with ears only a little longer than a Kind’s, with skin tones varying from bronze to gold.

Location; As a rule, the Highkin live in large, complex cities found in the tallest mountains of the Cradle, many leagues apart. It is relatively common knowledge, however, that the Highkin must have some way of swiftly moving from City to City. The Highkin also maintain and inhabit the enormous Temple of the Star-God, a complex larger than a city, and have a library there.

Names; Dai’ilu, Nora’nol, Zunda’xo (In general, Highkin names incorporate their ‘specialty’ or major in their name. Ilu=History, Nol=Life-magics, Xo=Evocation, Arn=Abjuration, and so on)

Ability Scores – +2 Intelligence, +2 Wisdom, -2 Constitution

Size – Highkin are medium sized

Type – Highkin are humanoids with the Kin subtype

Base Speed – Highkin have a base speed of 30ft

Languages – Highkin begin with Common and Startongue. Those with high intelligence can choose from High Cant, Kith, Draconic, Elemental, and Magol

Kin Immunities – Kin are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects

Skills – No Highkin can grow up without some understanding of magic, and gain +2 to Spellcraft and Knowledge(Arcana)

Low Light Vision

Magic Focus – All Highkin grow up surrounded with magic techniques and so gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Highkin Magic – Highkin can tap into the power of their blood to use Arcane magic, and at 1st level gain Mage Armor as a Spell Like Ability with 1/day uses and Caster level equal to total hit die. At 10th, they gain Overland Flight as a Spell like ability with 1/day uses and caster level equal to total hit die.