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  PUBLISHER: James Mishler 
  AUTHORS: James Mishler and Jodi Moran-Mishler 
  ART: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games, and Jacob E. Blackmon 
   
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  Balor-Kin Racial Class © 2019 James Mishler. All Rights Reserved. 
   
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  BALOR-KIN RACIAL CLASS 
  Requirements: CON 9, INT 9 
  Prime Requisite: STR and CHA 
  Hit Die Type: d8 (d8 Advanced Option Hit Dice) 
  Maximum Level: 10 
  Fight As: Fighter 
  Save As: Fighter 
   
  Balor-kin are among the most powerful of the demon-kin 
  races, the greatest among their number counted among the 
  mightiest of demons. They have a reputation for brashness, 
  flashes of brilliance, and often letting their reach exceed their 
  grasp. Unlike lesser demon-kin, they are as willing and capable 
  of trickery as they are of using brute strength. Balor-kin are 
  leaders, or first among equals at worst, never followers – 
  unless they are simply biding their time to strike. 
   
  Balor-kin are tall and continue to grow throughout their 
  lifetime. Young balor-kin start out at 6’ + 1d12” in height; add 
  half their hit points to their height in inches (growing in 
  stature each level). Build ranges from emaciated and skeletal 
  to very stout, robust, barrel-like, and/or muscular. Skin, hair, 
  and eye colors include red, orange, yellow, blue, indigo, violet, 
  white, and black; it is very rare for all three to match in any 
  fashion. Balor-kin appear human-like in form, but have horns, 
  bull ears, razor-sharp teeth, clawed hands, wings, and often 
  (though not always) cloven hooves for feet. Their wings are 
  usually dragon-like, less commonly bat or raven-like. Balor-
  kin speak Common and Demonic. 
   
  Armored Skin. Balor-kin cannot wear any sort of mortal 
  armor; it would never survive their immolation ability (see 
  below). However, as they grow in power, their skin, already 
  tough as studded leather, becomes thicker and tougher, until 
  it becomes as strong as plates of iron. Balor-kin can wear 
  metal-based magical armor, however, unless it provides a 
  better base armor than their natural armor, it only provides 
  the magical bonus to their natural armor. Balor-kin benefit 
  from high Dexterity. 
   
  Creatures of Fire and Shadow. Balor-kin are immune to 
  normal fire and resistant to magical fire (save at +2 and suffer 
  1 point less per die of damage). Balor-kin suffer an additional 
  point of damage per die from cold and water attacks. Balor-kin 
  have 120’ infravision and can see through magical darkness 
  10’ + 5’ per level. They count as demons for magical purposes 
  and are susceptible to holy water. Though they prefer to live 
  underground or move above ground only at night, balor-kin 
  operate without penalty in daylight. 
   
  Creatures of Magic. Balor-kin have a high resistance to magic, 
  gaining a +4 bonus to save versus spells, spell-like devices, and 
  wands. Balor-kin may use any magic items, regardless of class 
  limitations (though they can use magic-user/elf scrolls only if 
  they have the read magic power). 
  Dual Wield Warriors. Unarmed balor-kin can attack with 
  their claws, two each round, each attack dealing 1d4 points of 
  damage modified by Strength. Balor-kin can wield a weapon 
  in each hand and make an attack with each in the same round 
  without penalty (or wield one weapons and attack with 
  weapon and claw). They may choose instead to make a gore 
  attack with their horns, dealing 1d6 points of damage 
  modified by Strength. 
   
  Immolation. Balor-kin can cause magical fire and flames to 
  engulf their bodies. Anyone standing within 5’ of an 
  immolating balor-kin suffers 1d6 points of magical fire 
  damage per round, at the beginning of the balor-kin’s turn. 
  Balor-kin are susceptible to other balor-kin fires. The balor-
  kin can cause her immolation to extend to one of her weapons, 
  allowing that weapon to cause an additional 1d6 points of fire 
  damage per hit. Immolation can be used once per day per level 
  and lasts for up to one turn. Its effects stack with fire shield. 
   
  Inhuman Stature. Once a balor-kin has grown to attain a 
  height of 9’0” or greater, she is considered a larger-than-man-
  sized 
  creature. 
  Double 
  her 
  land-based 
  encumbrance 
  maximums and increase maximum flying encumbrance to 180 
  pounds (see below). A large-sized balor-kin can also wield a 
  two-handed melee weapon in one hand and can wield ogre 
  and hill giant-sized weapons (with commensurate damage). 
   
  Movement. Balor-kin move relatively slowly on foot, with a 
  base movement of 60’ (20’); however, they are unencumbered 
  until they carry more than 120 pounds, at which point they are 
  reduced to a speed of 30’ (10’). Balor-kin can carry a maximum 
  of 180 pounds on foot. Balor-kin fly at a base speed of 150’ 
  (50’), but only when they carry no more than 40 pounds. Their 
  speed is reduced as outlined below when encumbered. Balor-
  kin are clumsy flyers and can remain aloft for only three turns. 
  They must rest their wings for a full turn after every three 
  turns of flight. 
   
  Balor-Kin Flight Movement and Encumbrance 
  Encumbrance 
  Flying Movement 
  Up to 40 lbs. 
  150’ (50’) 
  41 to 60 lbs. 
  120’ (40’) 
  61 to 80 lbs. 
  90’ (30’) 
  81 to 100 lbs. 
  60’ (20’) 
  101 to 120 lbs. 
  30’ (10’) 
   
  Natural Magicians. As balor-kin grow in power, they gain 
  more magical powers of fire and flame, shadow, and sorcery. 
  These are not magical spells; instead, they are spell-like 
  abilities. Balor-kin do not keep or need spell books, nor do 
  they pray for or otherwise memorize spells. Every level a 
  balor-kin gains a new power, roll randomly on the appropriate 
  balor-kin power level table. Each power the balor-kin knows 
  can be used once per day; used abilities are regained after 
  eight hours of rest and an hour of meditation.  
  
  Note: If a balor-kin rolls the same ability twice, this means she 
  can use that ability twice in one day (or if rolled three times, 
  thrice in a day). 
   
  Note: If you use failure chance and bonus spells for clerics 
  based on Wisdom in advanced edition play, you might also 
  wish to use failure chance and bonus powers for balor-kin 
  based on Charisma. Simply use the balor-kin’s Charisma score 
  instead of their Wisdom score when consulting Wisdom Table 
  II. 
   
  Balor-Kin Table I: Level Progression 
  Experience 
  Level 
  Hit Dice (d8) 
  0 
  1 
  1 
  5,666 
  2 
  2 
  10,666 
  3 
  3 
  25,666 
  4 
  4 
  50,666 
  5 
  5 
  100,666 
  6 
  6 
  250,666 
  7 
  7 
  500,666 
  8 
  8 
  1,000,666 
  9 
  9 
  1,500,666 
  10 
  10 
   
   
   
  Balor-Kin Table II: Armor and Powers Progression 
   
   
  Balor-Kin Powers 
  Level 
  AC 
  1 
  2 
  3 
  4 
  1 
  7 
  1 
  – 
  – 
  – 
  2 
  7 
  2 
  – 
  – 
  – 
  3 
  6 
  2 
  1 
  – 
  – 
  4 
  6 
  2 
  2 
  – 
  – 
  5 
  5 
  2 
  2 
  1 
  – 
  6 
  5 
  2 
  2 
  2 
  – 
  7 
  4 
  3 
  2 
  2 
  1 
  8 
  4 
  3 
  3 
  2 
  2 
  9 
  3 
  3 
  3 
  3 
  2 
  10 
  2 
  3 
  3 
  3 
  3 
  BALOR-KIN POWERS 
   
  LEVEL 1 (d8) 
  1. Burning Hands (M1) 
  2. Cause Fear (C1) 
  3. Detect Magic (M1) 
  4. Darkness (C1) 
  5. Faerie Fire (D1) 
  6. Read Languages (M1) 
  7. Read Magic (M1) 
  8. Manipulate Fire (M1) 
   
  LEVEL 2 (d8) 
  1. Detect Invisible (M2) 
  2. ESP (M2) 
  3. Fire Trap (D2) 
  4. Heat Metal (D2) 
  5. Knock (M2) 
  6. Produce Flame (D2) 
  7. Pyrotechnics (M2) 
  8. Scare (M2) 
   
  LEVEL 3 (d8) 
  1. Bestow Curse (C3) 
  2. Continual Darkness (C3) 
  3. Dispel Magic (C3) 
  4. Explosive Runes (M3) 
  5. Fear (I3) 
  6. Fireball (M3) 
  7. Protection from Normal Missiles (M3) 
  8. Suggestion (M3) 
   
  LEVEL 4 (d8) 
  1. Contact Other Plane (M5) 
  2. Fire Shield (M4) 
  3. Flame Charm (M4) 
  4. Globe of Invulnerability, Lesser (M4) 
  5. Magic Jar (M4) 
  6. Protection from Normal Weapons (New) 
  7. Telekinesis (M5) 
  8. Wall of Fire (M4) 
   
  Protection from Normal Weapons 
  Level: 4 
  Duration: 12 turns 
  Range: Touch 
   
  While under the effects of this spell, the caster or subject is 
  completely unharmed by non-magical melee, missile, or 
  thrown weapons (including natural attacks). Only the subject 
  receives this protection, and it does not extend to attacks 
  weapons such as those that giant- or dragon-sized creatures 
  employ, or magical weapons of any kind. The natural attacks 
  of creatures who are themselves immune to non-magical 
  weapons are counted as magical attacks and are not affected 
  by this spell. 
  
  OGL 
   
   
   
   
   
   
   
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