[Not Suitable For Work] Build a Tiny Race: Final Builds

Kirpsa - Tiny Flying Squirrel People

[H2]Kirpsa[/H2]
Agile and industrious creatures resembling large flying squirrels

RACIAL TRAITS
Average Height: 1´ 9˝– 2´ 3˝
Average Weight: 13–18 lbs.

Ability Scores: +2 Dex, +2 Cha
Size: Tiny
Speed: 5 squares [Glide: 7]
Vision: Low-light

Languages: Elven, +1 Other
Skill Bonuses: +2 Acrobatics, +2 Stealth
Shifty (minor, at-will): The Kirpsa shifts one square
Kirpsa Weapon Proficiency: You gain proficiency with the Kirpsa Bow [Prof: +2, Damage: 1d4, Range: 15/30, Price: 15 gp, Weight: 1 lb., Group: Bow, Properties: Load free, small].
Kirpsa Bow Substitution: This weapon can be used by Kirpsa with a class power that requires a ranged weapon. The Kirpsa bow is substituted for the weapon in the power description.
Tiny Athletics: You can use your dexterity modifier in place of strength for the athletic skill.
Sure Climber: A successful Athletics check allows you to climb at your normal speed, rather than half speed. You also gain a +1 feat bonus to Athletics checks.
Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Glide: You can use glide as an at-will power if you are at a sufficient height (see description).

Glide - Kirpsa Racial Power
You can glide to avoid falling damage and move a greater distance than your normal speed.
At-Will
Immediate Interrupt - Personal
Effect: When you fall or jump from a height of 10 feet or higher, you can glide a minimum of 2 squares per 10 feet of elevation and a maximum of 7 squares per 10 feet of elevation as a move equivalent action. If you have at least 20 feet of elevation you can glide a maximum of 14 squares in one turn, but gliding more than 7 squares takes both a standard and move equivalent action. You can glide to avoid falling damage. You cannot glide if you cannot take a movement action.

A colony of Kirpsa is called a Drey. Kirpsa society is hierarchical with the clan leader called the Dreyalt. They place high value on work ethic and being frugal. They gather food throughout the year in preparation for winter, and this habit sometimes contributes to a mentality of hording in general.

It is common for Kirpsa and Treants to form a symbiotic relationship, where the Kirpsa colony resides on/in the Treant. In these communities the Treant is usually referred to as “Father Drey”, or “The Keeper”. In terms of leadership the Treant and the Dreyalt are regarded roughly equally.

Sometimes a Kirpsa feels compelled to leave the Drey to see more of the world. This is often referred to as the wander-lust. With the permission of the Dreyalt these Kirpsa often join adventurers or dwell with Elves or other fey.

Play a Kirpsa if you want to be . . .
✦ a little known race with an affinity for bows and commitment to community and comrades.
✦ quick on your feet, respectful, practical, and straight-forward.
✦ a member of a race that favors the rogue or ranger classes.
 
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And out of left field, we have a new entry.

I really like the connection to treants - it adds a mythical element to them right off the bat. But I'll have to look at it in greater detail. Right now, I'm trying to LEAVE work, dammit, let alone slack off.
 

And so we come to the end of our second NSFW exercise. Yet another forbidden rule of 4e has been broken and tiny creatures are now free to fly across dining room tables the world over. Nice work, everyone.

I'll be including these submissions in the next issue of CA (releasing July 6th) and contacting each of you for full names and any other contact info you would like to include with your submission. Once again, if any of you would like to provide fluff text for your entries, please edit them to the above posts or PM them to me.
 


My entry for Kirpsa was kind of late of in the game but if anyone has looked at it and has comments I would be interested in feedback in terms of what is solid and what needs to be changed, fixed or added. Thanks in advance.
 


My entry for Kirpsa was kind of late of in the game but if anyone has looked at it and has comments I would be interested in feedback in terms of what is solid and what needs to be changed, fixed or added. Thanks in advance.

Two things stood out that I liked: the Dex link to Athletics and the glide. Any tiny creature who can't fly is going to do a lot of climbing and a lot of falling. And with the link to the treant, it adds a nice touch of mysticism overcoming the initial vision of playing a "squirrel." If there were more options available for other weapons (while I'm thinking of feats, I've never been a fan of gaining weapon proficiency through feats), you could create a better variety of kirpsas.
 

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