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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.
[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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