Kleppin: Difference between revisions

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Kleppin are an incredibly diverse lineage of small fur- covered humanoids with features resembling a multitude of woodland animals. Some sport thick bushy tails and cherubic cheeks, like the common squirrel, while others have tall pointed ears and long feet, like a meadow hare. Still others hold resemblance to badgers, beavers, or raccoons. Regardless of what critter they might resemble, they are all kleppin and hold the same fiery spirit known as others of their kind.
Kleppin are an incredibly diverse lineage of small fur- covered humanoids with features resembling a multitude of woodland animals. Some sport thick bushy tails and cherubic cheeks, like the common squirrel, while others have tall pointed ears and long feet, like a meadow hare. Still others hold resemblance to badgers, beavers, or raccoons. Regardless of what critter they might resemble, they are all kleppin and hold the same fiery spirit known as others of their kind.


Though small in stature, the kleppin are far from skittish or timid as their appearance might lead some to believe. Kleppin settlements often host small but masterfully trained squads of warriors who are experts in ambush tactics that hobble enemy forces well before they reach the palisade gates. Kleppin know their territory inside and out, above and below, and rarely does anyone approach without their notice. Those kleppin who do heed the call of adventure, or have it thrust upon them, often find work as trackers, guides, druids and rangers where their connection to the natural world can be put to full effect.
Though small in stature, the kleppin are far from skittish or timid as their appearance might lead some to believe. Kleppin settlements often host small but masterfully trained squads of warriors who are experts in ambush tactics that hobble enemy forces well before they reach the palisade gates. Kleppin know their territory inside and out, above and below, and rarely does anyone approach without their notice. Those kleppin who do heed the call of adventure, or have it thrust upon them, often find work as trackers, guides, druids, and rangers where their connection to the natural world can be put to full effect.


===Kleppin Culture===
===Kleppin Culture===


Much like the Hondu, kleppin societies often embrace the natural world and build their cities as compliments to the environment rather than forcing dominance. Mighty trees host huge cities of residences while vast tunnel systems below the roots teem with industry. Natural defenses are supplemented with growths, deadfalls, and palisades. Kleppin art and literature exemplifies their cultural heroes and spins even the most mundane tale into epic fables with notable lessons.
Much like the hondu, kleppin societies often embrace the natural world and build their cities as compliments to the environment rather than forcing dominance. Mighty trees host huge cities of residences while vast tunnel systems below the roots teem with industry. Natural defenses are supplemented with growths, deadfalls, and palisades. Kleppin art and literature exemplifies their cultural heroes and spins even the most mundane tale into epic fables with notable lessons.


===Kleppin Traits===
===Kleppin Traits===
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|-
|'''Scurry'''
|'''Scurry'''
|When creatures attack you using reactive actions, their attacks suffer a -2 penalty to hit.
|When creatures attack you using reactive actions, their attacks suffer -2 to hit.
|-
|-
|'''Unique Features'''
|'''Unique Features'''
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==== All Kleppin Features ====
==== All Kleppin Features ====
In addition to the two unique features you selected at level 1, you gain one more feature at 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the features below.
In addition to the two unique features you selected at level 1, you gain one more feature at 5th, 10th, 15th, 20th, 25th, and 29th levels. Choose from the following features.
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|'''Bravery'''
|'''Bravery'''
|  
|  
|Whenever a creature tries to Frighten you, they must roll 2d20 and use the lower one.
|Whenever a creature tries to Frighten you, they must roll 2d20 and take the lower.
|-
|-
|'''Bravery II'''
|'''Bravery II'''
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|'''Bravery III'''
|'''Bravery III'''
|Bravery II  
|Bravery II  
|You cannot be Frightened by any source.
|Gain Immune Frightened.
|-
|-
|'''Buffer Fall'''
|'''Buffer Fall'''
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|'''Burrower'''  
|'''Burrower'''  
|
|
|(1/Rest). Gain a burrow speed equal to 1⁄2 your walking speed. You can burrow through soil, dirt, sand, mud, or similar substances, but cannot burrow through rock, stone, metal, and the like. When you burrow, you leave a large and noticeable tunnel in your wake. Any Small creature can squeeze through the tunnel, expending 2 ft of movement for every 1 ft that they move. Any Tiny or smaller creature can move through the tunnel at normal speed. You cannot burrow more than 10 ft below the surface.
|Gain the Burrower ability.
Furthermore, burrowing takes a significant amount of energy. Once you begin burrowing, you can only burrow for a number of minutes equal to your END+1 (min 1). This time limit applies even if you do not spend all of the allotted time burrowing.
 
* '''Burrower (1/Rest).''' Gain a burrow speed equal to 1⁄2 your walking speed. You can burrow up to 10 ft below the surface through soil, dirt, sand, mud, or similar substances, but cannot burrow through rock, stone, metal, and the like. When you burrow, you leave a large and noticeable tunnel in your wake. Any Small creature can squeeze through the tunnel, expending 2 ft of movement for every 1 ft that they move. Any Tiny or smaller creature can move through the tunnel at normal speed. Furthermore, burrowing takes a significant amount of energy. Once you begin burrowing, you can only burrow for a number of minutes equal to your END+1. This time limit applies even if you do not spend all of the allotted time burrowing.
|-
|-
|'''Burrower II'''
|'''Burrower II'''
|Burrower
|Burrower
|Burrower becomes 1/Recoup
|Burrower becomes 1/Recoup.
|-
|-
|'''Claws'''
|'''Claws'''
|
|
|Gain a special attack that costs 2 AP and deals 1d4 sharp damage on a hit. This is considered a natural weapon, and you use your choice of STR or DEX for the attack and damage rolls.
|Gain a special attack.
 
* '''''Claws:''''' (2 AP) ''Reach 5 ft Natural Weapon''. +STR or DEX vs AR. '''Hit:''' 1d4+STR or DEX sharp damage.
|-
|-
|'''Climber'''
|'''Climber'''
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|'''Darkvision'''
|'''Darkvision'''
|
|
|You can see in darkness to a limit, even without any light source. You cannot discern color while using your Darkvision. While using Darkvision, you can see up to 30 ft, and then are blind beyond that point.
|You can see in darkness to a limit, even without any light source. Gain 30 ft of Darkvision.
|-
|-
|'''Leap'''
|'''Leap'''
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|'''Natural Survivor'''
|'''Natural Survivor'''
|
|
|''Repeatable''. Gain +6 Skill Points that you can spend on any skills with the survival tag. You cannot spend more than +4 points on a single skill in this way.
|''Repeatable''. Gain +6 Skill Points that you can spend on any skills with the survival tag. With this feature, you may put up to +4 points into any individual skill.
|-
|-
|'''Rodent’s Cunning'''
|'''Rodent’s Cunning'''
|
|
|''Repeatable''. Gain +6 Skill Points that you can spend on any skills with the subterfuge tag. You cannot spend more than +4 points on a single skill in this way.
|''Repeatable''. Gain +6 Skill Points that you can spend on any skills with the subterfuge tag. With this feature, you may put up to +4 points into any individual skill. .
|-
|-
|'''Scurry II'''
|'''Scurry II'''
|Scurry, Character Level 5  
|Scurry, Character Level 5  
|When creatures attack you on your turn, their attacks suffer a -5 penalty to hit.
|Scurry becomes a -5 penalty.
|-
|-
|'''Scurry III'''
|'''Scurry III'''
|Scurry II, Character Level 10.
|Scurry II, Character Level 10
|When creatures attack you on your turn, their attacks suffer a -10 penalty to hit.
|Scurry becomes a -10 penalty.
|}
|}
''*Updated to v1.2''
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