Kleppin: Difference between revisions

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__NOAUTOLINKS__
[[Category:Lineage]]
[[Category:Lineage]]
{{LineageInfobox|Height=2'6" - 3'8"|Weight=30 - 50 lbs|Size=Small|Base Speed=20 ft|Appearance=<u>Features</u>: Humanoid with features of a small woodland critter|Lifespan=<u>Maturity</u>: Around 8 years
<u>Lifespan</u>: 50 - 60 years|image=Kleppin.png}}


(KLEP-pen)
(KLEP-pen)


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.
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 Culture'''===
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.


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 Culture===


==='''KLEPPIN TRAITS'''===
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.


'''Height:''' 2’6” to 3’8”
===Kleppin Traits===


'''Weight:''' 30 to 50 lbs
'''Height:''' 2’6” - 3’8”
 
'''Weight:''' 30 - 50 lbs


'''Size:''' Small
'''Size:''' Small
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'''Lifespan:''' Kleppin reach maturity around 8 years of age and naturally live 50 to 60 years.
'''Lifespan:''' Kleppin reach maturity around 8 years of age and naturally live 50 to 60 years.


=== '''Kleppin Features''' ===
=== Kleppin Features ===


==== '''Kleppin Starting Features''' ====
==== Kleppin Starting Features ====
At level 1, you get the following features as a kleppin.
At level 1, you get the following features as a kleppin.
{| class="wikitable"
{| class="wikitable"
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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 Abilities'''
|'''Unique Features'''
|To further define your Kleppin, choose two options from the list below at level 1.
|To further define your kleppin, choose two options from the ''All Kleppin Features'' table at level 1.
|}
|}
==='''All Kleppin Features'''===


In addition to the two unique abilities you selected at level 1, you gain one more ability at 5th, 10th, 15th, 20th, 25th, and 29th levels, choose one option from the list below.
==== 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 following features.
{| class="wikitable"
{| class="wikitable"
|+
|+
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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'''
|
|
|When falling, you can slow your descent and angle your fall. You only take 1d4 falling [[damage]] for every 30 ft that you fall. Furthermore, for every 10 ft that you fall, you may choose to move 5 ft horizontally.
|When falling, you can slow your descent and angle your fall. You only take 1d4 falling damage for every 30 ft that you fall. Furthermore, for every 10 ft that you fall, you may choose to move 5 ft horizontally.
|-
|-
|'''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
|Gain the Burrower ability.
creature can move through the tunnel at normal speed. You cannot burrow more than 10 ft below the surface. 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). Thistime 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
|Regain the ability to burrow when you 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 to spend on 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 to spend on 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''
{| class="wikitable"
{| class="wikitable"
|+
|+
!Lineages
!Core Lineages
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem|Golem •]] [[Halfling]] • [[Hondu]] • [[Human]] • [[Kettek]] • [[Kleppin]] • [[Raedeen]] • [[Remnant]] • [[Satyr]] • [[Trollkin]] • [[Undead]] • [[Urkou]]
|-
!Additional Lineages
|''Harker's:'' [[Batfolk]] • [[Dhampir]] • [[Gretchling]] • [[Hellspawn]]
|}
|}

Latest revision as of 09:19, 16 March 2025

(KLEP-pen)

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.

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.

Kleppin Traits

Height: 2’6” - 3’8”

Weight: 30 - 50 lbs

Size: Small

Base Speed: 20 ft

Appearance: Kleppin are essentially sentient small woodland critters, ranging from mice and squirrels to badgers and raccoons.

Lifespan: Kleppin reach maturity around 8 years of age and naturally live 50 to 60 years.

Kleppin Features

Kleppin Starting Features

At level 1, you get the following features as a kleppin.

Feature Description
Scurry When creatures attack you using reactive actions, their attacks suffer -2 to hit.
Unique Features To further define your kleppin, choose two options from the All Kleppin Features table at level 1.

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 following features.

Feature PreReq Description
Bravery Whenever a creature tries to Frighten you, they must roll 2d20 and take the lower.
Bravery II Bravery You cannot be Frightened by creatures. (Effects that do not originate from creatures can still Frighten you.)
Bravery III Bravery II Gain Immune Frightened.
Buffer Fall When falling, you can slow your descent and angle your fall. You only take 1d4 falling damage for every 30 ft that you fall. Furthermore, for every 10 ft that you fall, you may choose to move 5 ft horizontally.
Burrower Gain the Burrower ability.
  • 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 Burrower becomes 1/Recoup.
Claws 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 Gain a climb speed equal to your walking speed.
Darkvision You can see in darkness to a limit, even without any light source. Gain 30 ft of Darkvision.
Leap Double your horizontal jump distance. The distance you can jump is restricted by your movement; if you do not spend enough AP to complete your jump, then your jump ends when you run out of movement.
Natural Survivor 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 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, Character Level 5 Scurry becomes a -5 penalty.
Scurry III Scurry II, Character Level 10 Scurry becomes a -10 penalty.

*Updated to v1.2

Core Lineages BhrunaiDragonfolkDwarfElementalElfFiendbloodGolem • HalflingHonduHumanKettekKleppinRaedeenRemnantSatyrTrollkinUndeadUrkou
Additional Lineages Harker's: BatfolkDhampirGretchlingHellspawn