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 | 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=== | ||
| Line 38: | Line 38: | ||
|- | |- | ||
|'''Scurry''' | |'''Scurry''' | ||
|When creatures attack you using reactive actions, their attacks suffer | |When creatures attack you using reactive actions, their attacks suffer -2 to hit. | ||
|- | |- | ||
|'''Unique Features''' | |'''Unique Features''' | ||
| Line 45: | Line 45: | ||
==== 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 | 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" | ||
|+ | |+ | ||
| Line 54: | Line 54: | ||
|'''Bravery''' | |'''Bravery''' | ||
| | | | ||
|Whenever a creature tries to Frighten you, they must roll 2d20 and | |Whenever a creature tries to Frighten you, they must roll 2d20 and take the lower. | ||
|- | |- | ||
|'''Bravery II''' | |'''Bravery II''' | ||
| Line 62: | Line 62: | ||
|'''Bravery III''' | |'''Bravery III''' | ||
|Bravery II | |Bravery II | ||
| | |Gain Immune Frightened. | ||
|- | |- | ||
|'''Buffer Fall''' | |'''Buffer Fall''' | ||
| Line 70: | Line 70: | ||
|'''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. | |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 | |||
* '''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 | |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''' | ||
| Line 87: | Line 90: | ||
|'''Darkvision''' | |'''Darkvision''' | ||
| | | | ||
|You can see in darkness to a limit, even without any light source. | |You can see in darkness to a limit, even without any light source. Gain 30 ft of Darkvision. | ||
|- | |- | ||
|'''Leap''' | |'''Leap''' | ||
| Line 95: | Line 98: | ||
|'''Natural Survivor''' | |'''Natural Survivor''' | ||
| | | | ||
|''Repeatable''. Gain +6 Skill Points that you can spend on any skills with the survival tag. | |''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. | |''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 | ||
| | |Scurry becomes a -5 penalty. | ||
|- | |- | ||
|'''Scurry III''' | |'''Scurry III''' | ||
|Scurry II, Character Level 10 | |Scurry II, Character Level 10 | ||
| | |Scurry becomes a -10 penalty. | ||
|} | |} | ||
''*Updated to v1.2'' | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
!Lineages | !Core Lineages | ||
|[[Bhrunai]] • [[Dragonfolk]] • [[Dwarf]] • [[Elemental]] • [[Elf]] • [[Fiendblood]] • [[Golem]] | |[[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 II | Burrower | Burrower becomes 1/Recoup. |
| Claws | Gain a special attack.
| |
| 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 | Bhrunai • Dragonfolk • Dwarf • Elemental • Elf • Fiendblood • Golem • Halfling • Hondu • Human • Kettek • Kleppin • Raedeen • Remnant • Satyr • Trollkin • Undead • Urkou |
|---|---|
| Additional Lineages | Harker's: Batfolk • Dhampir • Gretchling • Hellspawn |