Kleppin: Difference between revisions

13 bytes added ,  20 November 2023
no edit summary
No edit summary
No edit summary
Line 9: Line 9:
==='''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'''===


'''Height:''' 2’6” - 3’8”
'''Height:''' 2’6” - 3’8”
Line 38: Line 38:
|-
|-
|'''Unique Abilities'''
|'''Unique Abilities'''
|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'''===
==='''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.
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.
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 67: Line 67:
|'''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
|(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. 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.
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 II'''
|'''Burrower II'''