Kiry (3.5e Race)
From D&D Wiki
Kiry are tiny, playful and curious creatures with a long tail. They came to this world from space traveling on a meteorite, and where forced to live here when it crashed into earth. Since then, they have made contact with the other species and are finding their place into our world.
Kiry are a friendly race, and quick to make friends (unless you’re very big). They like to travel, and learn many things along the way. When they set their mind to something, they can become focused and hard workers, who don’t give up easily.
Kiry are tiny creatures with a gum-like body, mainly shaped as a ball with short arms and legs. They have an average height of 1.2 feet and have a weight of approximately 12 pound. They have a 7 feet long prehensile tail, which they use just as often as their hands, since their tail has a much longer reach. Their body can have any color, and the same goes for their eyes. Kiry don't have any hair. Kiry don’t have any external differences between genders, so it’s near-impossible to determine their gender, even for Kiry themselves. This is not a problem however, as Kiry are both polygamous and bisexual.
Kiry generally get along well with all creatures that are sized Small or less, and manage to get along okay with “big people” of Medium size, though usually being reluctant to extend their full trust to them. Kiry will be unfriendly to any creature sized Large or bigger, but they won’t usually start a fight.
Kiry are mostly Chaotic Good, and tend to spend their life as young adults wandering until they are ready to settle down more permanently. They also have a high sense of right and wrong, and find it hard not to step in when someone is in trouble.
When the Kiry Meteorite crashed into the ocean, a big part of it remained above water, forming the island that is home to the Kiry. Most of the wildlife and vegetation on the island is completely alien to that of earth. The inhabitants of its cities and towns are mostly Kiry, but they are welcoming to outsiders, as long as they aren’t too tall.
Kiry worship their own Deity, Arytha, the mother of their species. Before ending up on earth, this was their only Deity, and even though most Kiry have been introduced to the ‘new’ gods, the Kiry are unwilling to leave Arytha.
Arytha is the goddess of the Kiry, she is Chaotic Good. Her title is the Mother Protector. Arytha is the Deity that gave birth to the first Kiry and gave them life and her love and protection as a mother. The Domains Arytha is associated with are Chaos, Good, Healing and Protection. Her favorite weapon is the whip.
Kiry speak their own Kiry language, which has its own script. Kiry literature is filled with many amazing stories of their past heroes (there are a lot of them), and many bard would find it a great honor to be allowed to visit one of their libraries, just for a few translated stories of these brave little heroes. Other works of Kiry literature detail their island’s flora and fauna. Kiry often learn the Gnomish and Halfling languages, with which they trade most, and they sometimes learn Elven, as it holds many stories like their own.
to be added (if I can think of something good).
Kiry are by their very nature, wanderers. Some of them are stricken with such a severe wanderlust; they will spend their entire life on the road. However most settle down a little past the age of 200. Even after settling down, they often like to go back to the places they have seen in their travels.
- -2 wisdom, +2 inteligence, +2 charisma
- Outsider (Native)
- Tiny: As a Tiny creature, a Kiry gains a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, and a +8 size bonus on Hide checks, but she uses smaller weapons than humans use (only with her hands, not her tail), and her lifting and carrying limits are half of those of a Medium character.
- Kiry base land speed is 40 feet
- Darkvision: Kiry can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Kiry function just fine with no light at all.
- Resist 10 Bludgeoning
- Boneless Body: Kiry have no bones in their body, so they can never break any.
- Resist 10 Cold
- Cold Endurance: Kiry have a +4 racial bonus on Fortitude saves made to resist the effects of cold weather or exposure.
- Kiry Tail: You have a 7 feet long prehensile tail. You can use your tail to wield any light or one-handed melee weapon of medium size you are proficient with next to any weapon held in your hands. You can use both weapons in the same turn without taking penalties for fighting with 2 weapons. This feat does not remove the penalties for weapons carried in your hands. It does not grant extra attacks either. If you use your tail to stand on, you can’t move. To switch from tail to feet takes a move action, though while doing so, you’re allowed to draw your tail weapon as a free action. Why stand on your tail? To be able to be face to face with big people, and to give you just that extra reach to higher places, like books on high shelves, or the lock on a big door. If you try to grapple with your tail, you’re grappling like a small rather than a tiny creature. If a Kiry loses its tail, it’ll grow back within a week, 1 foot per day. A Kiry can use the Kiry Tail feat again when its tail is 4 feet or longer, and won’t take any penalties from it.
- Natural weapon: tailwhip: 1d3/x2/slashing, non-lethal. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The tailwhip is treated as a melee weapon with 7 foot reach (this weapon is not a reach weapon, unlike a regular whip, and can only strike enemies in adjacent squares). You can use your tailwhip to make a trip attempt without provoking an attack of opportunity. When using your tailwhip, you get a +2 bonus on opposed attack rolls made to disarm an opponent, and the opponent does not get to make a disarm attempt if you fail. While tripping or disarming an opponent, treat your size category as medium rather than tiny. You are still considered tiny while being tripped or disarmed.
- Automatic Languages: Common and Kiry. Bonus Languages: Celestial, Draconic, Elven, Gnoll, Gnome, Goblin, Halfling, Sylvan, and Undercommon.
- Favored Class: Rogue.
- Level Adjustment: +1
|Middle Age1||Old2||Venerable3||Maximum Age|
|200 years||300 years||400 years||+3d% years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||1' 0"||+1d4"||10 lb.||× 1 lb.|
|Female||1' 0"||+1d4"||10 lb.||× 1 lb.|