Squirreling (3.5e Race)
From D&D Wiki
Squirrelings tend to be optimistic. They are virtually unknown outside of their tribes, so the can be a bit naive when dealing with other races.
 Physical Description
Squirrelings are a race of small humanoid squirrel-like creatures. They resemble halflings is size and appearance, but with rodent features. They have furred tufted ears atop the head, slender whiskers, and a larger prominent fluffy tail that is 1 ft longer then a squirreling's height. They also have thick front teeth that protrude from their mouth. The tail and ears fur coloration tends to match the hair & is usually reddish-brown, light brown, or grey. Squirreling hands have no thumbs and end in long and slender claw tipped fingers that resemble paws. Their feet are long and narrow and end in 4 flexible clawed toes.
Most squirrelings will stay in their forest tribes their entire lives. Those that do venture out and live to return tell tales of mistreatment at the hands of other races, which reinforces their xenophobic attitude. Since so few squirrelings are seen they are treated as one-of-a-kind creatures by other races that encounter them. Squirrelings are treated as a minor annoyance in most civilized lands. They are usually turned away at city gates & merchants will refuse to sell their wares to a squirreling the same as they would refuse a goblin. A squirreling can find safety in the company of an adventuring band & would be allowed into places that might forbid a solo squirreling such as a tavern, but still would be refused service there. Because of their small size and non threatening appearance the average common folk has no trouble standing up to them, where they might hold their tongue against more fearsome monster races.
Any. Squirrelings tend to favor the good alignment & have a sense of community amongst themselves.
Squirrelings have had little contact with outside religions. They worship a primal forest spirit of abundance and renewal.
Squirrelings speak the language of squirrels and can communicate with natural squirrels. They also speak common, but with a slight lisp due to their teeth.
Squirreling names tend to be unpronounceable in other languages. They tend to go by a nick-name their companions call them. Squirrelings place importance on their title. "Tii-Too the leaf weaver" is an example of a squirreling leatherworker name.
 Racial Traits
- +6 Dexterity, -2 Strength, -2 Wisdom, & -2 Charisma. : Squirrelings are nimble and quick, but have a small frame. They make swift decisions before thinking through the consequences and are unsure how to act around other races.
- Squirrelings have two levels of monstrous humanoid which provide Hit Dice 2d8, +2 base attack bonus and base save bonuses Fort +0, Ref +3, Will +3
- Small: +1 to AC, +4 to Hide
- Squirrelings base land speed is 20 feet: Climb 20 : Squirrelings are bipedal, but must drop to all fours whenever running or charging.
- Squirrelings revive 5 x (2+ Int mod) skill points. Their class skills are Balance, Climb, Hide, Jump, Listen, Move Silently and Spot. They get racial bonuses of +10 to Climb and Jump, +8 to Balance, +4 to Tumble and Listen.
- A squirreling can always take 10 on a climb check, even when rushed or threatened. A Squirrelings jump is not limited by its height. : Squirrelings are adapt leapers and climbers. Their bushy tail acts as a perfect counter-balance, their keen ears make them ever alert.
- Squirrelings have a bite attack for 1d3 dmg. They can also gnaw through ropes, leather, wood, or similar substances. : Their thick teeth are always growing and a squirreling must wear them down by gnawing on things, which they tend to do absentmindedly.
- Low-light Vision: Squirrelings see as well as animals in the dark.
- Squirrelings have a +2 dodge bonus due to their quick nature.
- Unlike other monstrous humanoids, squirrelings do not possess darkvision
- Scent: A squirreling's keen nose warns it of approaching danger
- Reactive perfection: A squirreling always fights defensively and does not receive the penalty to attack rolls when doing so : Squirrelings are not known as warriors. when they do chose to fight their quick style makes them difficult to hit.
- Forest Infused: Squirrelings receive a -10 penalty on disguise checks. Due to the nature of the strong forest magic that runs through them, they are unaffected by beneficial illusion school spells and magical items such as a hat of disguise. The forest magic that exists within them gives their form a very steady state. If a squirreling is ever resurrected as a different race, polymorphed, or even wished into a different form; they revert to their natural state within 24 hours. : A Squirreling's tail is always in motion keeping it in perfect balance and giving it a quick reaction time (and not always 100% under their control since it adjusts on its own to keep balance). Due to this and its length a squirreling's tail is impossible to hide. Sometimes a squirreling's animal nature will get the better of it and they may walk on all fours without realizing what they are doing. This combined, makes it very hard for squirrelings to pass themselves off as members of a different race.
- Bullied: Squirrelings have a -4 to intimidate, gather information, and diplomacy. They are treated as unfriendly instead of neutral on the reaction chart for starting reactions. : Squirrelings are seen as monsters to civilized folk. They tend to appear cute at best to weak. They tend to receive abuse from the common folk, seeing them as different enough to be made an outcast. They can be expected to be treated as side-show freaks, animals, or monsters.
- Automatic Languages: Common, Squirrel. Bonus Languages: Elven, Fey, Halfing
- Favored Class: Rogue.
- Level Adjustment: +2
- Base Effective Character Level: 4
 Squirreling Paragon
Some squirrelings that favor their squirrel sides too often become Squirreling Paragons. It is not something that they aspire for, but it tends to happen to most squirreling adventurers.
 Vital Statistics
|16 years||+1d4 Barbarian, Rogue, and Sorcerer||+1d6 Bard, Fighter, Paladin, and Ranger||+2d6 Cleric, Druid, Monk, and Wizard|
|Middle Age1||Old2||Venerable3||Maximum Age|
|35 years||50 years||70 years||85 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||2' 7"||+1d4||30 lb.||+(1d4) lb.|
|Female||2' 5"||+1d4||25lb.||+(1d4) lb.|