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Squirrel Folk (3.5e Race)
From D&D Wiki
|A "race's compendium" race created by|
Squirrel folk are nimble, alert, and utterly insane. They have an intense inborn paranoia that keeps them in an almost constant state of fear and burst into a panic at the drop of a hat.
Squirrel folk are untrusting and irritating, constantly on the watch, checking for danger, or suspiciously questioning. Add to this their tendancy to speakrapidlysothatallthewordsseemtomerge and their high pitched voices and they are considerably unpleasant to communicate with.
Squirrel folk have a basic resemblance to small humans. Their body is coated with a fur ranging from reddish brown to light gray. They have a bushy tail about a foot in length, large front teeth, smallish hands, messy hair on their heads ranging from brown to moss green, and an almost perpetual wide eyed, frightened stare.
Squirrel folk avoid members of all other races and slow to trust them, leading many to believe them to be xenophobic. What they don't realise is that this is also how they react to other squirrelfolk. In truth squirrel folk lack any particular racial biase or relations.
Despite their insane behavior and inability to trust squirrel folk have no strong tendancy towards any alignment.
Squirrels make their homes in wooded areas in small, temporary communities consisting of a few close families. These communities usually dissolve over a few years or even months as the mounting tensions and suspicions drive the various members apart. Most of the time squirrel folk live as hermits in remote areas or wandering nomads.
Squirrels stay together after mating for a short period of time as they grow to fear and suspect each other. Children leave home at an early age, either being abandoned as their parents grow to think they are plotting against them or leaving out of a baseless fear that their parents wish them dead. Fortunately squirrel folk mature quickly and have extremely fertile women (pregnancy lasts only a month or two and litters typicall consist of three to five young) otherwise it is doubtful that they would ever live to adulthood.
In a world that seems (to them) constantly plagued with enemies and danger, religion is very important to the squirrel folk. A god is usually the only one a squirrel can trust, and knowing one has the protection and guidance of a higher power gives the closest thing they a squirrel has to a sense of security. In addition both due to their short natural lifespans and continual fear of impending assasination, squirrels put much importance on where they will be after they die.
Squirrels speech a high-pitched version of halfling.
Squirrels generally are afraid to put any trust in even their own offspring and believe that sharing a name with somebody makes you vulnerable to them. As a result each squirrel child is given only one name. Because they rarely meet with or commune with other squirrels and have so many children, many basic names are reused copiously. Common names used for either gender include lipchit, briggit, wignip, twiggy, snit, and brixil.
Because they see danger and enemies everywhere, many squirrels jump at the chance of being able to visit places where you immediately know just who is trying to kill you. Squirrels often have noticable friction with other party members because they are very slow to relax when amongst a group of well armed associates in places where a secret murder would be painfully easy. After enough life-threatening experiences they do grow to trust that their companions do not have any immediate plans on messily killing them, although that trust can still be easily broken.
Squirrel Folk Racial Traits:
- +2 dex, -2 cha: Squirrels are nimble and agile but have little confidence and are maddening to talk to.
- Small Size
- Base Land Speed: 30 ft. (Climb 20 ft.)
- Bite: Squirrels have a natural bite attack dealing 1d3 base damage
- Fearful Evasiveness: As long as they are shaken squirrel folk have a +1 morale bonus to AC
- Low-light Vision
- Constant Alertness: Squirrel folk are never flat footed
- -4 to saves against fear and confusion: Squirrel folk go easily into panicked frenzies.
- +3 jump and balance: squirrel folk are skilled at leaping and balance with their tails.
- +2 listen and spot: squirrel folk are always on the watch and always have their senses heightened by intense fear.
- +3 racial bonus to initiative checks and reflex saves: continually ready to spring to action squirrel folk are quick to react
- Paranoid Insanity: Squirrel folk have an initial reaction of unfriendly and bluff and diplomacy checks towards them suffer a -3 penalty, while intimidate checks made against them gain a +4 bonus
- +2 slight of hand and open lock
- +3 move silently: squirels are cautious and pad-footed, allowing them to sneak about unheard.
- Protective Instincts: When cowering in fear, squirrels can tap into primal survival drive and adrenal reserves to increase their defence, dodging and twisting and curling up protectively with almost relfexive ease. While cowering attackers do not gain a +2 bonus against them and the squirrel folk get a +2 morale bonus to AC.
- Speak with Squirrels (Sp): Squirrel folk can communicate with their rodent brethren as if by a constant speak with animals spell.
- Cornered Panic: If a squirrel becomes flanked, it must make a will save dc:14+2 for each flanking creature or become confused for 1d6 rounds.
- Favored Class: Rogue
- LA: +0
|Middle Age1||Old2||Venerable3||Maximum Age|
|10 years||16 years*||21 years*||+2D12 years*|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||2' 5"||+2d6||40 lb.||× (1d6) lb.|
|Female||2' 2"||+2d6||35 lb.||× (1d6) lb.|