View Full Version : [4e]Player race: The Kercpa [PEACH]

Christopher K.
2011-04-04, 04:03 PM
Image from Wizards of the Coast Website (http://www.wizards.com/DnD/Article.aspx?x=dnd/duad/20090401)

Dangerous and clever rodents from the Feywild, trained for combat in even the most grim of situations.


Average Height: 3.5" - 30"
Average Weight: 1 - 20 lb.

Ability scores: +2 Dexterity, +2 Charisma or Wisdom
Size: Tiny.
Speed: 4 squares, Climb 4.
Vision: Normal

Languages: Common, Elven(Wasn't quite sure on this one. Suggestions are welcome!)
Skill Bonuses: +2 Stealth, +2 Acrobatics.
Kercpa Weapon Proficiency: You are proficient with Tiny weapons.
Scamper: You can use Scamper as an at-will power.

Scamper Kercpa Racial Power
You dart amongst your enemies' feet. Where have you gone? They won't know until it's far too late.
Standard Action - Personal
Effect: You shift up to 2 squares and may make a stealth check to hide if you have concealment.

Kercpa Characteristics: Kercpa are average-looking squirrels, except for their ability to communicate and reason. Their fur can range from grey to brown to black, with a generally lighter-colored underbelly. They are surprisingly deadly with their weapons, which appear as no more than sharp toothpicks and dolls' accessories to the untrained eye. They are a determined race which will fight ferociously for honor, food, or simply to fight.

Kercpa Nomenclature: Kercpa names and surnames are each a pair of clicks of the tongue, much like a chattering wild squirrel. These clicks vary in tone and length accordingly. Kercpa adventurers tend to take on a Common nickname for the benefit of their comrades.

Kercpa Adventurers: Kercpa are ambitious and aggressive creatures, and it is almost standard fare for them to find adventuring parties in search of a stealthy member.

Playing a Tiny Creature: As a tiny creature, you may occupy the same square as another creature. You cannot attack outside of your own space using melee. Up to three other Tiny creatures may occupy your space at the same time. You are only capable of carrying half of your body weight of equipment. Carrying anything larger than yourself will immediately make you over-encumbered. Normal weapons are almost impossible for a Tiny creature to operate, without a Hard Athletics or Acrobatics check.

Tiny Weapons/Equipment: As Tiny creatures cannot handle normal weapons, they are instead proficient at wielding Tiny weapons. Very few markets sell Tiny weapons, and they are often mistaken for toys. When wielded by someone in a size category other than Tiny, they are considered improvised weapons. Tiny armor and weapons can be made by a skilled artisan or created by use of a ritual to resize existing armor. Mundane tiny armor in the marketplace generally tends to cost less as it uses less material, but masterwork armor tends to cost more as it requires a detail-oriented jeweler as opposed to the blunt work of a smith. Tiny weapons do the same amount of damage as regular weapons when wielded by a Tiny creature.

Kercpa Paragon Paths: None yet

Kercpa Epic Destinies: None yet

2011-04-05, 01:28 AM
hilarious :smile:

2011-04-05, 09:37 AM
Maybe Sylvan as the second language?

2011-04-06, 02:07 PM
Maybe Sylvan as the second language?

Not a 4e language.

2011-04-06, 11:32 PM
Fey races tend to receive Elven as their second language.

2011-04-06, 11:46 PM
They should probably have some sort of hit point deduction, or is that in the rules for tiny creatures? I'm not sure. But having a lvl 3 Tiny fighter scampering around with 30 or so hit points seems a little haxors.

Christopher K.
2011-04-12, 02:02 PM
I considered reducing hit points and damage for tiny weapons, but I decided against it simply for balancing purposes. Besides, hit points represent more than just how healthy a creature is. If I remember correctly, it also accounts for luck as well, and aside from that, the penalty of having all melee attacks reduced to Reach 0 makes up for it.