Kiryn (4e Race)
Kiryn[edit]
By Ian Llanas |
Short, fey origin, with a skin color dependent upon their background. While their skin color varies based upon fey ancestry, their hair color remains a constant pink root ending in dark blue tips.
Racial Traits |
Average Height: 3'0" - 4'0" |
Average Weight: 60 lbs - 90 lbs |
Ability Scores: +2 Dexterity, +2 Charisma or Wisdom |
Size: Small |
Speed: 6 squares |
Vision: Low-light |
Languages: Common, Elven |
Skill Bonuses: +2 Acrobatics, +2 Perception |
Fey Origin: You are considered a fey for the purpose of effects that relate to creature origin |
Kiryn Heritage: When your kiryn character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a kiryn utility power of the same level or lower. |
Phasewalk: You can use phasewalk as an encounter power. |
Phasewalk | Kiryn Racial Power |
With an intake of breath and a flash of light you disappear and reappear nearby. | |
Encounter | |
Minor Action | Personal |
Target: Self | |
Effect: You gain phasing until the end of your next turn. Whilst you are phasing, you ignore difficult terrain and can move through obstacles and other creatures. You must end your movement in an unoccupied square. |
From an unknown origin, Kiryn have always existed as a peaceful race. Many people are wary of them, as they don't understand their kindness in the times of great cruelty.
Play a Kiryn if you want...
- To be a small fey character.
- To play a character who can shift around the field easily.
- To play a character who can get out of the way of damage.
- To be a member of a race that favors the bard, rogue, sorcerer, and warlock classes.
Physical Qualities[edit]
Kiryn are small in stature. The Kiryn are also a nimble people, they use this to their advantage in almost any situation. Kiryn will first rely on their agility before they rely on harming another being.
Playing a Kiryn[edit]
Kiryn are naturally playful minihumanoids. They tend to be kind to any non-monstrous race. They enjoy pretty things, especially the company of pretty creatures. Being of peaceful nature, they try to avoid combat, however when pressed into combat, they are vicious, entering almost a bloodlust state.
Kiryn Characteristics: Agile, cute, kind, passionate
Male Names: Zorbyn, Glydin, Armith, Swii, Oro
Female Names: Kitsi, Trixi, Featherbreeze, Kitsuri
Kiryn Adventurers[edit]
Three sample Kiryn adventurers are described below.
Kitsuri, a female Kiryn arcane trickster has always lived an easy life. Hidden away from civilizations by their giant, overgrown canyon, her people have always sustained themselves. It wasn't until the surrounding colonies, looking for land to expand to, began clearing her home, forcing her to take up arms to repel the invaders from her homeland.
Swii, a male rogue had long been exiled from his tribe. His parents were found guilty of conspiracy to overthrow the leadership were executed. Him, being just a child was deemed exiled, and forced from his village at the early age of 10. Swii swore revenge on the family that framed his parents, the family that had long since overtaken the tribe. Against all odds, he must clear his name and oust the real criminals from their positions.
Oro, a male elder Kiryn sorcerer had ventured from his homeland in search of greater things. Several decades have passed since he left, but one day he gets a message from a mysterious stranger informing him of the danger his family and his people are in. Oro must venture back to his homeland and rescue his race before they are wiped from the face of the planet.
Kiryn Utility Powers[edit]
When your kiryn character gains a class utility power after 1st level, you can forgo taking a power granted to you by your class. Instead you gain a kiryn utility power of the same level or lower.
Fumble | Kiryn Utility 2 |
The seemingly perfect shot fails to find it's target, leaving the attacker off-balance. | |
Daily | |
Immediate Interrupt | Personal |
Trigger: An enemy scores a critical hit against you. | |
Effect: Turn the attack roll into a natural 1. You gain combat advantage against the triggering enemy until the end of your next turn. |
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