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Kzin AD&D 2nd Edition Game Statistics
Regardless of character class, kzinti start with 4+4 hit dice and
gain an additional 1d8+1 hit points for each level beyond fourth.
Kzin maximum hit dice are 10+10 at tenth level, and gain hit points
beyond this as their character classes do. The THAC0's are based
upon the monster table, also regardless of character class, and
they gain a strength bonus to hit when using weapons instead of
their natural claws, which cause 1d3 points of damage each, plus
strength bonus. Kzinti may also bite for 1d6 points of damage plus
strength bonus. They may not ordinarily mix natural and weapon attacks
in the same round. Typical Kzin EquipmentMost kzinti use weapons and armor made of a black metal alloy known as irridesium. This metal is light and strong, and looks like a black pool of liquid with oily irridescence shimmering upon its surface. Irridesium is highly suitable for enchanting, and the kzin bent for slow ritual magic make enchanted items quite common in kzin claws. Kzin armor is thicker than the corresponding human type, and is one step better than human armor class for this reason. The material irridesium also improves the armor class by one step, so kzin armor will be at least two points lower than human armor of equivalent type, before any enchantments are considered. All kzin spellcasters may cast spells while wearing armor. Every kzin Hero specializes in the two-handed greatsword in his early training, and more advanced warriors will carry enchanted weapons and high-tech firearms. Common in this class is the kzin heavy automatic rifle, a twenty-five pound weapon of the assault rifle class. Irridesium weapons are +1 to hit and damage due to the quality of the material, and even the lowest nameless Hero will own his own irridesium greatsword.Kzinti of the warrior classes also carry at least two standard
potions when fully supplied for battle. Each Hero carries a Potion
of Extra Healing in an easily identifiable square flask and
an Oil of Fiery Burning in a cylindrical metal flask that
causes 5d6 of magical fire damage in a 10' radius upon impact. These
standard potions may be altered, supplemented, or removed for a
variety of missions and conditions. Kzin SpellcastersKzin wizards are limited in spellcasting ability. Their spellcasting ability relies upon slow rituals of power more than quick memorizable spells. They may cast any spells they know with the casting time increased by one step of time (rounds, turns, or hours, instead of segments, rounds and turns). For example, a kzin wizard might cast a polymorph other spell in 4 rounds, instead of 4 segments. The duration of most spells cast in this manner are likewise extended by a factor of time. Instantaneous spells are an exception. Spells that are already considered to be ritual in nature (enchant item, conjure elemental) are not extended in casting time or duration.This does not often satisfy the needs of fighting spellcasters. Instead of casting a full range of spells slowly, a kzin wizard may memorize and cast spells as a bard of equal level does. The effects caused are those of their true level. This limits the level of spells that they may cast in combat situations. To make up for this difficulty, they use scrolls and magic items. Kzin wizards gain the ability to pen scrolls at third level, and commonly carry extra spells that they know but cannot memorize and cast quickly. In addition, kzinti who have mastered any of the power word spells may use these at normal speed and power, as long as they have the spell memorized, above and beyond the limits of the bardic spell memorization described above. Kzin enchanting circles cooperate to create enchanted items. These
are groups of artificer specialists who can use a wizardly version
of the combine and uplift priestly spells to make
enchantment possible and faster at lower levels. Such circles are
directly sponsored by kzin lords and patriarchs to produce the magical
equipment of the Heroes. Last updated
02-Sep-2001 |