Kzin

AD&D 2nd Edition Game Statistics


CLIMATE/TERRAIN: Any
FREQUENCY: Common
ORGANIZATION: Prides, Bands, Armies
ACTIVITY CYCLE: Any
DIET: Carnivore
INTELLIGENCE: Average (individuals vary)
TREASURE: (A, Sx2)
ALIGNMENT: Lawful Evil
NO. APPEARING: 2-12
ARMOR CLASS: 1 (or better)
MOVEMENT: 15
HIT DICE: 4+4 (base)
THAC0: 15 (base)
NO. OF ATTACKS: 1 (or more, as warrior)
DAMAGE/ATTACK: 1d10+strength, or by other weapon type
SPECIAL ATTACKS: none (individuals vary)
SPECIAL DEFENSES: none (individuals vary)
MAGIC RESISTANCE: none
SIZE: L (8' tall, 350-500 lb)
MORALE: Elite (15-16)
XP VALUE: Variable
 

The kzinti (singular kzin, adjective kzin) are a race of powerfully muscled hunting felines massing between 350 and 500 pounds and standing erect at 61/2' to 8' tall. The pelts are usually ruddy orange with markings like a tiger or leopard, although tawny or snowy-pelted individuals and prides exist. Kzinti are very quick for their size, and move as fast as medium-sized creatures for initiative purposes. They are very clever tool and magic users, and learn adventuring classes in the same way that humanity does. Being a warrior, or "Hero," is an important part of kzin culture, and nearly every kzintosh (male kzin) is a warrior of 4th level, and there are many with higher skills. Kzinti do not have level limits, per se, but very few are encountered with skills above 12th level. They have no equivalent to the paladin class but their scouts have nearly the same abilities as demihuman rangers of equal level. Thievery is totally alien to the kzin mind-ownership is based upon status and strength-and there are no kzin members of the rogue classes. Priests and wizards are encountered at about the same frequency as they are in the human races, although there are some alterations in the kzin wizards' spellcasting abilities.

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 Equipment

Most 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 Spellcasters

Kzin 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
Content copyright © 1998-2003 by SilverDragon.