Kzin

D&D 3rd Edition Game Statistics


Large Monstrous Humanoid
Hit Dice: 4d8+12 (32 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 (40 without armor)
Armor Class: 22 (-1 size, +2 Dex, +8 kzin irridesium breastplate, +3 natural)
Attacks: Greatsword +9 melee, heavy crossbow +5 ranged, or 2 claws +7 melee and bite +2 melee
Damage: Greatsword 2d6+7, heavy crossbow 1d10, or claws 1d6+4, bite 1d8+2
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Qualities: Low Light Vision, Scent
Saves: Fort +7, Ref +3, Will +0
Abilities: Str 18, Dex 14, Con 17, Int 10, Wis 8, Cha 10
Skills: Hide +4, Jump +9, Knowledge (war) +4, Listen +7, Move Silently +8, Spot +7, Wilderness Lore +7
Feats: Improved Initiative, Combat Reflexes, Weapon Focus (greatsword)


Climate/Terrain: Any
Organization: Solitary, Bands (2-8), Prides (10-60), Armies (100-3,000)
Challenge Rating: 4
Treasure: Standard, special gear
Alignment: Often Lawful Evil
Advancement: By character class
 

Kzin image by Scott Clark

The kzinti (singular kzin, adjective kzin) are a race of powerfully muscled hunting felines massing between 350 and 500 pounds and standing erect at 6½' 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 have the Combat Reflexes, Improved Initiative, and Weapon Focus (greatsword) feats.

 

COMBAT

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 iridescence 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.


"Who needs a sword, Monkeyboy?"

Image by Scott Clark

Despite their greater size and hit dice, kzinti are considered "persons" or medium-sized humanoids for the purposes of spells like charm person, hold person, and the like. They still receive the benefit of their hit dice when targeted by spells like sleep and color spray that affect a certain number of hit dice.

Kzin warriors, or "Heroes," use large weapons in combat but are still terrifying predators when unarmed. Their claws do a base 1d6 damage and their bite causes 1d8 damage. The bite allows only half of the kzin's strength modifier to damage, rounded down.

Every kzin Hero focuses in the two-handed greatsword in his early training, and more advanced warriors will carry enchanted weapons. Irridesium weapons have a +1 enhancement bonus to hit and damage due to the quality of the material, and even the lowest nameless Hero will own his own irridesium greatsword. Note that the damage codes listed here include the 1-1/2 times strength bonus for using the sword two-handed, even though kzinti are large creatures and can use a greatsword in a single hand.

Skills: Kzinti receive a +4 racial bonus to Hide, Listen, Move Silently, Spot, and Wilderness Lore checks. They also receive a +8 bonus to Jump checks. Because they are large creatures, they receive a -4 penalty to Hide checks. This cancels out the racial bonus and makes them better at hiding for their size. All of these skills are class skills for kzinti.

KZIN SOCIETY

Kzinti have a fairly high child mortality rate, as the very rough games of the youngsters lead to accidents and deaths. Partly for this reason, younger and low-status kzinti are known by nicknames or professions, and are not given names. Part of the drive for every kzintosh (male kzin) is to win a name for himself. Gaining a name requires some individual act of notable heroism, and often leads young males to foolish risks and death. Names may only be awarded by high-status kzinti with full names.

The first step is for the newly recognized kzin to receive a half-name. This name is an individual choice, and is paired with the profession of the kzin. For example, Kitht-Knight, S'ralnath-Scout, and F'nar-Wizard might be partial names. For additional acts of great heroism and success, the kzin may be awarded a second (or Full) name. The kzin invariably chooses the name of his family for his Full name because, until this point, he or she is not recognized as being worthy to carry the cherished family name.

It is possible for a kzin to give himself a name, but he must expect to have to defend his right to keep the name in numerous duels until his worthiness is proven. This convention of earning a name drives much of kzin culture. Those without names either accept their lots in life and work at their professions as they can, or they attempt to better themselves to earn a name. Despite the Ishan revelation, most kzinti still respect hunting skill and battle prowess as the marks of status. These are the swiftest paths to notice and naming.

The kzinrretti (kzin females) had been bred for docility and stupidity over many generations. Now, that has quickly begun to fade away. With the Prophethood of Rr'kia-Friday, much of the subservient status of the kzinrret has faded away. Even so, most kzinrretti lead sheltered lives as household managers and breeders and educators of the kittens.

KZIN CHARACTERS

For practical purposes, a kzin must achieve a level in an adventuring class to have any real hope of winning a name. For this reason, most kzinti will have earned a partial name by 6th character level. Kzinti of 9th character level or higher might have amassed enough respect to earn a full name. Kzin player characters may start as 5th level characters with one class level in addition to the basic abilities for four monster levels, including the listed skills (4 ranks in Hide, Jump, Knowledge (war), Listen, Move Silently, Spot, and Wilderness Lore) and feats (Combat Reflexes and Improved Initiative).

Kzin racial ability modifiers are: Str +8, Dex +4, Con +6, Wis -2. A 5th level player character starts with 9,000 gp of gear. Of this, 1,350 GP must go to buy the irridesium greatsword and a further 500 GP to buy the irridesium breastplate armor. Note that these may be enchanted further. The remaining 7,150 GP may be spent as the player wishes.

Kzinti 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 strives for additional status as a fighter. Once a completely foreign idea to these great hunting cats, there are now many kzin paladins since the revelation of Ishan. Rangers are almost as common as fighters in rural areas where hunting provides the meat for the kzin prides. Living by one's wits instead of strength and prowess carries the scent of dishonor to kzinti and there are very few kzin members of the bard and rogue classes. Clerics and wizards are encountered at about the same frequency as they are in the human races, and psions are fairly common.

Interestingly, kzinti who cast arcane spells never have familiars. Instead, they learn to cast arcane spells while wearing armor. The Arcane Spell Failure chances from armor and shields are halved for kzin spellcasters.

Kzin NPCs

  • Kzin Fighters - The traditional classed kzin
  • Kzin Rangers - Kzin scouts; another traditional choice
  • Kzin Wizards - Not so tough, but able to cast many spells in armor
  • Kzin Clerics - Ishan clerics are becoming very common and are growing in popularity and power


Last updated 13-Mar-2002
Content copyright © 1998-2003 by SilverDragon.