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Kripar
This hunched humanoid creature is covered with an articulated carapace, and bears wicked-looking claws.

Kripar (CR ½; XP 400)
Male kripar gunslinger 1
N Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., scent; Perception +6
Offense
AC 17, touch 13, flat-footed 14
(+2 armor, +3 Dex, +2 natural)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +2
Weakness light sensitivity
Offense
Speed 30 ft.
Melee 2 claws +1 (1d4)
Ranged pistol +4 (1d8/x4)
Spell-Like Abilities (CL 1st; concentration +8)
1/day—reduce person (self only)
Statistics
Str 10, Dex 17, Con 14, Int 13, Wis 14, Cha 6
Base Atk +1; CMB +1; CMD 14
Feats Gunsmithing, Point Blank Shot
Skills Acrobatics +7, Climb +4, Craft (firearms) +5, Perception +6, Survival +6
Languages Kripar, Undercommon
SQ deeds (close-quarters shot, gunslinger’s dodge, quick clear), grit (2)
Ecology
Environment underground
Organization solitary, mating pair, hunting pack (3-6)
Treasure NPC Gear (leather armor, pistol, 10 bullets, other treasure)

Cavern-dwelling kripar enjoy nothing so much as tracking and running down prey, either to kill and eat, or for some other purpose it has been hired for.


Kripar Racial Characteristics
Kripar are defined by their class levels—they do not possess racial Hit Dice. All kripar have the following racial characteristics.

  • +2 Wisdom, +2 Dexterity, -2 Charisma: Kripars are lithe and quick, and fiercely observant of the world around them; they are also solitary by nature and mistrustful of others.
  • Monstrous Humanoid: Kripars are a monstrous humanoid race from the subterranean realms.
  • Medium: Though typically crouched to 4 ½ feet, kripars are medium creatures with no penalties or bonuses due to size.
  • Normal Speed: Base speed for kripars is 30 feet.
  • Darkvision: Kripars have darkvision 60 feet.
  • Scent: Kripar track their prey primarily by sense of smell. They have the scent special ability.
  • Light Sensitivity: Kripars are dazzled as long as they remain in an area of bright light.
  • Body Retraction: Through agonizing contortions and compression of skin-plates and organs, a kripar can use reduce person 1/day, only on themselves, using their Hit Dice as caster level.
  • Chitinous Hide: The articulated skin-plates of the kripar gives them a natural armor bonus of +2.
  • Claws: Kripar possess needle-like fingernails that they can use as a primary attack, doing 1d4 damage plus their Strength bonus.
  • Languages: Kripar begin play speaking only their own racial language, Kripar. Characters with high intelligence can choose languages from the following list: Common, Draconic, Undercommon, and Goblin.

On Porphyra
Kripars first came the surface world during the NewGod Wars when power magic ripped open the land of Argentum to form what is now known as Creeper’s Rift.


Favored Class Bonuses

  • Gunslinger: Add + ½ to rolls to confirm critical hits from a firearm.

See Also