Editing
Hej-kin
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
{{dnd-stub}} {{NeedsImages}} '''Hej-kin''' (also spelled as '''Hejkin''' in their 4e incarnation) are a race of insane, cannibalistic burrowing humanoids from the [[Dungeons & Dragons]] world of [[Dark Sun]]. Looking something like an insane hybrid between a devolved [[gnome]] and a killer mole, hej-kin actually have wildly different lore between 2nd and 4th edition. The 2e version is largely just a regular race of mole people (sans the cannibalism, of course), whilst the 4e version is a race of insane mutants that have been warped into [[aberrations]] by exposure to the mutagenic touch of the [[Far Realm]]. =Playing Hej-kin= Hej-kin were never officially updated to [[Dungeons & Dragons 3rd Edition]], so fans stepped in and took care of that with their Terrors of Athas [[netbook]]. Since their lore was still rooted in hej-kin as magical cannibal mole-men, they even went so far as to make them playable. They also can be summoned to battle alongside you if you cast the Athasian version of Summon Nature's Ally III. ::Ability Score Modifiers: -4 Str, +2 Wis, -2 Cha ::Small: Hej-kin gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character ::Space/Reach: 5 ft./5 ft. ::A hej-kin‘s base land speed is 20 feet. They may phase through rock and earth at a speed of 10 ft. ::Darkvision 60 ft. ::Racial Hit Dice: A hej-kin begins with 3 levels of humanoid (hej-kin), which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +1 and Will +1. ::Racial Skills: A hej-kin‘s humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Hide, Listen, Spot and Survival. ::A hej-kin‘s humanoid levels give it 2 feats. ::Weapon Proficiency: A hej-kin is proficient with its natural weapons and all simple weapons. ::+1 natural armor bonus. ::Natural Weapons: 2 claws (1d4). ::Phase (Su): Hej-kin may move through earth and rock at a speed of 10 ft. They may stop while inside of walls or floors and remain there indefinitely. *Hej-kin receive a +30 circumstance bonus on Hide checks while phased inside solid rock. ::Psi-like Abilities: 3/day – biofeedback (3/-*), claws of the vampire, missive (40 ft.*). Manifester level 5th. The save DCs are Charisma-based. *Includes augmentation for the hej-kin‘s manifester level. ::Automatic Languages: Hej-kin. Bonus Languages: Anakore, Common, Gith, Elven, Tarek. ::[[Favored Class]]: [[Rogue]]. ::[[Level Adjustment]]: +1. [[Category: Dark Sun]] [[Category: Monsters]]
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Templates used on this page:
Template:Dnd-stub
(
edit
)
Template:NeedsImages
(
edit
)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information