Hej-kin: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>QuietBrowser
(Created page with "{{dnd-stub}} {{NeedsImages}} '''Hej-kin''' (also spelled as '''Hejkin''' in their 4e incarnation) are a race of insane, cannibalistic burrowing humanoids from the Dungeons...")
 
m (1 revision imported)
 
(No difference)

Latest revision as of 21:05, 18 June 2023

This article related to Dungeons & Dragons is a stub. You can help 1d4chan by expanding it
This page is needs images. Help plz.

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[edit]

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.