Game of Ascension
Chipuus are a relatively new race on Origin. Their history began merely centuries ago during the Great Human Wars. Like a few other similar races, they were once the familiars of divine casters such as adepts. During the Great Human Wars many familiars were “freed” from their companion (mostly Humans) when the companion either died, purposefully severed the link due to the madness in the case of the Humans, or the familiar itself severed the link and abandoned the individual. As all familiars keep their improved abilities once a master passes or the link is severed, some found others of their species and formed communities.
Within various forests on Origin chipmunk ex-familiars managed to find each other and form breeding pairs, and even small clans. These have since evolved into full settlements with an entire new culture taking form.
Chipuus do not learn toward any specific alignment as a whole.
Relations with other races:
Although Chipuus do not think badly of Elves, they are weary of them and do not trust them due to their close ties to the Kercpa.
Chipuus consider Kercpa their racial enemies. Though both races share a lot in common, and many have a hard time telling them apart, these facts are actually a great sources strife for the Chipuus.
- Chipuus find it humiliating that throughout history chipmunks have been mistaken for little more than squirrels with less bushy tails. To call a Chipuus a squirrel is a great insult, which most likely will result in the Chipuus attacking the “disrespectful” individual.
In addition, since both races share such similar physiology and foraging habits (something Chipuus hate admitting) both races have begun to compete for desirable territory and foraging locations. This has heightened the tension between both races.
However, Chipuus are aware the Kercpa have had many more years to increase in number, have many more fixed settlements (some older than the Chipuus race), and that the Elves support them in times of need. For these reasons they are careful with their actions, attempting to always plan one step ahead of the Kercpa to compensate for their overall lower numbers.
Although Treants have a long history of working with Elves and other woodland creatures, which includes Kercpa, they have so far remained neutral to the Chipuus and Kercpa conflict.
Chipuus and Treants have begun forming a symbiotic relationship of sorts. Some Treants have allowed Chipuus to make permanent settlements among their branches, and even provide them with their various nuts or fruit. In return the Chipuus help protect the Treant vigorously if it is ever threaten or in danger, right down to the last survivor without a second thought.
In addition, they will aid the Treant if it attacks someone spoiling the forest. Many a foe has wet himself in fear after spotting a tree of all things charging toward him as an army of armed and armored chipmunks scatter out from among it’s branches.
The Chipuus do not yet have a racial deity, and no existing deity has chosen to patron them. For these reasons the Chipuus rarely ever take upon the worship of a divine power.
The only regular exception to this has been Emmantiensien, god of the Treants. This mostly takes place in Chipuus settlements above the heads of Treants who preach to the Chipuus about their fey deity. Sometimes Treants manage to convert the entire community.
Whether the Chipmunk Lord plans to take an active role in the Chipuus race is yet unknown.
Like their squirrelish counterparts Chipuus spend much of their time in the trees monitoring the happenings in their forests, especially around their treetop communities. Those Chipuus who reside atop mobile Treants will attempt to scout ahead for it if the Treant knows his desired destination.
Unlike Kercpa Chipuus do not keep hidden stashes of weapons and other supplies around their forests to prevent needing to return to their settlements. Instead Chipuus track down and memories the locations of regularly used Kercpa stashes, and take what they need from those.
The biggest thing which sets Chipuus apart from their hated doppelgangers is that they overwhelmingly prefer up front combat compared to the Kercpa’s “cowardly” sniper tactics. While for most tiny sized races this would be suicide, Chipuus have become experts at fighting much larger enemies.
They usually start by stealthily surrounding their much larger enemy for an ambush. When the moment is best the leader of the attack signals the attack to commence. At first the oldest and slowest begin a volley of arrows with stolen Kercpa bows from the treetops to serve as both an initial distraction and cover-fire for their allies. Then the bulk of the soldiers charge the opponent(s). Once they enter close range they attempt to overwhelm their prey with numbers. Using their manufactured weapons some slash at their heels attempting to bring the giants down, while others use their impressive climbing ability to climb it meanwhile slashing at it or using their bite attack on it as they climb higher. Upon reaching it’s head they do their best to either stab or claw out the giant’s eyes.
Camouflage (Ex): A Chipuus can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Favored Enemy (Kercpa) (Ex): A Chipuus gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against Kercpa. Likewise, he gets a +2 bonus on weapon damage rolls against them.
At every 5th ECL these bonuses increase by +2.
Natural Attacks: A Chipuus has a natural Bite Attack which deals 1d3 points of damage.
Tiny But Fierce (Ex): Chipuus are exceptionally good at fighting much larger creatures. To reflect this at first ECL they receive the Underfoot Combat feat (from Races of the Wild) as a bonus feat even if they do not meet the requirements.
At ECL 7 the Chipuus receives the Confound The Big Folk feat (from Races of the Wild) as a bonus feat.
Skills: Chipuus have a +8 racial bonus on Climb checks. A Chipuus can always choose to take 10 on Climb checks, even if rushed or threatened. A Chipuus uses its Dexterity modifier instead of its Strength modifier for Climb checks.
A Chipuus has a +4 bonus on Listen and Spot checks.
A Chipuus has a +4 racial bonus on Hide and Move Silently checks when in forested areas.
Chipuus as Characters
A Chipuus character exchanges its 1 HD of monstrous humanoid for its first class level, so a 1st-level Chipuus rogue has a d6 Hit Die, a +0 base attack bonus, the base save bonuses of a rogue, and the rogue’s skill points and class skills.
Chipuus have the following racial traits.
· -4 Strength, +8 Dexterity, +4 Constitution.
· Tiny size. +2 size bonus to Armor Class, +2 size bonus on attack rolls, +8 size bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits are 1/2 those of Medium characters.
· Monstrous Humanoid: As monstrous humanoids, Chipuus are proficient with all simple weapons, but they have no proficiency with any armor or shield.
· A Chipuus’ base land speed is 20 feet. A Chipuus has a climb speed of 40 feet.
· Darkvision out to 60 feet.
· Favored Enemy: (Kercpa)
- Special Attacks (See Above): A Chipuus has a Natural Bite Attack which deals 1d3 points of damage.
· Special Qualities (see above): Camouflage, Tiny But Fierce.
· +2 racial bonus on all saving throws
· Racial Skills: Chipuus have a +8 racial bonus on Climb checks. A Chipuus can always choose to take 10 on Climb checks, even if rushed or threatened. A Chipuus uses its Dexterity modifier instead of its Strength modifier for Climb checks. A Chipuus has a +4 bonus on Listen and Spot checks. *A Chipuus has a +4 racial bonus on Hide and Move Silently checks when in forested areas.
· Racial Feats: A Chipuus receives Underfoot Combat as a bonus feat at ECL 1, and receive Confound the Big Folk as a bonus feat at ECL 7.
· Automatic Languages: Sylvan, and Treant. Bonus Languages: Gnoll, Gnome, Goblin, Kercpa, Orc.
· Favored Class: Ranger.
· Level Adjustment: +3.