Fearless treeborne acrobatics, perpetually optimistic
Average Height: 5’5″-6’0″
Average Weight: 85-135 lb.
Ability Scores: +2 Charisma, +2 Dexterity or Constitution
Speed: 6 squares
Languages: Kaash, plus one of Elven, Common or Bestial.
Natural Acrobat: You gain a +2 bonus to Acrobatics checks, and may use Acrobatics in place of Athletics when climbing.
Blessed Fortune: You gain a +1 racial bonus to Will, Reflex and Fortitude defences.
Insatiable Curiosity: You have the insatiable curiosity heritage power.
|Insatiable Curiosity||Wu-kan Heritage Power|
|You throw caution to the wind, shaking off your misgivings. What could possibly go wrong?|
|No Action • Personal|
Trigger: Your begin your turn.
Effect: You end all fear effects on you that a save can end.
The wu-kan are a small offshoot of older beast-kin who found a home in the isolated jungles of Kaash. They claim to have descended from a great hero named Sunmon’Tzu, a former slave who used his formidable cunning to escape from his slow-witted masters. There are countless tales of Tzu’s exploits, but the most important tells how the heavens sent a celestial envoy to keep him in his place. Though intended to be heartless, this keeper eventually fell in love with him—and through their union, the wu-kan people were born.
Protected by the sea and the jungle, Kaash enjoys a position of safety in times of war. This has made its native wu-kan largely irreverent, anti-authoritarian, and a little smug. They are fiercely protective of their safe haven, but are usually friendly toward those who don’t try to threaten it.
Play a wu-kan if you want…
- to be at home in both the jungle and the city.
- to be a fearless daredevil who relies on luck and charm.
- to travel mostly by the seat of your pants.
Wu-kan are slim, long-limbed humanoids with broad, friendly faces. They are graceful, and carry themselves with easy style. They tend to be pale-skinned, with slate-grey eyes and hair of grey, white or silver. Their bodies are covered with a very fine coat of pale fur; they don’t appear to have pelts, but their skin has a soft, velvety texture. Though they are otherwise mammalian, tufts of white or grey feathers sprout around their ankles, wrists and elbows, and sometimes their shoulder blades.
Wu-kan sport long furry tails which can be used for grasping or balance. Coupled with elongated, double-jointed fingers and toes, these aids make climbing trivial for a kan, who live most of their lives in the treetops. Wu-kan usually dress with this in mind, keeping any shoes or gloves open to allow grip. They are also identified by large, round, furry ears that sit low on their heads, almost flat against the neck.
The typical wu-kan lives around a hundred years, but they rarely show any physical signs of old age, even in their last days.
Playing a Wu-kan
Wu-kan have a long lifespan coupled with a seriously truncated attention span. They are typically spontaneous and reckless, perfectly able to recognise consequences but rarely feeling constrained by them. This strange inability to feel fear has led to wu-kan being perceived as somewhat mad, though never boring.
Inquisitive, open-hearted and irresponsible, wu-kan have an inherent dislike for authority and structure. They are all but expected to embrace wanderlust at some point, though most eventually return to Kaath and raise a family in their autumn years. However, it’s not unusual for a kan to settle in a foreign town that refuses to relinquish his interest—or to continue adventuring in search of fame, fortune and friendship.
Wu-kan are inclined toward honesty and good humour, and most share a common desire to bring joy to the world. Combined with their rather cavalier attitude toward friendship and love, this open-mindedness has given the wu-kan a reputation for being delightful, if unreliable, companions.
Wu-kan are perceived as… Fearless, witty, loyal, lucky, reckless, enthusiastic, friendly, cheerful, optimistic, joyful, humourous, irreverent.
Names: Arra’Chea, Aro, Bo, Eka’Ri, Haru, Jia’Wan, Kala’Ru, Kan’ou, Kana’Ye, Lin Yee, Rin’Keru, Sun’Mon, Tika’Ru.
“My legend has just begun!”
Every wu-kan babe hears the epic tale of Sunmon’Tzu, many before they leave their cradle. Combined with natural wanderlust and a literally fearless mind, the exploits of the great wu-kan hero inspire countless adventurers to journey forth from the jungle, seeking fame and fortune in the vast lands to the east. You are one such traveller, forging your own legend, chasing the horizon as far as fate allows.
Associated Skills: Streetwise, nature
Associated ritual: Knock (PHB2)
“Why so hostile? We’re all heroes here!”
With all their childlike wonder and adventurous spirit, people often dismiss all wu-kan as fools. That’s something you can take advantage of—why not smile and play along, if it keeps everybody happy? Whether you act the clown to defuse tensions, to conceal less wholesome intentions, or to ease some private sorrow, you can always be relied on to bring some levity to a difficult situation. After all, everybody needs to laugh.
Associated Skills: Bluff, diplomacy
Associated ritual: Calm Emotions(AP)
The following feats include this heritage as a prerequisite.
Prerequisite: Wu-kan, Bard
Benefit: As long as you have at least 1 temporary hit point, whenever you hit with a bard attack, you may deal damage equal to your Charisma modifier to one enemy adjacent to one of the attack’s primary targets.
Benefit: Once during a skill challenge, you can substitute a Bluff check for an Insight or Intimidate check.
Benefit: When you are pushed, pulled or slid by a melee attack, and the forced movement moves you out of melee range with the attacker, you can make a ranged basic attack against that enemy as a free action.
Benefit: While you are bloodied, enemies suffer a -1 penalty to attack rolls against you, but gain a +2 bonus to damage against you.
Benefit: The first time you reduce an enemy to 0 hit points during an encounter, you gain a +2 feat bonus to speed until the end of your next turn.
Benefit: You ignore difficult terrain when you shift.
Benefit: When you make a basic attack with a staff or unarmed strike, you can choose to target Reflex instead of AC.
Prerequisite: Kobold or Wu-kan
Benefit: When you have cover against an enemy, they suffer a -3 penalty to hit you instead of -2. If you have superior cover, they suffer a -7 penalty instead of -5.
Benefit: When you are threatened by three or more enemies, you gain a +1 bonus per tier to attack rolls.
Benefit: The first time you reduce an enemy to 0 hit points during an encounter, your allies gain a +2 bonus to damage until the end of your next turn.
Benefit: Your insatiable curiosity power also ends charm and domination effects.
Prerequisite: Wu-kan, Ranger, Beast Mastery
Benefit: If you and your pet each attack a different enemy during your turn, you each gain a +1 feat bonus to attack and +2 feat bonus to damage rolls until the end of your next turn.
Benefit: Enemies marked by you gain a +2 bonus on attack rolls against you, but grant combat advantage to your enemies.
Benefit: At the beginning of your turn, if you are threatened by two or more enemies, your first square of movement does not provoke opportunity attacks.
Benefit: When an enemy misses you with an opportunity attack that was provoked by movement, you can shift 1 square as a free action.
Benefit: When you roll initiative, you gain a bonus to attack rolls equal to your Charisma modifier. This bonus ends when you miss with an attack, move, or are hit by an attack.
Benefit: As long as an enemy suffers from an effect caused by you that a save can end, you gain a +2 bonus to saving throws, and that enemy suffers a -2 penalty to saving throws.
Benefit: Your gain a third ‘hand’ which represents your tail. You cannot use your tail to wield a weapon, but you can use it to hold other items, including an implement, or for climbing.