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Old 24th June 2007, 05:11 PM   #1 (permalink)
The Vorpal Tribble
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The Vorpal Tribble Goblin Sharpshooter (Lvl 2)
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Neener! Neener!

Munchkin



Small Fey
Hit Dice: 3d6+3 (13 hp)
Initiative: +3
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 14 (+3 dex, +1 size), touch 14, flat-footed 11
Base Attack/Grapple: +1/-6
Attack: Sling +6 melee (1d3-1) or club +5 melee (1d4-1)
Full Attack: Sling +6 melee (1d3-1) or club +5 melee (1d4-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blind fury, double dog dare, spell-like abilities, sticks and stones, taunt
Special Qualities: Damage reduction 5/cold iron, low-light vision, sweet tooth
Saves: Fort +2, Ref +6, Will +3
Abilities: Str 8, Dex 17, Con 12, Int 19, Wis 10, Cha 21
Skills: Balance +9, Bluff +11, Climb +10, Craft (trapmaking) +10, Disable Device +10, Hide +13, Jump +4, Listen +6, Move Silently +9, Spot +6, Swim +5, Tumble +9
Feats: Combat Expertise, Goad, Improved Trip, Weapon Finesse(B)
Environment: Temperate forest or Urban
Organization: Solitary, Pals (2-3), or Ruckus (6-12)
Challenge Rating: 2
Treasure: Half standard
Alignment: Often chaotic neutral
Advancement: By character class
Level Adjustment: +2

Munchkins appear much as the children of elves of both genders, though with pudgy, sticky faces and eyes that almost glow with malevolent mischievousness. They tend to wear stained frocks in mockery of other children, and will often wear baggy hats to hide their ears to pose as humans or elves.

Munchkins are fey whom have plagued all manner of 'grown ups' for centuries. Though not evil, munchkins are spiteful, rebellious and easily angered. They are utterly childish and take pleasure in hurtful remarks and will harangue and mock anyone mercilessly , particularly those whom are abnormal in appearance or voice. Their favored victims however are grumpy or dignified adults who they feel should be 'put down a peg'. These children often mingle with other children, plaguing them with dares to do this or that, and teaching them insults and dangerous games that are then passed on. Much of the mischief and stress of childhood in the world is a direct result of the influence of these sylvan brats.

At night they sleep within the upper branches of trees, attics, or any other high-reaching places they can find to venture to. Many try to get their mortal friends to smuggle them into their house for the night so that they might wreak their mischievous havoc.

In the wilds they amuse themselves by setting traps throughout the forest and waiting for loggers or other travelers to fall prey so that they may have a 'bit of fun'. The rest of the day is filled with juvenile games, complicated dares and name calling.

A munchkin is about the same height and weight as a child of 8-10 years. Munchkins speak common, elven, and sylvan.

Combat
A munchkin is not one to attack, instead prefering to taunt and jibe any whom attempt them harm till they give chase in a blind fury. They lead them through their traps, using their spell-like abilities to aid in the chase. If they are unable to successfully elude or entrap their opponent they quickly climb any nearby building or tree and pelt them with sling-fired pellets and abusive insults.

Blind Fury (Ex): Once per encounter a munchkin can think up an insult so utterly provocative that the target is not only affected as the Goad feat, but he must succeed on a DC 16 will save or become utterly obsessed with pursuing and striking down the munchkin. While in this fury the opponent may rage as a barbarian, though takes a -6 penalty to his or her AC and may not use spot or listen checks unless it relates to pursuing the munchkin. This fury lasts for as long as they can hear or see the munchkin and for 1d4 minutes afterwards.

This does not count towards the number of times a barbarian or similar class may rage, though the barbarian may not use a normal rage while in a blind fury. The save DC is Charisma-based.

Double Dog Dare (Su): A munchkin may dare a non-raging character to perform an action or do a deed. The target must succeed on a DC 16 will save or perform the action as long as the action would not be immediately fatal. Daring one to jump off a cliff could be ignored, though a dare to jump to the other side of a narrow chasm would be possible. If the target succeeds on the save he or she may dare the munchkin to perform the action itself whom must succeed on the same save. If the munchkin succeeds on the save he may 'double dog dare' his victim to perform the original dare though the save DC increases by 1.

This dare may go back and forth to past a triple dog dare before the munchkin storms off in a huff. This is a sonic, mind-affecting, compulsion effect. The save DC is Charisma-based.

Sticks and Stones (Su): Once per minute a munchkin can yell a hateful insult to any non-mindless creature within 60 feet as a ranged touch attack that deals 1d4 nonlethal damage.

As well, insults are literally damaging to a munchkin. If someone within 60 feet of a munchkin calls out an insult as a move action, the munchkin and insulter must make opposing Charisma-checks. If the munchkin fails it takes 1d4 non-lethal damage.

Sweet Tooth (Ex): A munchkin has an insatiable desire for sweet tasting foods. Those who offer a pie, berries, candy or some other tasty treat to a munchkin gain a +4 bonus to Charisma-based skills in regards to the munchkin for that day.

Taunt (Su):
As a standard round action the munchkin may make obnoxious sounds, such as blowing a long and extended razzberry. All those within 60 feet must succeed on a DC 16 will save each round or be unable to concentrate on spells or powers and loses any psionic focus. This is a sonic, mind-affecting effect. The save DC is Charisma-based.

As well, it is so irritating that all within range take a -6 penalty to spot and listen checks.

Spell-like Abilities:
At will - Ghost Sound, Mage Hand, Message, Prestidigitation, Ventriloquism.; 1/day - Haste, True Strike. Caster level 3rd. Save DC's are Charisma-based.

Skills: A munchkin has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.
__________________
Sometimes the things that may or may not be true are the things a man needs to believe in the most. That people are basically good. That honor, courage and virtue mean everything; that power and money... money and power mean nothing. That good always triumphs over evil. And I want you to remember this, that love, true love, never dies! Remember that boy... remember that. Doesn't matter if it is true or not, a man should believe in those things, because those are the things worth believing in... got that? - Hub, Secondhand Lions

Last edited by The Vorpal Tribble; 26th June 2007 at 07:23 PM..
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