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<blockquote data-quote="the Jester" data-source="post: 5753138" data-attributes="member: 1210"><p>NOTES ON DESIGN CHANGES: Mostly changed the damage for these guys, with a small amount of number-tweaking and wording revisions otherwise. I really like the Kercpa Comedian and would love to use him in play, but my current group is getting towards mid-paragon, alas.</p><p></p><p><strong>KERCPA </strong></p><p><strong> Source:</strong> 2e Monstrous Compendium Annual Volume IV.</p><p> </p><p>Kercpa (singular and plural) are small, squirrel-like humanoids. Intelligent and curious, they are friendly but notorious for stealing small items. Most kercpa live in forests in the wilds of the world, but they can be found anywhere that squirrels can be found. In recent decades, several tribes of kercpa have migrated into the Feywild. </p><p></p><p><strong>Surprisingly Civilized:</strong> An entire kercpa town can dwell in a single large tree. Thus, most creatures are unaware of how civilized they are. Kercpa wear clothes, use tools and weapons, have complex crafts, create music and art and have many other civilized trappings that often surprise larger creatures. When kercpa artifacts are found by larger creatures, they are often mistaken for toys.</p><p> </p><p><strong>Gifting and Stealing:</strong> Kercpa society places a high value on both gifting and stealing. When one kercpa gifts an object to another, the recipient is placed in the giver's debt. However, this is not a debt that can ever be repaid; instead, it is one thread of the relationship between the two. Mutual debts of gratitude between kercpa are a primary social glue for the creatures. On the other hand, kercpa delight in stealing things, not because of the value of the stolen object but for the joy of getting away with something. Since kercpa have a very transitory, ephemeral at best sense of property, such thefts are a normal part of kercpa society, but other creatures often misinterpret such mischief.</p><p> </p><p><strong>Little Scamps:</strong> Kercpa are mischievous pranksters who enjoy teasing other creatures and, while not fearless, often allow their sense of fun to get in the way of good sense. Easily distracted, prone to chatter and fond of food and drink, kercpa are the life of any party that they are invited to- but may the gods help the hosts, as the silverware vanishes and someone shaves the cat.</p><p></p><p><strong>Kercpa Treehopper Level 1 Skirmisher </strong> </p><p>Tiny natural humanoid XP 100 </p><p>HP 25; Bloodied 12 Initiative +6</p><p>AC 15; Fortitude 12; Reflex 15; Will 12 Perception +2</p><p>Speed 5, climb 6</p><p>Resist 5 against effects that target Reflex</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Tiny Sword (weapon) * At Will</p><p> Attack: Melee 0 (one creature); +6 vs. AC. </p><p> Hit: 1d4 damage, or 1d4 + 2d6 damage with combat advantage.</p><p>(melee) Scampering Strike * At Will</p><p> Effect: The kercpa treehopper shifts up to 3 squares, ending in an enemy's space. Entering the enemy's space does not trigger opportunity attacks. </p><p> Attack: Melee 0 (one creature); +4 vs. Will.</p><p> Hit: The target grants combat advantage to the kercpa treehopper until they no longer share a space.</p><p> Effect: The kercpa treehopper uses tiny sword against the target.</p><p></p><p>(rbasic) Squirrel Bow (weapon) * At Will</p><p> Attack: Ranged 10 (one creature); +6 vs. AC.</p><p> Hit: 1d6 damage, or 2d6 damage with combat advantage. </p><p></p><p>MOVE ACTIONS </p><p> </p><p>Scampering Shift * At Will</p><p> Effect: The kercpa treehopper shifts up to 3 squares. It may move through other creatures' spaces while doing so and does not trigger opportunity attacks for entering creatures' spaces during this shift. It must end this shift in a space that it could normally occupy.</p><p>---</p><p>Skills Acrobatics +9, Stealth +9</p><p>Str 4 Dex 18 Wis 15</p><p>Con 12 Int 13 Cha 15</p><p>Alignment unaligned Languages Common, Kercpa</p><p>Equipment tiny sword, squirrel bow, 20 tiny arrows</p><p></p><p><strong>Kercpa Archer Level 1 Artillery </strong> </p><p>Tiny natural humanoid XP 100 </p><p>HP 22; Bloodied 11 Initiative +4</p><p>AC 13; Fortitude 12; Reflex 15; Will 12 Perception +2</p><p>Speed 5, climb 6</p><p>Resist 5 against effects that target Reflex</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(rbasic) Squirrel Bow (weapon) * At Will</p><p> Attack: Ranged 10 (one or two creatures); +8 vs. AC.</p><p> Hit: 1d6 damage, or 2d6 damage if the target is sharing a space with a kercpa.</p><p></p><p>(ranged) Rain of Tiny Thorns (weapon) * Recharge 5 6</p><p> Attack: Ranged 10 (one, two or three creatures); +6 vs. AC.</p><p> Hit: 1d6+4 damage.</p><p></p><p>MOVE ACTIONS </p><p> </p><p>Scampering Shift * At Will</p><p> Effect: The kercpa treehopper shifts up to 3 squares. It may move through other creatures' spaces while doing so and does not trigger opportunity attacks for entering creatures' spaces during this shift. It must end this shift in a space that it could normally occupy.</p><p>---</p><p>Skills Acrobatics +9, Stealth +9</p><p>Str 3 Dex 18 Wis 15</p><p>Con 12 Int 13 Cha 11</p><p>Alignment unaligned Languages Common, Kercpa</p><p>Equipment squirrel bow, 20 tiny arrows</p><p></p><p><strong>Kercpa Comedian Level 1 Controller </strong> </p><p>Tiny natural humanoid XP 100 </p><p>HP 22; Bloodied 11 Initiative +4</p><p>AC 15; Fortitude 13; Reflex 15; Will 11 Perception -2</p><p>Speed 5, climb 6</p><p>Resist 5 against effects that target Reflex</p><p></p><p>TRAITS</p><p></p><p>Slapstick</p><p> The kercpa comedian does not trigger opportunity attacks when it enters a creature's space and can share a space with a creature of any size. If a creature that is sharing the kercpa comedian's space moves or shifts, the kercpa comedian may choose to slide to a square that shares the target's space at the end of the move or shift.</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Insulting Poke (psychic, weapon) * At Will</p><p> Attack: Melee 0; +6 vs. AC.</p><p> Hit: 1d4 damage plus 1d6 psychic damage.</p><p></p><p>(ranged) Are Ya Mad? (charm) * At Will</p><p> Requirement: The kercpa comedian must be sharing a creature's space.</p><p> Attack: Melee 1 (one creature); +4 vs. Will.</p><p> Hit: The target makes a melee basic attack against the creature sharing the kercpa comedian's space.</p><p></p><p>MINOR ACTIONS </p><p> </p><p>Laugh It Off * Encounter</p><p> Effect: One condition affecting the kercpa comedian ends.</p><p>---</p><p>Skills Bluff +8, Diplomacy +8, Thievery +9</p><p>Str 3 Dex 18 Wis 7</p><p>Con 9 Int 13 Cha 17</p><p>Alignment unaligned Languages Common, Kercpa</p><p>Equipment tiny rapier, tiny banjo</p><p></p><p><strong>Kercpa Watcher Level 1 Minion Lurker </strong> </p><p>Tiny natural humanoid XP 25 </p><p>HP 1; a missed attack never damages a minion Initiative +8</p><p>AC 15; Fortitude 11; Reflex 15; Will 12 Perception +7</p><p>Speed 5, climb 6</p><p>Resist 3 against effects that target Reflex</p><p></p><p>STANDARD ACTIONS </p><p> </p><p>(mbasic) Tiny Spear (weapon) * At Will</p><p> Attack: Melee 1 (one creature); +6 vs. AC.</p><p> Hit: 2 damage. If the target cannot see the kercpa watcher, the kercpa watcher instead deals 7 damage.</p><p></p><p>(rbasic) Tiny Javelin (weapon) * At Will</p><p> Attack: Ranged 5 (one creature); +5 vs. AC.</p><p> Hit: 2 damage. If the target cannot see the kercpa watcher, the kercpa watcher instead deals 7 damage.</p><p></p><p>Where'd He Go? * At Will</p><p> Requirement: The kercpa watcher must have cover or concealment.</p><p> Effect: The kercpa watcher turns invisible until it attacks or until the end of its next turn.</p><p>---</p><p>Skills Acrobatics +9, Stealth +9</p><p>Str 4 Dex 18 Wis 15</p><p>Con 10 Int 10 Cha 10</p><p>Alignment unaligned Languages Common, Kercpa</p><p>Equipment 5 tiny javelins, tiny spear</p></blockquote><p></p>
[QUOTE="the Jester, post: 5753138, member: 1210"] NOTES ON DESIGN CHANGES: Mostly changed the damage for these guys, with a small amount of number-tweaking and wording revisions otherwise. I really like the Kercpa Comedian and would love to use him in play, but my current group is getting towards mid-paragon, alas. [B]KERCPA Source:[/B] 2e Monstrous Compendium Annual Volume IV. Kercpa (singular and plural) are small, squirrel-like humanoids. Intelligent and curious, they are friendly but notorious for stealing small items. Most kercpa live in forests in the wilds of the world, but they can be found anywhere that squirrels can be found. In recent decades, several tribes of kercpa have migrated into the Feywild. [B]Surprisingly Civilized:[/B] An entire kercpa town can dwell in a single large tree. Thus, most creatures are unaware of how civilized they are. Kercpa wear clothes, use tools and weapons, have complex crafts, create music and art and have many other civilized trappings that often surprise larger creatures. When kercpa artifacts are found by larger creatures, they are often mistaken for toys. [B]Gifting and Stealing:[/B] Kercpa society places a high value on both gifting and stealing. When one kercpa gifts an object to another, the recipient is placed in the giver's debt. However, this is not a debt that can ever be repaid; instead, it is one thread of the relationship between the two. Mutual debts of gratitude between kercpa are a primary social glue for the creatures. On the other hand, kercpa delight in stealing things, not because of the value of the stolen object but for the joy of getting away with something. Since kercpa have a very transitory, ephemeral at best sense of property, such thefts are a normal part of kercpa society, but other creatures often misinterpret such mischief. [B]Little Scamps:[/B] Kercpa are mischievous pranksters who enjoy teasing other creatures and, while not fearless, often allow their sense of fun to get in the way of good sense. Easily distracted, prone to chatter and fond of food and drink, kercpa are the life of any party that they are invited to- but may the gods help the hosts, as the silverware vanishes and someone shaves the cat. [B]Kercpa Treehopper Level 1 Skirmisher [/B] Tiny natural humanoid XP 100 HP 25; Bloodied 12 Initiative +6 AC 15; Fortitude 12; Reflex 15; Will 12 Perception +2 Speed 5, climb 6 Resist 5 against effects that target Reflex STANDARD ACTIONS (mbasic) Tiny Sword (weapon) * At Will Attack: Melee 0 (one creature); +6 vs. AC. Hit: 1d4 damage, or 1d4 + 2d6 damage with combat advantage. (melee) Scampering Strike * At Will Effect: The kercpa treehopper shifts up to 3 squares, ending in an enemy's space. Entering the enemy's space does not trigger opportunity attacks. Attack: Melee 0 (one creature); +4 vs. Will. Hit: The target grants combat advantage to the kercpa treehopper until they no longer share a space. Effect: The kercpa treehopper uses tiny sword against the target. (rbasic) Squirrel Bow (weapon) * At Will Attack: Ranged 10 (one creature); +6 vs. AC. Hit: 1d6 damage, or 2d6 damage with combat advantage. MOVE ACTIONS Scampering Shift * At Will Effect: The kercpa treehopper shifts up to 3 squares. It may move through other creatures' spaces while doing so and does not trigger opportunity attacks for entering creatures' spaces during this shift. It must end this shift in a space that it could normally occupy. --- Skills Acrobatics +9, Stealth +9 Str 4 Dex 18 Wis 15 Con 12 Int 13 Cha 15 Alignment unaligned Languages Common, Kercpa Equipment tiny sword, squirrel bow, 20 tiny arrows [B]Kercpa Archer Level 1 Artillery [/B] Tiny natural humanoid XP 100 HP 22; Bloodied 11 Initiative +4 AC 13; Fortitude 12; Reflex 15; Will 12 Perception +2 Speed 5, climb 6 Resist 5 against effects that target Reflex STANDARD ACTIONS (rbasic) Squirrel Bow (weapon) * At Will Attack: Ranged 10 (one or two creatures); +8 vs. AC. Hit: 1d6 damage, or 2d6 damage if the target is sharing a space with a kercpa. (ranged) Rain of Tiny Thorns (weapon) * Recharge 5 6 Attack: Ranged 10 (one, two or three creatures); +6 vs. AC. Hit: 1d6+4 damage. MOVE ACTIONS Scampering Shift * At Will Effect: The kercpa treehopper shifts up to 3 squares. It may move through other creatures' spaces while doing so and does not trigger opportunity attacks for entering creatures' spaces during this shift. It must end this shift in a space that it could normally occupy. --- Skills Acrobatics +9, Stealth +9 Str 3 Dex 18 Wis 15 Con 12 Int 13 Cha 11 Alignment unaligned Languages Common, Kercpa Equipment squirrel bow, 20 tiny arrows [B]Kercpa Comedian Level 1 Controller [/B] Tiny natural humanoid XP 100 HP 22; Bloodied 11 Initiative +4 AC 15; Fortitude 13; Reflex 15; Will 11 Perception -2 Speed 5, climb 6 Resist 5 against effects that target Reflex TRAITS Slapstick The kercpa comedian does not trigger opportunity attacks when it enters a creature's space and can share a space with a creature of any size. If a creature that is sharing the kercpa comedian's space moves or shifts, the kercpa comedian may choose to slide to a square that shares the target's space at the end of the move or shift. STANDARD ACTIONS (mbasic) Insulting Poke (psychic, weapon) * At Will Attack: Melee 0; +6 vs. AC. Hit: 1d4 damage plus 1d6 psychic damage. (ranged) Are Ya Mad? (charm) * At Will Requirement: The kercpa comedian must be sharing a creature's space. Attack: Melee 1 (one creature); +4 vs. Will. Hit: The target makes a melee basic attack against the creature sharing the kercpa comedian's space. MINOR ACTIONS Laugh It Off * Encounter Effect: One condition affecting the kercpa comedian ends. --- Skills Bluff +8, Diplomacy +8, Thievery +9 Str 3 Dex 18 Wis 7 Con 9 Int 13 Cha 17 Alignment unaligned Languages Common, Kercpa Equipment tiny rapier, tiny banjo [B]Kercpa Watcher Level 1 Minion Lurker [/B] Tiny natural humanoid XP 25 HP 1; a missed attack never damages a minion Initiative +8 AC 15; Fortitude 11; Reflex 15; Will 12 Perception +7 Speed 5, climb 6 Resist 3 against effects that target Reflex STANDARD ACTIONS (mbasic) Tiny Spear (weapon) * At Will Attack: Melee 1 (one creature); +6 vs. AC. Hit: 2 damage. If the target cannot see the kercpa watcher, the kercpa watcher instead deals 7 damage. (rbasic) Tiny Javelin (weapon) * At Will Attack: Ranged 5 (one creature); +5 vs. AC. Hit: 2 damage. If the target cannot see the kercpa watcher, the kercpa watcher instead deals 7 damage. Where'd He Go? * At Will Requirement: The kercpa watcher must have cover or concealment. Effect: The kercpa watcher turns invisible until it attacks or until the end of its next turn. --- Skills Acrobatics +9, Stealth +9 Str 4 Dex 18 Wis 15 Con 10 Int 10 Cha 10 Alignment unaligned Languages Common, Kercpa Equipment 5 tiny javelins, tiny spear [/QUOTE]
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