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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 2734006" data-attributes="member: 2012"><p><strong>A modified version of the quickling for World of Kulan.</strong></p><p></p><p><span style="color: DarkOrange"><strong>QUICKLING OF JANARDÛN</strong></span></p><p><strong>Tiny Fey</strong></p><p><strong>Hit Dice:</strong> ½d6+2 (3 hp)</p><p><strong>Initiative:</strong> +6 (Dex)</p><p><strong>Speed:</strong> 80 ft. (12 squares)</p><p><strong>AC:</strong> 18 (+2 size, +6 Dex), touch 18, flat-footed 12</p><p><strong>Base Attack/Grapple:</strong> +0/-11</p><p><strong>Attack:</strong> Masterwork Tiny short sword +0 melee (1d3-3/19-20/x2) or Tiny sling +7 ranged (1d2-3/x2)</p><p><strong>Full Attack:</strong> Masterwork Tiny short sword +0 melee (1d3-3/19-20/x2) or Tiny sling +7 ranged (1d3-3/x2)</p><p><strong>Space/Reach:</strong> 2½ ft. / 0 ft.</p><p><strong>Special Attacks:</strong> Spell-like abilities</p><p><strong>Special Qualities:</strong> Darkvision 80 ft., evasion, hide in plain sight, light sensitivity, longstrider, uncanny dodge</p><p><strong>Saves:</strong> Fort +2, Ref +8, Will +2</p><p><strong>Abilities:</strong> Str 5 (-3), Dex 22 (+6), Con 14 (+2), Int 14 (+2), Wis 11 (+0), Cha 9 (-1)</p><p><strong>Skills:</strong> Balance +10, Bluff +4, Climb +7, Escape Artist +11, Hide +18, Listen +5, Move Silently +9, Sense Motive +5, Spot +4, Tumble +9</p><p><strong>Feats:</strong> Agile, Dodge [sup]B[/sup]</p><p></p><p><strong>Continent/Region:</strong> Janardûn</p><p><strong>Environment:</strong> Cold or temperate forests and mountains</p><p><strong>Organization:</strong> Solitary, crew (3–6), or corps (7–16)</p><p><strong>Challenge Rating:</strong> 3</p><p><strong>Treasure:</strong> 50% coins, 50% goods, standard items</p><p><strong>Alignment:</strong> Usually chaotic evil</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +4</p><p></p><p><em>This tiny humanoid-like creature bursts out of nowhere. It dodges and weaves as it cackles at you menacingly. The creature seems to disappear and reappear at will, slashing with its tiny blade or hurling tiny rocks at your ankles and shins. The creature’s skin appears to be pitch black, while its eyes shine a sickly reddish-orange.</em></p><p></p><p>Quicklings are nasty, temperamental tiny fey creatures that look like black-skinned brownies. They are found on the continent of Janardûn and are servants of the ogre mages of Janardûn. They hate all other types of fey creatures, as well as the shoyir elves native to the continent. It is believed that the quicklings were once good-hearted companions to the shoyir, but were cast out for some great act of treachery.</p><p></p><p>Quicklings are the lowest in the hierarchy or power amongst the servant of the ogre mages, which annoys them to no end. They believe that they should be the ogre mages most valued followers, as they can go place the other races cannot. Some quicklings find favor from their masters and are blessed with special powers (add the Half-Fiend Template, MM pg. 147-148), but these quickling elite are few.</p><p></p><p>Quicklings speak Sidhe and Sylvan, plus one other language (usually Giant).</p><p></p><p><strong>Combat</strong></p><p>Quicklings tend to attack first, run away later. They aren’t powerful in a fight but use their special attacks and qualities to their best advantage. They will only enter combat under daylight conditions when their ogre mage masters order them to. If such orders come from other underling races, the quicklings tend to ignore them. Quicklings attack shoyir elves before all others, when any member of that race is present.</p><p></p><p><em>Evasion</em> (Ex): If a quickling is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, the quickling takes no damage with a successful saving throw.</p><p></p><p><em>Hide in Plain Sight</em> (Ex): In areas of dim light, tall grass, or heavy undergrowth, a quickling can make itself practically invisible. Under these conditions, a quickling can use its Hide skill even while being observed and without having anything to actually hide behind.</p><p></p><p><em>Light Sensitivity</em> (Ex): Quicklings are dazzled in bright sunlight or within the radius of a <em>daylight</em> spell.</p><p></p><p><em>Longstrider</em> (Su): As a free action, a quickling can increase its Speed to 90 feet. The power is exactly like the <em>longstrider</em> spell, as a 7th-level caster.</p><p></p><p><em>Uncanny Dodge</em> (Ex): A quickling retains its Dexterity bonus to AC even if caught flat-footed or targeted by an unseen foe. However, the quickling still loses its Dexterity bonus to AC if paralyzed or otherwise immobile.</p><p></p><p><em>Spell-Like Abilities</em>: A quickling can use any of the following, each once a day as a 7th-level caster: <em>confusion</em> (DC 13), <em>darkness</em>, <em>daze</em> (DC 9), <em>dimension door</em>, <em>protection from good</em>, <em>ventriloquism</em> (DC 10).</p><p></p><p><strong>Quickling Society</strong></p><p>The quicklings of Janardûn don’t have much of a society of their own. They live and breathe for their ogre mage masters. However, quicklings do form caste-like military groups that they call "crews". These groups are hierarchical in that not all crews are created equal, and the most powerful crews form "corps" of quicklings. Most crews have around 5 members while most quickling corps have around 15 members. The largest corps known to exist is a group of elite quicklings (i.e. half-fiends) that are said to number over 25 members, most of them rogue/assassins.</p><p></p><p><strong>Quicklings as Characters</strong></p><p>Quicklings rarely take any other class besides rogue. When they do, it is often too take levels in wizard or spellthief. Quicklings almost always take levels in the assassin prestige class.</p><p></p><p><strong>Quickling Traits</strong></p><p>Quickling characters possess the following racial traits.</p><p>— -2 to Strength, +4 to Dexterity, +2 to Constitution, +2 to Intelligence, -2 to Charisma.</p><p>— Tiny. A quickling has a +2 bonus to AC and attack rolls and a +8 bonus on Hide checks. A quickling uses smaller weapons than humans use, and his lifting and carrying limits are half of those of a medium-size character.</p><p>— A quickling's base land speed is 80 feet.</p><p>— Darkvision out to 80 feet.</p><p>— <em>Special Attacks</em> (see above): Spell-like abilities.</p><p>— <em>Special Qualities</em> (see above): Evasion, hide in plain sight, light sensitivity, longstrider, uncanny dodge.</p><p>— +2 racial bonus on Listen and Spot checks. Quicklings use their Dexterity scores for Climb checks.</p><p>— <em>Automatic Languages</em>: Sidhe and Sylvan. <em>Bonus Languages</em>: Giant and Goblin.</p><p>— <em>Favored Class</em>: Rogue. A multiclass quickling’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 2734006, member: 2012"] [b]A modified version of the quickling for World of Kulan.[/b] [COLOR=DarkOrange][B]QUICKLING OF JANARDÛN[/B][/COLOR] [B]Tiny Fey[/B] [B]Hit Dice:[/B] ½d6+2 (3 hp) [B]Initiative:[/B] +6 (Dex) [B]Speed:[/B] 80 ft. (12 squares) [B]AC:[/B] 18 (+2 size, +6 Dex), touch 18, flat-footed 12 [B]Base Attack/Grapple:[/B] +0/-11 [B]Attack:[/B] Masterwork Tiny short sword +0 melee (1d3-3/19-20/x2) or Tiny sling +7 ranged (1d2-3/x2) [B]Full Attack:[/B] Masterwork Tiny short sword +0 melee (1d3-3/19-20/x2) or Tiny sling +7 ranged (1d3-3/x2) [B]Space/Reach:[/B] 2½ ft. / 0 ft. [B]Special Attacks:[/B] Spell-like abilities [B]Special Qualities:[/B] Darkvision 80 ft., evasion, hide in plain sight, light sensitivity, longstrider, uncanny dodge [B]Saves:[/B] Fort +2, Ref +8, Will +2 [B]Abilities:[/B] Str 5 (-3), Dex 22 (+6), Con 14 (+2), Int 14 (+2), Wis 11 (+0), Cha 9 (-1) [B]Skills:[/B] Balance +10, Bluff +4, Climb +7, Escape Artist +11, Hide +18, Listen +5, Move Silently +9, Sense Motive +5, Spot +4, Tumble +9 [B]Feats:[/B] Agile, Dodge [sup]B[/sup] [B]Continent/Region:[/B] Janardûn [B]Environment:[/B] Cold or temperate forests and mountains [B]Organization:[/B] Solitary, crew (3–6), or corps (7–16) [B]Challenge Rating:[/B] 3 [B]Treasure:[/B] 50% coins, 50% goods, standard items [B]Alignment:[/B] Usually chaotic evil [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +4 [I]This tiny humanoid-like creature bursts out of nowhere. It dodges and weaves as it cackles at you menacingly. The creature seems to disappear and reappear at will, slashing with its tiny blade or hurling tiny rocks at your ankles and shins. The creature’s skin appears to be pitch black, while its eyes shine a sickly reddish-orange.[/I] Quicklings are nasty, temperamental tiny fey creatures that look like black-skinned brownies. They are found on the continent of Janardûn and are servants of the ogre mages of Janardûn. They hate all other types of fey creatures, as well as the shoyir elves native to the continent. It is believed that the quicklings were once good-hearted companions to the shoyir, but were cast out for some great act of treachery. Quicklings are the lowest in the hierarchy or power amongst the servant of the ogre mages, which annoys them to no end. They believe that they should be the ogre mages most valued followers, as they can go place the other races cannot. Some quicklings find favor from their masters and are blessed with special powers (add the Half-Fiend Template, MM pg. 147-148), but these quickling elite are few. Quicklings speak Sidhe and Sylvan, plus one other language (usually Giant). [B]Combat[/B] Quicklings tend to attack first, run away later. They aren’t powerful in a fight but use their special attacks and qualities to their best advantage. They will only enter combat under daylight conditions when their ogre mage masters order them to. If such orders come from other underling races, the quicklings tend to ignore them. Quicklings attack shoyir elves before all others, when any member of that race is present. [I]Evasion[/I] (Ex): If a quickling is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, the quickling takes no damage with a successful saving throw. [I]Hide in Plain Sight[/I] (Ex): In areas of dim light, tall grass, or heavy undergrowth, a quickling can make itself practically invisible. Under these conditions, a quickling can use its Hide skill even while being observed and without having anything to actually hide behind. [I]Light Sensitivity[/I] (Ex): Quicklings are dazzled in bright sunlight or within the radius of a [I]daylight[/I] spell. [I]Longstrider[/I] (Su): As a free action, a quickling can increase its Speed to 90 feet. The power is exactly like the [I]longstrider[/I] spell, as a 7th-level caster. [I]Uncanny Dodge[/I] (Ex): A quickling retains its Dexterity bonus to AC even if caught flat-footed or targeted by an unseen foe. However, the quickling still loses its Dexterity bonus to AC if paralyzed or otherwise immobile. [I]Spell-Like Abilities[/I]: A quickling can use any of the following, each once a day as a 7th-level caster: [I]confusion[/I] (DC 13), [I]darkness[/I], [I]daze[/I] (DC 9), [I]dimension door[/I], [I]protection from good[/I], [I]ventriloquism[/I] (DC 10). [B]Quickling Society[/B] The quicklings of Janardûn don’t have much of a society of their own. They live and breathe for their ogre mage masters. However, quicklings do form caste-like military groups that they call "crews". These groups are hierarchical in that not all crews are created equal, and the most powerful crews form "corps" of quicklings. Most crews have around 5 members while most quickling corps have around 15 members. The largest corps known to exist is a group of elite quicklings (i.e. half-fiends) that are said to number over 25 members, most of them rogue/assassins. [B]Quicklings as Characters[/B] Quicklings rarely take any other class besides rogue. When they do, it is often too take levels in wizard or spellthief. Quicklings almost always take levels in the assassin prestige class. [B]Quickling Traits[/B] Quickling characters possess the following racial traits. — -2 to Strength, +4 to Dexterity, +2 to Constitution, +2 to Intelligence, -2 to Charisma. — Tiny. A quickling has a +2 bonus to AC and attack rolls and a +8 bonus on Hide checks. A quickling uses smaller weapons than humans use, and his lifting and carrying limits are half of those of a medium-size character. — A quickling's base land speed is 80 feet. — Darkvision out to 80 feet. — [I]Special Attacks[/I] (see above): Spell-like abilities. — [I]Special Qualities[/I] (see above): Evasion, hide in plain sight, light sensitivity, longstrider, uncanny dodge. — +2 racial bonus on Listen and Spot checks. Quicklings use their Dexterity scores for Climb checks. — [I]Automatic Languages[/I]: Sidhe and Sylvan. [I]Bonus Languages[/I]: Giant and Goblin. — [I]Favored Class[/I]: Rogue. A multiclass quickling’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing. [/QUOTE]
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