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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 5405680" data-attributes="member: 2795"><p><strong>Quickling</strong></p><p></p><p><span style="color: limegreen">These small, slender, extremely fast-moving creatures are said to be a race of brownies who dabbled in magic and mysteries better left alone. Thus, legend relates, the little folk were changed into evil creatures of great maliciousness towards humans, demihumans, and other little people. They dwell in dark woodlands and wild, evil areas.</span></p><p><span style="color: limegreen"></span></p><p><span style="color: limegreen">Quicklings speak several languages, although at a high pitch and too quickly to be easily understood. The quickling race is short-lived because of their accelerated rate of motion. Mature at about 1 or 2 years of age, quicklings die between 12 and 15 years of age.</span></p><p></p><p>[sblock=Quickling]</p><p><strong>CR</strong> 2; <strong>XP</strong> 600 </p><p>CE Small fey </p><p><strong>Init</strong> +8; <strong>Senses</strong> low-light vision; Perception +1</p><p></p><p>DEFENSE </p><p><strong>AC</strong> 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge); Mobility</p><p><strong>hp</strong> 11 (2d6+4) </p><p><strong>Fort</strong> +2, <strong>Ref</strong> +7, <strong>Will</strong> +4; +8 racial bonus vs. spells and spell-like abilities</p><p><strong>DR</strong> 3/cold iron</p><p></p><p>OFFENSE </p><p><strong>Speed</strong> 80 ft. </p><p><strong>Melee</strong> dagger +6 (1d3-1/19-20), or</p><p><strong>Ranged</strong> dart +6 (1d3-1, 20 ft. range increment)</p><p><strong>Special Attacks</strong> really fast</p><p><strong>Spell-Like Abilities (CL 3rd)</strong></p><p>At will - <em>animal trance</em> (DC 13), <em>daze monster</em> (DC 13), <em>levitate, shatter</em> (DC 13), <em>soften earth and stone, ventriloquism</em> (DC 12)</p><p></p><p>STATISTICS </p><p><strong>Str</strong> 8, <strong>Dex</strong> 18, <strong>Con</strong> 14, <strong>Int</strong> 15, <strong>Wis</strong> 12, <strong>Cha</strong> 13</p><p><strong>Base Atk</strong> +1; <strong>CMB</strong> -1; <strong>CMD</strong> 14 </p><p><strong>Feats</strong> Dodge (B), Improved Initiative (B), Mobility (B), Weapon Finesse</p><p><strong>Skills</strong> Acrobatics +9 (+29 when jumping), Bluff +6, Escape Artist +9, Knowledge (nature) +7, Perception +6, Sleight of Hand +9, Stealth +13, Use Magic Device +6</p><p><strong>Languages</strong> Aklo, Common, Sylvan </p><p><strong>SQ</strong> magic resistance, natural invisibility, quicker than the eye</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Magic Resistance (Su):</strong> Quicklings are notoriously difficult to affect with spells and spell-like abilities. They enjoy a +8 racial bonus on saving throws against such effects.</p><p></p><p><strong>Natural Invisibility (Su):</strong> When taking no more than a 5-foot step in natural terrain, a quickling enjoys <em>invisibility</em> (as the spell).</p><p></p><p><strong>Quicker Than the Eye (Su):</strong> When moving, a quickling appears to be little more than a blur. Foes suffer a 20% miss chance to strike a quickling any round that is moves more than a 5-foot step.</p><p></p><p><strong>Really Fast (Su):</strong> A quickling can take an extra standard or move action each round, even when surprised.</p><p></p><p>ECOLOGY</p><p><strong>Environment</strong> any forest</p><p><strong>Organization</strong> solitary, pair, or group (4-16 plus 1 1st-level quickling or 1 3rd-level quickling and 2 2nd-level quicklings if 11+)</p><p><strong>Treasure</strong> standard[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5405680, member: 2795"] [b]Quickling[/b] [color=limegreen]These small, slender, extremely fast-moving creatures are said to be a race of brownies who dabbled in magic and mysteries better left alone. Thus, legend relates, the little folk were changed into evil creatures of great maliciousness towards humans, demihumans, and other little people. They dwell in dark woodlands and wild, evil areas. Quicklings speak several languages, although at a high pitch and too quickly to be easily understood. The quickling race is short-lived because of their accelerated rate of motion. Mature at about 1 or 2 years of age, quicklings die between 12 and 15 years of age.[/color] [sblock=Quickling] [b]CR[/b] 2; [b]XP[/b] 600 CE Small fey [b]Init[/b] +8; [b]Senses[/b] low-light vision; Perception +1 DEFENSE [b]AC[/b] 15, touch 15, flat-footed 10 (+4 Dex, +1 dodge); Mobility [b]hp[/b] 11 (2d6+4) [b]Fort[/b] +2, [b]Ref[/b] +7, [b]Will[/b] +4; +8 racial bonus vs. spells and spell-like abilities [b]DR[/b] 3/cold iron OFFENSE [b]Speed[/b] 80 ft. [b]Melee[/b] dagger +6 (1d3-1/19-20), or [b]Ranged[/b] dart +6 (1d3-1, 20 ft. range increment) [b]Special Attacks[/b] really fast [b]Spell-Like Abilities (CL 3rd)[/b] At will - [i]animal trance[/i] (DC 13), [i]daze monster[/i] (DC 13), [i]levitate, shatter[/i] (DC 13), [i]soften earth and stone, ventriloquism[/i] (DC 12) STATISTICS [b]Str[/b] 8, [b]Dex[/b] 18, [b]Con[/b] 14, [b]Int[/b] 15, [b]Wis[/b] 12, [b]Cha[/b] 13 [b]Base Atk[/b] +1; [b]CMB[/b] -1; [b]CMD[/b] 14 [b]Feats[/b] Dodge (B), Improved Initiative (B), Mobility (B), Weapon Finesse [b]Skills[/b] Acrobatics +9 (+29 when jumping), Bluff +6, Escape Artist +9, Knowledge (nature) +7, Perception +6, Sleight of Hand +9, Stealth +13, Use Magic Device +6 [b]Languages[/b] Aklo, Common, Sylvan [b]SQ[/b] magic resistance, natural invisibility, quicker than the eye SPECIAL ABILITIES [b]Magic Resistance (Su):[/b] Quicklings are notoriously difficult to affect with spells and spell-like abilities. They enjoy a +8 racial bonus on saving throws against such effects. [b]Natural Invisibility (Su):[/b] When taking no more than a 5-foot step in natural terrain, a quickling enjoys [i]invisibility[/i] (as the spell). [b]Quicker Than the Eye (Su):[/b] When moving, a quickling appears to be little more than a blur. Foes suffer a 20% miss chance to strike a quickling any round that is moves more than a 5-foot step. [b]Really Fast (Su):[/b] A quickling can take an extra standard or move action each round, even when surprised. ECOLOGY [b]Environment[/b] any forest [b]Organization[/b] solitary, pair, or group (4-16 plus 1 1st-level quickling or 1 3rd-level quickling and 2 2nd-level quicklings if 11+) [b]Treasure[/b] standard[/sblock] [/QUOTE]
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