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Polymorphing (wild shape) into a quickling
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<blockquote data-quote="Graf" data-source="post: 459563" data-attributes="member: 3087"><p>I konw there's some bad ass rules master hanging around who can tell at a glance whether I've made a mistake....</p><p>(Normally I'm low-key about this sort of thing, but it being a players main new abillity I'd like to make sure).</p><p></p><p>As incentive here's a copy of the monster from the link above:</p><p></p><p></p><p>**********************</p><p>QUICKLING</p><p> </p><p>Small Fey</p><p> </p><p>Hit Dice: 1d6 (3 hp)</p><p> </p><p>Initiative: +8 (Dex)</p><p> </p><p>Speed: 240 ft</p><p> </p><p>AC: 23 (+1 size, +8 Dex, +4 haste)</p><p> </p><p>Attacks: Dagger +9 melee</p><p> </p><p>Damage: Dagger 1d4-1</p><p> </p><p>Face/Reach: 5 ft by 5 ft/5 ft</p><p> </p><p>Special Attacks: Spell-like abilities, haste, special daggers</p><p> </p><p>Special Qualities: Natural invisibility, low-light vision</p><p> </p><p>Saves: Fort +0, Ref +10, Will +4</p><p> </p><p>Abilities: Str 8, Dex 27, Con 11, Int 15, Wis 15, Cha 14</p><p> </p><p>Skills: Animal Empathy +5, Bluff +6, Concentration +4, Craft (any one) +3, Escape Artist +12, Hide +16, Jump +12, Listen +6, Move Silently +12, Sense Motive +5, Spot +6, Wilderness Lore +6</p><p> </p><p>Feats: Dodge, Mobility, Spring Attack, Weapon Finesse (dagger)</p><p>Climate/Terrain: Temperate forest</p><p>Organization: Gang (2-4) or band (6-11)</p><p>Challenge Rating: 3</p><p>Treasure: No coins; 50% goods; 50% items</p><p>Alignment: Usually chaotic evil</p><p>Advancement: 2-3 HD (Small)</p><p> </p><p></p><p>COMBAT</p><p> Spell-Like Abilities: 1/day—dancing lights, daze, levitate, shatter, and ventriloquism. These abilities are as the spells cast by a 6th-level sorcerer (save DC 12 + spell level).</p><p> Haste (Su): A quickling is affected by a permanent haste spell. This grants the quickling one extra partial action, either before or after its regular action. It also grants the quickling a +4 bonus to its AC (already included in the statistics block). The quickling loses the +4 AC bonus anytime it would lose a dodge bonus. The quickling can jump one and one half times as far as normal.</p><p> This is an inherent bonus and cannot be dispelled or negated.</p><p> Natural Invisibility (Su): A quickling remains invisible (as the spell) even when it attacks. This ability is constant and the quickling can suppress or resume it as a free action.</p><p> Special Daggers (Ex): Quicklings sometimes employ special daggers that, in addition to dealing normal weapon damage, cause a creature struck to fall asleep.</p><p> Sleep: Any opponent struck by the dagger, regardless of Hit Dice, must succeed at a Fortitude save (DC 15) or be affected as though by a sleep spell cast by a 6th-level sorcerer.</p><p> Skills: Quicklings receive a +8 racial bonus to Jump checks.</p><p> Feats: Quicklings gain the Spring Attack feat as a bonus feat.</p><p> </p><p>The Quickling first appeared in the 1e MM II (Gary Gygax, 1983).</p></blockquote><p></p>
[QUOTE="Graf, post: 459563, member: 3087"] I konw there's some bad ass rules master hanging around who can tell at a glance whether I've made a mistake.... (Normally I'm low-key about this sort of thing, but it being a players main new abillity I'd like to make sure). As incentive here's a copy of the monster from the link above: ********************** QUICKLING Small Fey Hit Dice: 1d6 (3 hp) Initiative: +8 (Dex) Speed: 240 ft AC: 23 (+1 size, +8 Dex, +4 haste) Attacks: Dagger +9 melee Damage: Dagger 1d4-1 Face/Reach: 5 ft by 5 ft/5 ft Special Attacks: Spell-like abilities, haste, special daggers Special Qualities: Natural invisibility, low-light vision Saves: Fort +0, Ref +10, Will +4 Abilities: Str 8, Dex 27, Con 11, Int 15, Wis 15, Cha 14 Skills: Animal Empathy +5, Bluff +6, Concentration +4, Craft (any one) +3, Escape Artist +12, Hide +16, Jump +12, Listen +6, Move Silently +12, Sense Motive +5, Spot +6, Wilderness Lore +6 Feats: Dodge, Mobility, Spring Attack, Weapon Finesse (dagger) Climate/Terrain: Temperate forest Organization: Gang (2-4) or band (6-11) Challenge Rating: 3 Treasure: No coins; 50% goods; 50% items Alignment: Usually chaotic evil Advancement: 2-3 HD (Small) COMBAT Spell-Like Abilities: 1/day—dancing lights, daze, levitate, shatter, and ventriloquism. These abilities are as the spells cast by a 6th-level sorcerer (save DC 12 + spell level). Haste (Su): A quickling is affected by a permanent haste spell. This grants the quickling one extra partial action, either before or after its regular action. It also grants the quickling a +4 bonus to its AC (already included in the statistics block). The quickling loses the +4 AC bonus anytime it would lose a dodge bonus. The quickling can jump one and one half times as far as normal. This is an inherent bonus and cannot be dispelled or negated. Natural Invisibility (Su): A quickling remains invisible (as the spell) even when it attacks. This ability is constant and the quickling can suppress or resume it as a free action. Special Daggers (Ex): Quicklings sometimes employ special daggers that, in addition to dealing normal weapon damage, cause a creature struck to fall asleep. Sleep: Any opponent struck by the dagger, regardless of Hit Dice, must succeed at a Fortitude save (DC 15) or be affected as though by a sleep spell cast by a 6th-level sorcerer. Skills: Quicklings receive a +8 racial bonus to Jump checks. Feats: Quicklings gain the Spring Attack feat as a bonus feat. The Quickling first appeared in the 1e MM II (Gary Gygax, 1983). [/QUOTE]
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Polymorphing (wild shape) into a quickling
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