Quickling

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Another vote for involving the Queen of Air and Darkness. I'm not sure I'd say that they all serve her, though. Quicklings are CE, after all.

Demiurge out.
 


It's about time I got to work on these fellows. :)

For one thing, they had an AC of -3 in AD&D, which corresponds roughly to AC 23 now. with the size and haste bonuses, they start off with an AC of 17. to get them up to AC 23, their Dex would need to be at least 22.


MM2 said:
Leaders will be 75% likely to have a poison which causes victims to fall into a drugged slumber unless a saving throw vs. poison is successfully made after each hit from these creatures' daggers.

MC5 said:
Quickling leaders (see "Habitat/Society") are 75% likely to employ poisoned blades that cause unconsciousness if the victim fails a saving throw vs. poison (must be rolled after each hit).

We can use this to emulate the arrows that pixies fire, or use something else altogether.


MM2 said:
All quicklings are able to use the following spell-like powers once per day, 1 at a time, at will: ventriloquism, forget, levitate, shatter, dig, and fire charm.

MC5 said:
Once per day they may invoke the following powers: ventriloquism forget, levitate, shatter, dig, and fire charm.

Levitate, shatter, and ventriloquism still exist in 3E. Forget (2nd level spell) could possibly replaced by modify memory. Dig (4th level) could be replaced with move earth, though that's a 6th level spell. Fire charm (4th level) would need some other replacement.

We can also compare the SLAs that pixies had in AD&D, and compare to what they have now for other ideas.


MM2 They are 90% likely to be visible when moving said:
MC5 said:
Quicklings are 100% invisible when not moving; when moving they are 90% invisible. In areas that enable them to rapidly move from cover to cover, like a forest or boulder-strewn field, they can use their speed to make their chance of invisibility 100%.

We could give them Greater Invisibility like a pixie, or not as Conaill suggested above. if they aren't truly invisible, then they should have very high Hide checks.


MM2 said:
Thus, their speed and dexterity (18) allow them to save against all attack forms as if they were 19th-level clerics.

MC5 said:
If they are ever forced to roll a saving throw to avoid damage due to a hostile action, they may do so as if they were 19th level priests.

Should we give them some sort of a saving throw bonus to reflect any of this?


MM2 said:
It is impossible to surprise a quickling.

Didn't see that one in any of the 2E sources...
 

Aspect of BOZ said:
It's about time I got to work on these fellows. :)

For one thing, they had an AC of -3 in AD&D, which corresponds roughly to AC 23 now. with the size and haste bonuses, they start off with an AC of 17. to get them up to AC 23, their Dex would need to be at least 22.

I'd say at least 22 Dex.

Aspect of BOZ said:
We can use this to emulate the arrows that pixies fire, or use something else altogether.

The pixie arrows might be close enough.

Aspect of BOZ said:
Levitate, shatter, and ventriloquism still exist in 3E. Forget (2nd level spell) could possibly replaced by modify memory. Dig (4th level) could be replaced with move earth, though that's a 6th level spell. Fire charm (4th level) would need some other replacement.

I'd ditch dig, as I don't see why they'd need it. Same goes for fire charm. Forget could probably be dropped altogether too.

Aspect of BOZ said:
We can also compare the SLAs that pixies had in AD&D, and compare to what they have now for other ideas.

Good call.

Aspect of BOZ said:
We could give them Greater Invisibility like a pixie, or not as Conaill suggested above. if they aren't truly invisible, then they should have very high Hide checks.

I think Conaill had a good point, so the super duper Hide bonus might make more sense, coupled with the concealment ideas bandied about above.

Aspect of BOZ said:
Should we give them some sort of a saving throw bonus to reflect any of this?

I think improved evasion covers it nicely.


Aspect of BOZ said:
Didn't see that one in any of the 2E sources...

A really high initiative and Alertness as a bonus feat would emulate this.
 

just for reference, here are those spells from the 2E PHB:

Forget
(Enchantment/Charm)

Range: 30 yds. Components: V, S
Duration: Permanent Casting Time: 2
Area of Effect: 1-4 creatures Saving Throw: Neg.
in a 20-ft. cube

By means of this spell, the spellcaster causes creatures within the area of effect to forget the events of the previous round (the one minute of time previous to the utterance of the spell). For every three levels of experience of the spellcaster, another minute of past time is forgotten. This does not negate charm, suggestion, geas, quest, or similar spells, but it is possible that the being who placed such magic upon the recipient could be forgotten. From one to four creatures can be affected, at the discretion of the caster. If only one is to be affected, the recipient saves vs. spell with a -2 penalty; if two, they save with -1 penalties; if three or four are to be affected, they save normally. All saving throws are adjusted by Wisdom. A priest's heal or restoration spell, if specially cast for this purpose, will restore the lost memories, as will a limited wish or wish, but no other means will do so.



Dig
(Evocation)

Range: 30 yds. Components: V, S, M
Duration: 1 rd./level Casting Time: 4
Area of Effect: 5-ft. cube/level Saving Throw: Special

A dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round (i.e., a cubic hole 5 feet on a side). In later rounds the caster can expand an existing hole or start a new one. The material thrown from the excavation scatters evenly around the pit. If the wizard continues downward past 20 feet in earth, there is a 15% chance that the pit collapses. This check is made for every 5 feet dug beyond 20 feet. Sand tends to collapse after 10 feet, mud fills in and collapses after 5 feet, and quicksand fills in as rapidly as it is dug.
Any creature at the edge (within 1 foot) of a pit must roll a successful Dexterity check or fall into the hole. Creatures moving rapidly toward a pit dug immediately before them must roll a saving throw vs. spell to avoid falling in. Any creature in a pit being excavated can climb out at a rate decided by the DM. A creature caught in a collapsing pit must roll a saving throw vs. death to avoid being buried; it escapes the pit if successful. Tunneling is possible with this spell as long as there is space available for the material removed. Chances for collapse are doubled and the safe tunneling distance is half of the safe excavation depth, unless such construction is most carefully braced and supported.
The spell is also effective against creatures of earth and rock, particularly clay golems and those from the Elemental Plane of Earth. When cast upon such a creature, it suffers 4d6 points of damage. A successful saving throw vs. spell reduces this damage to half.
To activate the spell, the spellcaster needs a miniature shovel and tiny bucket and must continue to hold them while each pit is excavated. These items disappear at the conclusion of the spell.


Fire Charm
(Enchantment/Charm)

Range: 10 yds. Components: V, S, M
Duration: 2 rds./level Casting Time: 4
Area of Effect: 15-ft. radius Saving Throw: Neg.

By means of this spell the wizard causes a normal fire source, such as a brazier, flambeau, or bonfire, to serve as a magical agent, for from this source he causes a gossamer veil of multihued flame to encircle the fire at a distance of 5 feet. Any creatures observing the fire or the dancing circle of flame around it must successfully roll a saving throw vs. spell or be charmed into remaining motionless and gazing, transfixed, at the flames. While so charmed, creatures are subject to suggestions of 12 or fewer words, saving vs. spell with a -3 penalty, adjusted for Wisdom. The caster can give one such suggestion to each creature, and the suggestions need not be the same. The maximum duration for such a suggestion is one hour, regardless of the caster's level.
The fire charm is broken if the charmed creature is physically attacked, if a solid object comes between the creature and the veil of flames so as to obstruct vision, or when the duration of the spell expires. Those exposed to the fire charm again may be affected at the DM's option, although bonuses may also be allowed to the saving throws. Note that the veil of flame is not a magical fire, and passing through it incurs the same damage as would be sustained from passing through its original fire source.
The material component for this spell is a small piece of multicolored silk of exceptional thinness that the spellcaster must throw into the fire source.
 

Hypnotic pattern or mass suggestion seem like decent 3.x analogues to fire charm. Ditto modify memory for forget. I'd be alright with dropping them altogether, along with dig, as per Shade's suggestion. If we did include modify memory and hypnotic pattern or mass suggestion, it should be limited to 1/day. Those are awfully powerful abilities, after all.

I like the Hide bonuses + concealment for the quickling. Hide in Plain Sight + doesn't take penalties for using Hide at full speed?

As for the 19th level priest saves and the never surprised, I'd say that improved evasion and uncanny dodge covers that nicely.

Demiurge out.
 

Definitely drop Dig. I love Forget and Fire Charm - very fey-like! I think Hypnotic Pattern is fine as-is for Fire Charm.

Could we modify (heh) Modify Memory to tone it down a bit? If we restrict it to only the first option (eliminate all memory of an event), and to only the previous 5 minutes, that gets pretty close. Nots sure how we should write this though - should we make a new 3.5 Forget spell ("This spell functions like Modify Memory, except that it erases as many as 5 minutes of the subjects most recent memories.")?
 

if we can't do much about forget/modify memory that would balance well, we could subtitute another 2nd-level enchantment spell.

i agree that dig doesn't seem particularly appropriate to the creature, and it should probably be dropped and not replaced.

i suggested earlier comparing 1E pixies to 3.5 pixies and see what they had, so we can make a better evaulation of what a 3.5 quickling should have. 1e pixie could polymorph self at will, create illusion (audio & visual) 1/day, know alignment, permanent confusion by touch, 1/day dispel magic, 1/day ESP, and 10% cast Otto's irresistible dance. a 3.5 pixie casts 1/day: lesser confusion, dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts, dispel magic, entangle, permanent image (visual and auditory elements only), polymorph (self only), and one in ten Otto's I.D.

so not all that different, just toned down the confusion, switched the four detections for know alignment, and gave them dancing lights and entangle.

for comparison, our already existing CC version of them (on which the ToH quickling was based) gave them dancing lights and daze besides the three obvious spells which are still in 3.5.
 

Lesser confusion and hypnotic pattern seem like suitable replacements for those spell-like abilities.
 

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