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Special Conversion Thread: Supernatural Familiars
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<blockquote data-quote="Shade" data-source="post: 5009050" data-attributes="member: 287"><p>I think so as well, but then noticed its attack modifier, even with WF, is still one worse than both the imp and quasit. So WF seems almost necessary.</p><p></p><p>Here's the next one...</p><p></p><p><strong>Lomendur, Quark</strong></p><p>MOVE: 9"/18” (MC:A)</p><p>HIT DICE: 2</p><p>NO. OF ATTACKS: 1</p><p>DAMAGE/ATTACK: By weapon type</p><p>INTELLIGENCE: Average</p><p>ALIGNMENT: Chaotic neutral</p><p>SIZE: S (2¼. tall)</p><p>LEVEL/X.P. VALUE: V/ 315 + 3/hp</p><p></p><p>Quarks hail from the ever-changing plane of Limbo. At the whim of themselves or their superiors, they come to the material plane, but natives of that plane may not recognize them readily because they change forms quite freely. Quarks use a limited version of the shapechange spell at will (as often as once per round), imitating any normal plant or animal of size S or smaller, down to the size of a housefly. They may also mimic natural, unrefined materials such as water, sand, or rock, taking the shape and size of an amount equal to their normal weight. As inanimate material, they have a sense of touch and can feel vibrations. In any other form, however, they only have the senses of the being they’re mimicking. When shapechanged, they gain all the powers of the new form except for mental and magical abilities, in which cases they retain their normal abilities.</p><p></p><p>Quarks cannot imitate creatures from non-material planes, such as undead or natives of the astral or ethereal planes. They also cannot assume the form of humans, “monsters” (fantastic or magical creatures), demi-humans, or humanoids. They can, however, imitate giant spiders or frogs that are size S or smaller. Anything the quark is wearing or carrying at the moment of transformation remains unchanged, dropping off or falling away as the change takes place. </p><p></p><p>In addition to the powers they share with other lomendur, quarks have the ability to cause confusion (as the druid spell, duration 2 rounds, saving throw applies) in one creature, by touch, once per day. Quarks can only be harmed by magical weapons or those made of obsidian. </p><p></p><p>Quarks acknowledge no rules, no conventions. They hate restraint and order, and they keep promises only if it pleases them to do so. For reasons unknown to mortals, it pleases some quarks to serve as familiars for chaotic masters. </p><p></p><p>Quarks look like tiny humans of slender build, with silvery skin and tangled, fuzzy hair that resembles a dandelion gone to seed. They have glittering, butterfly wings that change pattern and color daily or even hourly. Despite their strange appearance, they have a certain charm and beauty.</p></blockquote><p></p>
[QUOTE="Shade, post: 5009050, member: 287"] I think so as well, but then noticed its attack modifier, even with WF, is still one worse than both the imp and quasit. So WF seems almost necessary. Here's the next one... [B]Lomendur, Quark[/B] MOVE: 9"/18” (MC:A) HIT DICE: 2 NO. OF ATTACKS: 1 DAMAGE/ATTACK: By weapon type INTELLIGENCE: Average ALIGNMENT: Chaotic neutral SIZE: S (2¼. tall) LEVEL/X.P. VALUE: V/ 315 + 3/hp Quarks hail from the ever-changing plane of Limbo. At the whim of themselves or their superiors, they come to the material plane, but natives of that plane may not recognize them readily because they change forms quite freely. Quarks use a limited version of the shapechange spell at will (as often as once per round), imitating any normal plant or animal of size S or smaller, down to the size of a housefly. They may also mimic natural, unrefined materials such as water, sand, or rock, taking the shape and size of an amount equal to their normal weight. As inanimate material, they have a sense of touch and can feel vibrations. In any other form, however, they only have the senses of the being they’re mimicking. When shapechanged, they gain all the powers of the new form except for mental and magical abilities, in which cases they retain their normal abilities. Quarks cannot imitate creatures from non-material planes, such as undead or natives of the astral or ethereal planes. They also cannot assume the form of humans, “monsters” (fantastic or magical creatures), demi-humans, or humanoids. They can, however, imitate giant spiders or frogs that are size S or smaller. Anything the quark is wearing or carrying at the moment of transformation remains unchanged, dropping off or falling away as the change takes place. In addition to the powers they share with other lomendur, quarks have the ability to cause confusion (as the druid spell, duration 2 rounds, saving throw applies) in one creature, by touch, once per day. Quarks can only be harmed by magical weapons or those made of obsidian. Quarks acknowledge no rules, no conventions. They hate restraint and order, and they keep promises only if it pleases them to do so. For reasons unknown to mortals, it pleases some quarks to serve as familiars for chaotic masters. Quarks look like tiny humans of slender build, with silvery skin and tangled, fuzzy hair that resembles a dandelion gone to seed. They have glittering, butterfly wings that change pattern and color daily or even hourly. Despite their strange appearance, they have a certain charm and beauty. [/QUOTE]
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