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Wednesday 20 March 2019

Quators - Tenderfoot Halflings

In the Spirelands, many nations and cities rise and fall, and empires that once stood strong for a hundreds of years are now forgotten. One of the few exceptions to this, is Hegemony, a nation state that was made up of Phaetox and Minotaurs, seeking a stable lawful state a chaotic land. It rose to prominence, as the city became a haven for many outcasts who were looking for a place to call home. But it was a group of Tenderfeet (halflings) that came to lead the city in defenses that many still recall.  While weak individually, they excelled in hit and run tactics in small groups. They remain fiercely loyal to the ideals and to the city itself.

The phaetox and minotaurs still reside in the city and keep their vows yet while some still believe in the lofty goals their collective loyalty often lie elsewhere. The Quators still believe in the nation and maintain the continual defense of the cities. The reside in the orange grasslands that surround the city, as there are a dozen villages of less than a hundred halfling inhabitants.

Quatorian (Tenderfoot Halfling)
Small fey, chaotic good

Armor Class 17
Hit Points 51 (7d8 + 7)
Speed 20 ft., swim 20 ft.

STR 9 (+0)
DEX 19 (+4)
CON 13 (+1)
INT 10 (+0)
WIS 15 (+2)
CHA 13 (+1)

Skills Stealth +8, Acrobatics +5, Animal Handling +5, Knowledge (Nature) +5, Perception +5; either Persuasion +6 or Survival +6
Condition Immune to Perception & Identification Spells
Senses passive Perception 15
Languages Common, Sylvan
Challenge 3 (700 XP)

Invisibility: When not wearing medium or heavier armor, and more than 40 feet from an opponent, they gain +10 to their stealth checks

Blasting Arrows: When with 5 or more other Quatorian Halflings shooting missile weapons at the same, at the same victim, they gain +1  in damage for each arrow that hits. Must be lead by a 6HD or higher leader.

ACTIONS
Multiattack. The Quatorian makes two attacks with their dagger or sling.

Trip or Disarm: A Quatorian gains +4 on attempts to either trip a medium sized or disarm them.
Every Quatorian must specialize in one of these  specialized attack routines.

Defensive Bonus Quatorian's gain +6 (instead of the standard +4 bonus) to avoid being tripped


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