This is the basic citizen of Candyland, small sized fey humanoids that excel in empathy. They are usually farmers or crafters, and most reside in small towns along the Golden Brickway, the usual road taken in Candyland to get to anywhere.
Munchkin CR 1
NG Small Sized Humanoid
Init +1; Senses darkvision 30 ft., low-light vision; Perception +1
DEFENSE
AC 13 (+1 size, +1 Dex, +1 natural), touch 12, flat-footed 12
HP 3 (1d6+0)
Fort +1, Ref +2, Will +1
OFFENSE
Speed 20 ft.
Melee +0 Small Hammer or Tool (1d3)
Space 5 ft.; Reach 5 ft.
Special Quality: Fey empathy
STATISTICS
Str 7, Dex 12, Con 10, Int 8, Wis 9, Cha 11
Base Atk -1; CMB -3; CMD 8
Feats Grouping
Skills +1 Diplomacy, +1 Perception, +1 Craft (Any), +2 Knowledge (Candyland), +1 Sense Motive, +5 Stealth
Environment Candyland
Organization solitary or gang (7–12)
Treasure none
Fey Empathy: Able to get simple base emotions from fey creatures. With this, they gain +4 bonus on social skills (Bluff, Diplomacy, Intimidate, Perform, Sense Motive) interacting with that fey. If they gain levels, they gain this simple empathy from animals, plants and humanoid types.
New Feat: Grouping: Munchkin are a collective, they tend to do everything in groups. They gain +1 for every two other munchkin completing a task. They can have up to 10 others (+5) for simple tasks, and up to 20 other munchkin (+10) if they have a Munchkin of 4 HD or higher leading their actions. They can perform this as long as half of the members haven't done this with the same team.
It is unknown if the Munchkin were the first natural inhabitants of Candyland or not, but they have been here for so long they treat it like home. Short, plump with pointy ears, they are often mistaken for halflings. They are very hard workers, they do not always excel in everything but they put an effort in everything they do. Most reside in the small towns that dot Candyland's Golden Brickway. They usually do not form governments, however they will sometimes adhere to the rule of powerful magical spell-casters (like wizards) who reside in the area.
Munchkin are generally well disposed of with each other and with the citizenry of Candyland. They communicate before they do tasks, as they are always better with explicit instructions then vague ones. They work very well in small teams, and virtually every group of them seems to have a bard among them so they can sing along to do their daily tasks in near perfect pitch.
They are extremely passive and highly unlikely to cause a social disturbance. In times of trouble, they tend to hide or just not get involved unless there is a champion (usually from the outside.) Because of their empathy skills, they can usually avoid bad interactions with most creatures except of course for evil creatures that are outside their skill set.
HD Advancement
2 HD Gain +9 skills, Gain +2 to any ability score, feat, +1 on natural AC, Gain Animal Empathy
3 HD Gain +9 skills, Gain +2 to any two ability scores, +2 on natural AC, Gain Plant Empathy
4 HD Gain +9 skills, Gain +2 to any 3 ability scores,+3 on natural AC, feat Gain Humanoid Empathy
While it is rare, Munchkin Above 4 HD gain standard classes. Bard, Druid, Ranger, Rogue and Sorcerer are the most common choices. Strangely, they are not limited, they can follow any path they qualify for.
A gaming blog devoted to my personal gaming world called Nyssa. Using a hash of Pathfinder, OSR, 3.5 DnD where I create things. Focused on gaming monsters or other things you can use behind the scenes.
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Monday, 22 February 2016
Sunday, 21 February 2016
Pinocchio (Candyland)
A Candyland resident brought in to act as replacement children. Normally these reside with human or elf residents, acting as a servant and helping in mundane tasks. They often go out at night-time looking for some fun, this is when they get into trouble or find mates to adventure with.
Pinocchio CR 3
N (G) Medium construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 16, touch 13, flat-footed 13 (+2 Dex, +3 natural)
HP 36 (3d10+20)
Fort +1, Ref +4, Will +0
Construct traits, hardness 1; Resist electricity 5, Cold 5
Weaknesses vulnerable to critical hits
OFFENSE
Speed 30 ft.
Melee 1 Hammer +6 (1d6)
Range 1 Slingshot +6 (1d4)
STATISTICS
Str 11, Dex 17, Con 10*, Int 10, Wis 8, Cha 13
Base Atk +6; CMB +3; CMD 16
Feats Weapon Finesse, Improved Initiative, Iron Will - B
Skills Climb +3, Disguise +3 (+11 to appear human), Disable device +3, Perception +2, Profession (Farming, Fishing, Carving, etc) +5
Languages Common
Advancement: Above 3 HD they gain class levels, most tend to gain rogue levels.
SPECIAL ABILITIES
Spell Affinity: Unlike most constructs, human spells (charm, healing, etc) work normally on a Pinochio. They are healed by construct spells as well.
Human Appearance (Ex) Designed to fit the role of a human child, a pinocchio appears identical to one when 30 feet or more away. They gain +8 bonus on Disguise checks to appear human (but not to impersonate a specific human).
Vulnerable to critical hits - Despite being constructs, they are vulnerable to critical hits, although they cannot bleed
These were originally made by an famous wood-carver for parents who lost their children due to a curse. Most were loved and cared for for many years, but they were eventually put-aside as a new generation of human children were being born and they were no loner needed. A fey bard cast a spell to bring these marionettes to Candyland, and in doing so the magic of the realm brought them to life. Since this point, many have been adopted both to help in doing chores and care for children or other simple tasks. They are unaging but prone to being broken due to injury - this is how many become so brittle they are unable to continue in their tasks.
Most Pinocchios are happy to live their lives in a semi-human, existence. A few try to become more, to become fully human or to lose their humanity and to fully embrace their construct nature. Some skip out at night to go on fun adventures, and a few become embroiled in wild adventurers, on either side of the conflict - they generally don't care as long as they are having fun.
Individual Pinocchios are of any alignment, most tend towards good, but with the wrong influences, some will head in an evil direction, looking for wealth or to inflict cruelty for their own self above all else.
*Constructs on Nyssa gain 10 on their constitution scores. they do not gain benefits or hindrances from this ability score. As a general rule, this is a fixed number that does not change and they cannot lose hit points or be drained.
Pinocchio CR 3
N (G) Medium construct
Init +7; Senses darkvision 60 ft., low-light vision; Perception +2
DEFENSE
AC 16, touch 13, flat-footed 13 (+2 Dex, +3 natural)
HP 36 (3d10+20)
Fort +1, Ref +4, Will +0
Construct traits, hardness 1; Resist electricity 5, Cold 5
Weaknesses vulnerable to critical hits
OFFENSE
Speed 30 ft.
Melee 1 Hammer +6 (1d6)
Range 1 Slingshot +6 (1d4)
STATISTICS
Str 11, Dex 17, Con 10*, Int 10, Wis 8, Cha 13
Base Atk +6; CMB +3; CMD 16
Feats Weapon Finesse, Improved Initiative, Iron Will - B
Skills Climb +3, Disguise +3 (+11 to appear human), Disable device +3, Perception +2, Profession (Farming, Fishing, Carving, etc) +5
Languages Common
Advancement: Above 3 HD they gain class levels, most tend to gain rogue levels.
Spell Affinity: Unlike most constructs, human spells (charm, healing, etc) work normally on a Pinochio. They are healed by construct spells as well.
Human Appearance (Ex) Designed to fit the role of a human child, a pinocchio appears identical to one when 30 feet or more away. They gain +8 bonus on Disguise checks to appear human (but not to impersonate a specific human).
Vulnerable to critical hits - Despite being constructs, they are vulnerable to critical hits, although they cannot bleed
These were originally made by an famous wood-carver for parents who lost their children due to a curse. Most were loved and cared for for many years, but they were eventually put-aside as a new generation of human children were being born and they were no loner needed. A fey bard cast a spell to bring these marionettes to Candyland, and in doing so the magic of the realm brought them to life. Since this point, many have been adopted both to help in doing chores and care for children or other simple tasks. They are unaging but prone to being broken due to injury - this is how many become so brittle they are unable to continue in their tasks.
Most Pinocchios are happy to live their lives in a semi-human, existence. A few try to become more, to become fully human or to lose their humanity and to fully embrace their construct nature. Some skip out at night to go on fun adventures, and a few become embroiled in wild adventurers, on either side of the conflict - they generally don't care as long as they are having fun.
Individual Pinocchios are of any alignment, most tend towards good, but with the wrong influences, some will head in an evil direction, looking for wealth or to inflict cruelty for their own self above all else.
*Constructs on Nyssa gain 10 on their constitution scores. they do not gain benefits or hindrances from this ability score. As a general rule, this is a fixed number that does not change and they cannot lose hit points or be drained.
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