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By: Arjan Wardekker and Jan-Willem van den Broek
Special thanks to: Jurri van Meerveld for the idea of concentration requiring flight. The game-mechanical setup of the "Krin as Characters" is inspired by the Spryte race in Arcana Unearthed.
Type: Fey
Difficulty: CR 1/2 or 1, LA +0 to +2
Game: Dungeons & Dragons (D&D)
| | Krin | Krin, Advanced |
| Tiny Fey | Tiny Fey |
| Hit Dice: | 1d6 (3 hp) | 2d6 (7 hp) |
| Initiative: | +2 (Dex) | +3 (Dex) |
| Speed: | 15 ft. (3 squares), fly 20 (average) | 15 ft. (3 squares), fly 30 ft. (good) |
| Armor Class: | 16 (+2 size, +2 Dex, +1 dodge, +1 leather) | 17 (+2 size, +3 Dex, +1 dodge, +1 leather) |
| Base Attack/Grapple: | +0/-10 | +1/-9 |
| Attack: | Rapier +4 melee (1d3-2/18-20), or shortbow +4 ranged (1d3-2/x3) | Rapier +6 melee (1d3-2/18-20), or shortbow +6 ranged (1d3-2/x3) |
| Full Attack: | Rapier +4 melee (1d3-2/18-20), or shortbow +4 ranged (1d3-2/x3) | Rapier +6 melee (1d3-2/18-20), or shortbow +6 ranged (1d3-2/x3) |
| Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. |
| Special Attacks: | Spell-like abilities | Spell-like abilities |
| Special Qualities: | Low-light vision | Low-light vision |
| Saves: | Fort +0, Ref +4, Will +0 | Fort +0, Ref +6, Will +1 |
| Abilities: | Str 6, Dex 15, Con 10, Int 11, Wis 10, Cha 11 | Str 6, Dex 16, Con 10, Int 11, Wis 10, Cha 11 |
| Skills: | Hide +13, Listen +1, Move Silently +5, Spot +1 | Hide +15, Listen +1, Move Silently +7, Spot +1 |
| Feats: | Weapon Finesse | Weapon Finesse |
| Climate/Terrain: | Temperate and warm forest | Temperate and warm forest |
| Organisation: | Gang (2-4), band (6-11), or tribe (20-80) | Gang (2-4), band (6-11), or tribe (20-80) |
| Challenge Rating: | 1/2 | 1 |
| Treasure: | No coins; 50% goods; 50% items | No coins; 50% goods; 50% items |
| Alignment: | Usually chaotic good | Usually chaotic good |
| Advancement: | 2 HD (Tiny) or by character class | By character class |
| Level Adjustment: | +1 (see below) | +2 (see below) |
Krin Sprites are light-hearted, curious and adventurous fey. They have little concern for personal wealth, but they do like to collect trinkets, gems, and useful mundane and magical equipment (part of which is kept in a communal hoard).
When encountered in the forest or on adventures, they usually wear clothing in colours suitable for camouflage, such as black, brown, and forest green. Among their tribesmen or in humanoid towns, many prefer colourful outfits in dubious colour combinations. Krin look like tiny Elves, but with longer, sharply pointed ears and gossamer wings (often shaped like those of a dragonfly). They stand 1 to 1-1/2 ft. tall.
Krin speak Sylvan and Common.
Combat
Krin prefer to attack from hiding and in ambushes, preferably from difficult to reach places such as trees. They use their spell-like abilities to avoid, lure, deceive, or trap opponents.
Speed: A Krin Sprite must concentrate to fly. While flying, he cannot perform any actions that require concentration, such as attacking or casting a spell. Actions during flight should only be possible if they are minor actions (e.g. free actions, drawing a weapon, etc.). Some feats, such as Flyby Attack, can only be used to their full potential if the Krin has taken the Confident Flight feat (see below). Should concentration be lost, the Krin will fall to the ground fluttering, as if affected by a Feather Fall spell. In order to regain flight, the Krin must succeed at a Reflex save and Concentration check, both DC 15. This is a full-round action that does not invoke attacks of opportunity. Retries can be made each round, until the Krin succeeds or reaches the ground.
Space/Reach: Krin are very quick and agile, and their wings allow them to make quick jumping attacks. Their space and reach is equal to that of Small and Medium creatures (5x5 ft. space and 5 ft. reach).
Skills: Krin Sprites do not receive the +2 to Spot, Listen, and Search that other Sprites have.
Krin
Spell-like Abilities: 1/day - Dancing Lights, Disguise Self, Ghost Sound, Mage Hand, and Silent Image. Caster level: 3, save DCs are Charisma based.
Krin, Advanced
Spell-like Abilities: 2/day - Dancing Lights, Disguise Self, Ghost Sound, Mage Hand, and Silent Image; 1/day - Entangle, Faerie Fire, Hide from Animals (self only), Pyrotechnics, and Ventriloquism. Caster level: 6, save DCs are Charisma based.
Krin as Characters
Krin Sprites can be played as a race (no level adjustment), with one or two racial levels. These can be applied at any point (if applied at all) and need not be the first level.
Base race:
Size: Tiny (+2 to AC and attack, +8 to hide checks, -8 to grapple/trip/disarm/etc. checks, tiny weapons/armor/equipment, half lift/carry capacity).
Type: Fey (grants low-light vision).
Speed: 15 ft. base land speed.
Armor Class: +1 dodge bonus to AC.
Space/Reach: 5x5 ft./5 ft. (as small/medium creatures; see above).
Abilities: -4 Str, +4 Dex.
Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
Racial levels:
Hit Die: 1d6.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Skills: Bluff (Cha), Craft (Int), Concentration (Con), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Hide (Dex), Listen (Wis), Move Silently (Dex), Perform (Cha), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis).
Level 1:
Speed: Fly 20 (average, requires concentration; see above).
Base Attack Bonus: +0.
Saves: Fort/Ref/Will +0/+2/+0.
Abilities: +1 Dex.
Spell-like Abilities: see 1 HD Krin above.
Level 2:
Speed: Fly 30 (good, requires concentration; see above).
Base Attack Bonus: +1.
Saves: Fort/Ref/Will increase to +0/+3/+1.
Abilities: +1 Dex.
Spell-like Abilities: see 2 HD Krin (Advanced Krin) above.
Racial Feats
Confident Flight [Krin racial feat]
Prerequisite: Krin, ECL 8 or higher.
Benefit: The Krin need no longer concentrate to fly. He now has a normal fly speed.
Normal: The Krin must concentrate to fly, which restricts the actions he can take.
Special: A Krin Fighter may select Confident Flight as one of his bonus feats.
Licensing:
This material is distributed under the Open Game License Version 1.0a (view a copy of the license). The following is designated as Product Identity, in accordance with Section 1(e) of the Open Game License, Version 1.0a: all names. All text in this document is designated as Open Game Content, except the previously claimed Product Identity.
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