Sharner Kobold Sharner Kobold

 

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Tiefling, Impkin/Quasling

Small Outsider (Native)

1st-level Warrior

Hit Dice: 1d8+1 (7 hp)

Initiative: +2 (Dex)

Speed: 20 ft. (4 sq.)

AC: 17 (+4 masterwork chainshirt, +1 buckler, +2 Dex, +1 size), touch 13, flat-footed 16

Base Attack/Grapple: +1/-4

Attack: Shortsword +4 melee (1d4/19-20) or light crossbow +4 ranged (1d6 /19-20)

Full Attack: Shortsword +4 melee (1d4/19-20) or light crossbow +4 ranged (1d6 /19-20)

Special Attacks: Spell-like abilities

Special Qualities: Darkvision 60 ft., immunity to poison, resistance to fire 5

Space/Reach: 5 ft./ 5 ft.

Saves: Fort +2, Ref +0, Will +0

Abilities: Str 11, Dex 15, Con 12, Int 10, Wis 9, Cha 8

Skills: Hide +7, Move Silently +5, Sense Motive +4, Spellcraft +4

Feats: Weapon Finesse


Climate/Terrain: Temperate plains and underground

Organization: Solitary

Challenge Rating: 1/2

Treasure: Standard

Alignment: Usually evil (any)

Advancement: By character class

Level Adjustment: +2

 

This reddish-skinned being resembles gnome, but it has a faintly disturbing demeanor about it and a wicked gleam in its eyes. Short horns sprout from its forehead, and its teeth appear pointed.

 

Impkin and quaslings are tieflings of imp respectively quasit descent. Although small it isn’t necessarily true that their mortal bloodline needs to descent from small humanoids, but these speculations are better left for experts.

In behavior impkin and quaslings strongly resemble other tieflings but most rely even more to fast-talk and diplomatic abilities for both tend to be al little bit more charismatic than other tieflings.

The usual niches in society an impkin or quasling can be found in is as a political advisor to someone in a position of power or as a trader in magic – maybe even some kind of sage.

Also similar to other tieflings rare are two impkin or quaslings who look alike but their fiendish attributes are more limited. Only features that are to be found in imps or quasits, like reddish or greenish scaly skin patches, claws or spines, spiked tails and so on, are reflected in either.

Both inmpkin and quaslings speak Common.

Combat

First of all, an impkin as well as a quasling will avoid combat whenever possible, trying to talk its skin out of trouble if it can or fleeing if it must. Its spell-like abilities very much help it to find an escape.

Spell-like abilities: 3/day- daze (DC 9); 1/day – invisibility (self only). Caster level 1st or as the nuisance’s class level, whichever is higher.

Skills: Impkin and quaslings gain a +2 racial bonus on Sense Motive and Spellcraft checks.

 

The impkin/quasling warrior presented here had the following ability scores before adding racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8

Impkin or quaslings as Characters

Impkin and quasling characters possess the following racial traits.

  • -2 Strength, +4 Dexterity
  • Small size.
  • Impkin and quasling base land speed is 30 ft.
  • Darkvision out to 60 ft.
  • Racial Skills: Impkin and quaslings gain a +2 racial bonus on Sense Motive and Spellcraft checks.
  • Special Attacks (see above): Spell-like abilities
  • Special Qualities (see above): Immune to poison, resistance to fire 5
  • Automatic Languages: Common; Bonus languages: Abyssal, Draconic, Infernal
  • Favored Class: Rogue
  • Level Adjustment: +2

© 2009 by Bruder Grimm