04-25-2019, 07:31 AM | #1 |
Join Date: Aug 2004
Location: Pacheco, California
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Imp
Imps are often called "small flying goblins", which annoys both imps and goblins. Smaller than halflings, these tiny winged nimble green humanoids are at a -2 to be hit on the ground, -6 while flying (-2 for small and evasive plus the standard -4 for flight). Like goblins they always keep their word, but an imp must roll 4/IQ in order to give a straightforwards promise without a twist and must roll 3/IQ to avoid devising some elaborate prank against people they feel have slighted them. Hence the general -2 reaction against any imp that isn't well know to the character. Imps do not use weapons or learn the Unarmed Combat skills, but all imps are wizards. Most learn the staff spells and cast these without physical focus so they have the occult strike and mana stat, without the mundane instrument. They are therefore unable to select the defend option, but while flying their dodge is effective against wielded attacks. Imps roll two less dice on health saving throws against poisons and other hazards, but take full damage when they fail these rolls. An Imp character starts with ST 4 DX 12 IQ 12 MA 4/12. They advance attributes with XP as if their ST is twice it's actual value. (I.e. adding the first point in DX or IQ would cost the same as a human advancing total attributes from 32 to 33, while adding the first point to ST would cost the same as a human advancing from 32 to 33 and then to 34.)
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-HJC Last edited by hcobb; 04-25-2019 at 07:37 AM. |
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