Quicklings

Quicklings are a race of small and malevolent feyfolk, cousins of the more friendly and reclusive brownies, sprites, and pixies of the forest realms. Intelligent and cunning, quicklings are constantly devising plans to gain victory over their enemies, often playing nasty tricks and causing as much mischief as possible among adventurers in attempts to drive them from their lands. Since quicklings tend to stay hidden from strangers, this has resulted in their being considered nothing more than a myth. Of course, those who have fell prey to these vicious little creatures would say otherwise.

Physical Qualities: Quicklings are a tiny race of feyfolk with lithe athletic physiques that stand just over 2 to 2–1/2 feet tall and weigh 15 pounds. They have chiseled facial features, large pointed ears, pale blue-white skin, silver or white hair, and a range of eye colors, with violet and amber being the rarest. Quicklings favor extravagant clothing, such as silver-buttoned vests, silk capes, and velvet leggings of black silver, or other bright colors. However, they abhor armor since it hinders their movement and agility. Quicklings mature very quickly. They reach adulthood at one year old, and age at nearly ten times the rate of humans. Most quicklings do not live beyond the age of nine, with the eldest members of the race living to be 12 years of age.

Society: Quicklings prefer to make their homes in deep, lightless forests, and gather in extended family units. These families are always lead by the most powerful member of their family. They live in hidden burrows located beneath the roots of mighty trees, such as ancient oaks, great furs, or massive redwoods. These burrows are often situated near groves containing a variety of berry bushes and shrubs. It is these berries which they use to concoct their potent berry wines. The groves are always well tended and lush in appearance, for, despite their malicious character they are true fey creatures, fiercely protecting the natural environment within their keeping.

Relations: As feyfolk, quicklings live in harmony with the natural world, despite being corrupted by dark powers. Thus, they get along well with animals, and other feyfolk like themselves, such as pixies, and sprites. Half-orcs are often vicious and cruel, and share these qualities with quicklings, earning their respect and even friendship at times. Elves distrust and hate these creatures, despite their being part of the natural world, though quicklings enjoy their company and respect their love of nature. Gnomes, halflings, and humans have little dealings with them, while they altogether avoid the grumbling dwarves, for they see them as hard and immovable as the stone they love.

Alignment and Religion: Quicklings are cruel and malevolent. Even though they are typically chaotic evil, they are pranksters and protectors of the forests at heart. Quicklings are not devout by nature, for it would require too much focus of their time and energy. However, they do offer prayers to whatever god they may need a boon from at the time. Most often they give token devotion to gods of stealth, thieves, or dark magic. However, those who choose to become true followers often worship gods of darkness or nature..

Adventurers: Quicklings have a lust for power and are easily drawn to it. Dark magic, potent spells and the like are what they seek to further their own cause. Scavengers and tricksters by nature, they often attacking caravans or unwary travelers to acquire what they need, and seek every way possible to exploit the weaknesses of their foes and gain the upper hand. However, unlike their more common feyfolk cousins, quicklings avoid contact with the outside world, except when it furthers their own evil ends. In such cases, it is only evil and powerful wizards, clerics, or outsiders with whom they will consider an alliance and these will usually last only for a short time. Regardless of their allegiance, quicklings favor classes that play to their strengths–speed, agility, and a desire to cause mischief. Thus, they prefer the rogue, sorcerer, bard, and warlock to all other classes.

Names: Every quickling possesses a formal name given to them at birth and known only to the quickling child, its parents, and the tribal shaman. This is due to their belief that to know an individual’s true name is to gain power over that individual. Therefore, a quickling chooses a nickname by which they are known openly. Such names typically relate to some aspect of the natural world or are simple names with three to five letters.

Male Names: Argon, Barthras, Gridge, Horsus, Jorrah, Kilmel, Omer, Quintar, Varasis, Wyoon.
Female Names: Accia, Celia, Ezdry, Fena, Gissa, Losha, Manua, Olmy, Penallie, Tessa, Vola.
Nicknames: Blur, Briar, Dewdrop, Gnarl, Lightning, Pip, Rain, Slick, Storm, Stump, Thorn, Thunder.


Quickling Racial Traits (Advanced 20 RP)
  • Type: Fey. (2 RP) 
  • Ability Scores: Quicklings are extremely agile, intelligent, and cunning, but lack physical strength due to their size. They gain +4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, and –4 Strength. (4 RP) 
  • Small: Quicklings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. (0 RP) 
  • Low-Light Vision: Quicklings can see twice as far as humans in conditions of dim light. (– RP) 
  • Fey Damage Resistance: Quicklings gain damage reduction 5/cold iron. (3 RP) 
  • Natural Invisibility: Quicklings are invisible when motionless, but lose this invisibility and remains visible for 1 round in any round in which it takes an action other than a free action. (4 RP) 
  • Nimble Attacks: Quicklings gain Weapon Finesse as a bonus feat. (2 RP) 
  • Poison Use: Quicklings are not at risk of poisoning themselves when handling poisons. (1 RP) 
  • Quickling Magic: Quicklings gain the following spell-like abilities: 1/day—dancing lights, flare, levitate, shatter, ventriloquism. The caster level for these spell-like abilities is equal to the quickling’s character level. The DC for the spells is equal to 10 + the spell’s level + the quickling’s Charisma modifier. (3 RP) 
  • Slow Susceptibility: Quicklings that succumbs to a slow effect loses its supernatural speed ability and is sickened as long as the effect persists. This sickened condition persists for 1 round after the slow effect ends. (–4 RP) 
  • Supernatural Speed: Quicklings move with incredible speed and have a base speed of 60 feet. Save for when they remain motionless (at which point it is invisible), a quickling’s shape blurs and shimmers with this speed, granting it concealment (20% miss chance). (4 RP) 
  • Weapon Familiarity: Quicklings are proficient with slings and short swords. (1 RP) 
  • Languages: Quicklings begin play speaking Aklo, Common, and Sylvan. Quicklings with high Intelligence scores can choose any of the following: Draconic, Elven, Gnome, Goblin, Halfling, and Orc. (0 RP)