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Fremlin

Ability Score Adjustments. The initial ability scores are modified by a +2 bonus to Dexterity, a +1
bonus to Intelligence, and a -3 penalty to Strength.
hit dice by class.
Alignment. Fremlins tend toward chaotic neutral. PC fremlins may be of any alignment but are
usually chaotic neutral.
Natural Armor Class. 6.
Background. Fremlins are friendly, mostly harmless gremlins. Like other gremlins, they are small,
winged goblinoids, only growing to about a foot in height. However, fremlins tend to be plump and
slate colored.
Sometimes fremlins, like their gremlin cousins, are mistaken for imps. While this makes gremlins
very angry, it causes fremlins to fall into hysterical fits of laughter. They have large, pointed ears,
bat-like wings that give them the power of flight, and an innate immunity to non-magical weapons.
Fremlins shun clothing and ornamentation, believing that they should never hide the wonderful
bodies they were born with. They refuse to use weapons, and are generally worthless in combat.
These magical creatures live to have fun, usually at the expense of others. They love to play
practical jokes, though their humor tends to be less harmful than that of their gremlin cousins.
Languages. Gremlin (includes fremlin and galltrit), common.
Role-Playing Suggestions. Fremlins are friendly gremlins who tend to be quite harmless.
These plump magical creatures are usually whining and lazy, complaining about the least thing and
always seeking a way out of real work.
Fremlin player characters are tolerable compardons. They usually hook up with a character who
befriends them or does something to earn their attention. Those they like receive companionship,
those they dislike become the targets of their mischievous pranks.
Fremlins will stick with an adventuring party for a time, remaining as long as they are kept fed and
entertained. While they have some useful skills and abilities, fremlin PCs are usually played for
comic relief. They seldom assist in combat, and often they wind up hindering the efforts of their
companions by giving away hiding locations or making other "innocent" blunders.
These magical creatures are cowards, fleeing at the first sign of trouble. They can be annoying,
obnoxious, and easily insulted. Often they will disappear for a time, returning just when the rest of
their party believes them to be gone for good. Apologies sometimes bring them back earlier, but
usually they stay away until they forget whatever it is that made them mad or depressed in the first
place.
Special Advantages. Fremlins are immune to attacks made with normal weapons. Opponents need
a +1 weapon or better to hit them.
Fremlins can fly, with a movement speed of 12 and a maneuverability class of B.
Although fremlins rarely fight, they can use tiny weapons specially scaled to their size. Such
weapons must be specially made and inflict about one-third normal damage.
Special Disadvantages. None.
Monstrous Traits. Appearance, size.
Superstitions. Fremlins are afraid of almost everything.
Weapon Proficiencies: Dagger, pixie sword, other weapons scaled for their size.
Nonweapon Proficiencies: Begging, danger sense, drinking, eating, fortune telling, gaming, hiding,
reading/writing, set snares, spellcraft.

Humanoid Scholar
Humanoid scholars travel the world to study and learn everything they can about a given subject —
always magic, though some humanoids have additional areas of scholarly interest. This has given
them spellcasting skills, which they use to continue their studies.
While humanoid scholars do not have to be at odds with their tribes, the nature of their lifestyle
takes them out into the world at large.
Requirements: This kit is available to the following humanoid races: centaurs, fremlins, minotaurs,
mongrelmen, ogre magi, and saurials.
It is open to all genders and alignments, but the scholar must have an Wisdom of 11 or better.
Role: Humanoid scholars love to search through ruins, dungeons, and dusty libraries.
They spend large amounts of time examining books, scrolls and other writings in order to add to the
wealth of knowledge already filling their heads. While humanoid scholars may eventually become
good teachers, they spend their early years too busy gathering information to pass along what they
have learned.
Humanoid scholars are rare among their own kind, for few humanoids have the patience or desire to
learn more than they need to know to survive. Members of this kit are motivated to learn more and
more about the world, specific subjects, and magic in general. They practice what they learn of
spellcraft by becoming magic-users of no small skill.
Some humanoid scholars even decide to become historians, recording the chronicles of their own
lives and the lives of the adventurers they work with. In fact, some of these humanoids will join an
adventuring party just so they can write down the events which occur around them.
Others become adventurers to seek out old books and dusty scrolls, to explore lost sites, and to meet
with ancient beings and forgotten cultures who can add to their store of knowledge.
Humanoid scholars are usually not violent, and few show many passions that are not related to their
pursuit of knowledge and magic. Most are seen as unopposing and quiet — at least until the first
artifact or ancient tome is uncovered. Then they become animated, taking charge of the situation so
that the knowledge in question falls into their care.
Weapon Proficiencies: Any weapon normally available to wizards.
Nonweapon Proficiencies:
• Bonus Proficiencies: Reading/writing (common), two other (see benefits),
• Required Proficiencies: Ancient history or local history
• Recommended, General: Heraldry, language (modern), looting (knowledge only), poetry,
reading/writing.
• Recommended, Warrior: None.
• Recommended, Priest: None.
• Recommended, Wizard: Ancient history, languages (ancient), local history, religion, spellcraft.
• Recommended, Rogue: None.
• Forbidden: Blind-fighting, close-quarter fighting, running, wild fighting.
Equipment: Humanoid scholars use any weapons normally available to wizards.
Special Benefits: Humanoid scholars receive two free nonweapon proficiencies. These must be
chosen from the recommended proficiencies.
Special Hindrances: Except for one proficiency, all of the scholar's initial proficiencies must be
spent on skills relating to the pursuit of knowledge.
Wealth Options: Humanoid scholars start play with (1d4 + 1) x 10 gp.

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