1. Basic Info
Type: Moderate Size Xenic Creature, Imp
Moral Points: -10
Habitat: Fog imps like caves as well as sewers, river valleys, and woodland areas. They may also habitat ancient ruins.
Appearance: A fog imp is a small, thin humanoid that ranges from 2 feet to 3 feet in height. It has small claws, feathery wings, and small, sharp teeth with elongated canines. It has a 1 foot long, slender, almost rat-like tail.
Runic Element: Air
Runic Element Information:
- Effects on Magic Damage: Increase magical damage done against those of the water element by +10. Decrease magical damage done to those of the earth element by -10.
- Effects on Magic Defense: 20% chance for immunity to air an water magic attacks.
- Supportive Effects: Ranges of your projectile or thrown attacks by automatically increased by +5.
2. Vital Stats
3. Armor Stats
|MR||26||26||+7 MR against life magic|
|Block||0 Weapon||0 Armor|
4. Main Stats
|Stat Name||Stat||Race Max||Modifiers|
5. Secondary Stats
Lift 1H: 7.5
Lift 2H: 15
Jump Up: 1
Jump Across: 3
Jump Up: 2
Jump Across: 6
|Evade||11||Small Target Bonus: +5|
Magic Power: 0
6. Equipped Weapons
|Location||Item||Attack||Block||DP||Range||Weight||Rune Stone or Enhantments|
|Right Hand||Steel Chain Whip||10 + 1d8||0||90||5||4|
7. Equipped Armor
|Helmet||Gold Sallet||0||3||2||1||+1 MR against life magic|
|Torso||Gold Chain Mail||0||18||12||20||Sneak Penalty of 20, +6 MR against life magic|
|Legs||Gold Chausses||0||18||12||18||Sneak Penalty of 20, +6 MR against life magic|
|TOTAL ARMOR VALUES||0||39||26||39||Sneak Penalty of 40, +7 MR against life magic|
8. Other Items
|Back||Small Back Pack||gives storage space of 30||0|
|Waist||Sheath Belt||gives storage space of 5||0|
|Sheath Belt||Whip Holster||store whip||1||0.26|
Skills & Abilities
|Skill or Ability||Effect||Stat & Action Cost||Range & Area||Duration||Skill Points to Skill Mastery||Skill Mastery|
|Cat Scratch||This skill allows the imp to scratch at its target repeatedly. The imp will roll a 1d6, with the number
shown on the dice indicating the number of attacks the imp does. The target can try to evade each individual attack or defend against the entire attack, but cannot evade the entire attack with one action.
|1 hex affecting 1 target||instant||2 skill points =
1 skill mastery %
|Transform into Fog||This skill allows the imp to transform into fog. As fog, the imp can pass through anywhere that air can and is unaffected by physical weapons. While in a fog state the imp is still affected by magic. Unlike fog dragonians, the imp can only stay as a fog for one action.||5 SA;
1 support and 1 magic
|self||instant||2 skill points =
1 skill mastery %
|Trained Strike||With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%.||5 EP;
|weapon's range||instant||1 skill point =
2 skill mastery %
|2-Hit Combo||This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending.||20 EP;
|weapon's range affecting 1 to 2 targets||instant||1 skill point =
1 skill mastery %
|Fly||This skill allows for flying at triple movement rates. If the imp is carrying more than 50% of its weight limit, then the imp cannot fly. 5 EP per use.|
Fog imps are cowards who do not like to be seen but like to be known. They are tricksters, willing to play a trick on someone, such as swap out their gear for any odd item, including very rarely better gear, found within it’s domain, and then hide and watch the affected person’s reaction with amusement. Unlike some other imps, fog imps will not attack unless they feel corned and have no way out except to attack or if they feel like their tricks are being ignored or ridiculed and then do so just for the attention they so desire.
The fog imp will boldly attack once, each round and then try to flee. If the fog imp cannot try to flee by the end of it’s active round, and is near another enemy target, it may or may not decide to attack that target as well. The fog imp also may decide to attack it’s enemies enemy targets, just for their reaction. Fog imps have a natural ability to transition into fog to avoid a physical attack, thus magical attacks work best against them.
2d% worth of Duram: You may loot the body for 2d% worth of duram. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much duram the target has by rolling 2d%. Then on a successful pick pocket or steal you will roll the percent dice again, getting a percentage of the target's money.
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.