Kval%20Sorcerer.jpg

PHYSICAL DESCRIPTION: Looking upon a kval, one might be convinced it is a wicked, wingless imp. It stands only about one-foot tall, has goat-like horns, bright orange cat-like eyes, and a long, spadetipped tail. Its skin is pale blue, and its simian mouth is full of sharp teeth. It even smells of fire and brimstone. Perhaps its most alarming feature, however, is its large and disproportionate hands. This minuscule, wiry-looking creature has hands the size of a full-grown man’s, with three clawed fingers and a thumb. The hands, which appear far too heavy for the creature to wield, are actually capable of grasping and using Small-sized weapons. This creature is amazingly strong for its size.

Kval voices are deep and sinister, and often carry a thick abyssal accent. They hiss loudly when scared or angry.

Kval Racial Characteristics

  • +2 Dexterity, +2 Wisdom, -2 Charisma: Kvals are naturally nimble and clever as a fox. Unfortunately they are blunt, crude, and have little regard for manners, especially when it comes to eating.
  • Native Outsiders:* Kvals are native outsiders.
  • Tiny: Kvals are Tiny creatures and gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a -2 penalty to their CMB and CMD, and a +8 size bonus on Stealth checks. A kval has a space of 2 ½ feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack and it cannot assist to flank enemies). Kvals can move into or through an occupied square.
  • Senses: Kvals have low-light vision.
  • Fast Speed: Despite its little feet, a kval’s legs and tail aid in striding and springing. The result is that it can move as fast as a Small creature (20 feet).
  • Big Hands: Due to very large hands, a dense internal structure, and a knack for acrobatic maneuvers, a kval can wield weapons as if it were Small.
  • Detect Evil: Once per day, a kval can cast detect evil as a spell-like ability. The caster level is equal to the kval’s level.
  • Lost Under Foot: A kval does not provoke an attack of opportunity when entering a larger enemy’s space from an adjacent square.
  • Natural Acrobat: Kvals receive a +4 racial bonus on Acrobatics skill checks.
  • Toxic: Any creature that swallows a kval whole takes 1 point of Strength damage per round until the body is removed or destroyed. Kval blood contains supernatural toxins that work just like poison, except that it bypasses immunity or resistance to poison. Any creature that bites a kval for 10 or more hit points of damage also gets a dose of this toxin (detailed below).
  • Languages: Kvals begin play speaking Common and either Abyssal or Infernal. Kvals with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Half ling, Infernal, and Orc.

KVAL BLOOD TOXIN
Type poison, ingested; Save Fortitude DC 13
Onset 1 round.; Frequency 1/round for 4 rounds
Effect 1d2 Str damage; Cure 1 save
Special This poison bypasses immunity to poison.