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Quese'en (tauric halfling/protoceratops)

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Quese'en are monstrous humanoids related to halflings. They roam the desert in groups, similar to their more mundane kin, though their tribes are significantly smaller as a result of the lack of resources in the deserts where they live. Quese'en are most active at dawn and dusk, avoiding travel during the heat of the day, and often carry interesting items looted from ruins or stolen from other denizens of the wastes.

Size/Type: medium monstrous humanoid (halfling)
Hit Dice: 6d8 + 24 (51hp)
Initiative: +0
Speed: 30 ft
Armor Class: 18 (+8 natural armor), touch 10, flat-footed 18
Base Attack/Grapple: +6/+9
Attack: sling +10 (1d4+3) or longspear +9 (1d8+4 x3)
Full Attack: sling +10 (1d4+3) or longspear +9 (1d8+4 x3)
    +1 racial bonus on attack rolls with thrown weapons and slings (included)
    str rather than dex for thrown weapon attack roll (included)
Space/Reach: 5ft/5ft; 5ft/10ft with longspear
Special Attacks:
none
Special Qualities: low-light vision, scent
Saves: fort +10, ref +6; will +3
    +1 racial on all saving throws (included)
    +4 on fort saves vs. hot weather
    +2 morale bonus vs. fear
Abilities: str 16, dex 10, con 18, int 10, wis 10, cha 10
Skills: survival +6, listen +4, move silently +4, hide +4, sleight of hand +4, spot +2
    +4 racial bonus on survival, +2 racial bonus on listen, move silently, hide, sleight of hand (included)
Feats: endurance, sandskimmer, brutal throw, ride-by attack (b)
Climate/Terrain: warm deserts
Organization: single, pair, squad (5-10 plus 1 3rd-level sergeant), or band (20-50 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 2 5th-level lieutenants, 1 7th-level captain, and 2-5 protoceratops)
Challenge Rating: 4
Gear: sling, longspear, desert outfit, sun lenses, filter mask, deep draught (21 doses)dose), oleum (2 flasks), 20% chance of minor wondrous item
Alignment: usually chaotic neutral
Languages: Common, Halfling
Advancement: by class; favored class scout (complete adventurer)

Innately Mounted

A quese'en is considered to have the Mounted Combat feat and 1 rank in the Ride skill for purposes of selecting feats; they count as mounted whenever it is convenient to them to do so. They receive Ride-by Attack as a bonus feat.

Skills

Quese'en have a +4 racial bonus on survival checks and a +2 racial bonus on listen, move silently, hide, and sleight of hand checks.

Heat Endurance

Quese'en gain a +4 racial bonus on Fortitude saves made to resist the effects of hot weather.

Quese'en Sergeant

Size/Type: medium monstrous humanoid (halfling)
Hit Dice: 9d8 + 36 (80hp)
Initiative: +1 (+1 scout)
Speed: 40 ft (30 ft if encumbered)
Armor Class: 20 (+8 natural armor, +2 leather armor), touch 10, flat-footed 20
    or 18 (+8 natural armor), touch 10, flat-footed 18
    +1 competence bonus to AC on turns they have moved at least 10', when unencumbered
Base Attack/Grapple: +8/+11
Attack: mwk sling +13 (1d4+3) or mwk longspear +12 (1d8+4 x3)
Full Attack: mwk sling +13/+8 (1d4+3) or mwk longspear +12/+7 (1d8+4 x3)
    +1 racial bonus on attack rolls with thrown weapons and slings (included)
    str rather than dex for thrown weapon attack roll (included)
    +1d6 skirmish damage on turns they have moved at least 10', when unencumbered
Space/Reach: 5ft/5ft; 5ft/10ft with longspear
Special Attacks:
skirmish
Special Qualities: low-light vision, scent, trapfinding, battle fortitude, fast movement, trackless step
Saves: fort +12, ref +9; will +4
    +1 racial on all saving throws (included)
    +1 scout bonus on fortitude saves when unencumbered (included)
    +2 morale bonus vs. fear
    no bonus or penalty on saves vs. hot weather (racial bonus and armor penalty cancel); survival skill may grant a bonus
Abilities: str 16, dex 10, con 18, int 10, wis 10, cha 10
Skills: Survival  +9, Listen +7, Hide +7, Move Silently +7, Disable Device +7, Spot +5, Sleight of Hand +4, Knowledge (dungeoneering) +3, Search +3
    +4 racial bonus on survival, +2 racial bonus on listen, move silently, hide, sleight of hand (included)
Feats: endurance, sandskimmer, brutal throw, skill focus (disable device), ride-by attack (b)
Climate/Terrain: warm deserts
Challenge Rating: 7
Gear: masterwork sling, masterwork longspear, desert outfit, sun lenses, filter mask, deep draught (4 doses), oleum (4 flasks), studded leather armor, 1d31d3-1 random minor wondrous items [dust of dryness, pipes of the sewers], 2d2 random minor potions [hide from animals, aid], 20% chance 1 random minor ring [-]
Alignment: usually true neutral
Languages: Common, Halfling

Skirmish (Ex)

A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on all attacks she makes during any round in which she moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. At 3rd level, a scout gains a +1 competence bonus to Armor Class during any round in which she moves at least 10 feet. The bonus applies as soon as the scout has moved 10 feet, and lasts until the start of her next turn. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Trapfinding(Ex)

A scout can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Scouts can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

A scout who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

Battle Fortitude

At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. A scout loses this bonus when wearing medium or heavy armor or when carrying a medium or heavy load.

Uncanny Dodge

A scout retains their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized. If a scout already has uncanny dodge from a different class, they automatically gain improved uncanny dodge instead.

Fast Movement

A scout gains a +10 foot enhancement bonus to their base land speed. A scout loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Trackless Step

A scout leaves no trail in natural surroundings and cannot be tracked. They may choose to leave a trail if so desired.