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Summary[]

Situated near a river and five days away from Rosbog, Stocklefarm is a simple Halfling farming village. Hearing about a gang of bandits carrying out a genocidal Wild Hunt, two villagers went out to Rosbog to try and get help. Despite not having much to offer, they managed to hire an adventurer party, who in turn trained half the villagers in combat, letting them all fend off the Wild Hunt without any causalities.

Powers and Stats[]

Tier: Varies from 10-C to 10-A physically, 9-C via weaponry

Civilization Type: Pre-Industrial Civilization

Name: Stocklefarm

Origin: D&D Homebrew

Classification: Halfling Village

Age: 40 years

Population: Around 30

Territory: Around 120,000 ft²

Technology/Abilities: Are all Stout Halflings. Their fighting force has Weapon Mastery (Majority of the Halflings fighting force have been trained to use spears, shields, and slings. Four of the Halflings are trained hunters skilled in using longbows), Martial Arts (Some Halflings have picked up evasive footwork techniques from Cato), Mind Manipulation and Statistics Reduction (Can cast Mind Sliver, which causes psychic damage and makes the enemy's next saving throw worse)

Attack Potency: Varies from Below Average Human level (Half of the village is composed of the elderly and children) to Athletic Human level (The fighting force is made from farmers and hunters capable of matching bandits in combat), Street level via weaponry (Use spears, longbows, and slings)

Range: Varies from Extended Melee Range to Hundreds of Meters via weaponry (Their spears give them extended melee reach, while their ranged options vary from 20 to 600 feet). Tens of Meters via Mind Manipulation (Mind Sliver's range is 60 feet)

Power Source: None notable

Industrial Capacity: Farming community

Military Prowess: Twenty active fighters

Notable Individuals: Grandma Fields (Village elder)

Weaknesses: Half of the population are non-combatants

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