Saturday, February 15, 2014

S&W Races: Dakon and Skulks

Dakon
The dakon are a race of intelligent gorillas that dwell in isolated jungles and woodlands. They are friendly towards lawful humans but distrust other races, even elves. Dakon are similar to ogres in size and stature. They speak their own language and adventuring dakons speak Common.

Dakons can see in the dark (darkvision) with a range of 60 feet. They have a +1 bonus to Strength (maximum 18 at character creation), and have a +1 bonus to grappling attacks as well.  They can attack twice in a round with their claws, inflicting 1d4 points of damage with a successful attack. All dakons have the Thief skill Climb Walls as a thief of their level.

Dakon can be Fighters (7th level; 8th with a Strength of 15+) or Magic-Users (4th level; 5th with Intelligence 15+).



Skulk
Skulks are a cowardly race of thieves and killers that dwell in the forgotten places of human cities. They speak their own language and Common.

Skulks can see in the dark (darkvision) with a range of 60 feet. Their skin is harded than leather, with a natural AC of 6 [13]. They are incredibly stealthy, and can surprise other creatures on a roll of 1-4 on 1d6. All skulks have the Thief abilities Move Silently and Hide In Shadows of a Thief of their level +15% as long as they are primarily unclothed. A skulk can freeze in place and use Hide In Shadows anytime they are not directly observed. In forested or subterranean settings they can pass almost without trace (-20% to track).

Skulks can be Assassins or Thieves (5th level).


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