Dark Folk

Dark Folk
An eternal, violent struggle for survival rages among the alien creatures dwelling in the sunless caverns deep beneath the world’s surface.
The dark folk are neither the strongest, most industrious, cruelest, cleverest, nor the vilest of subterranean races. None-the-less they thrive. Living shadow swathed in stealth and patience, their society and origins are as mysterious as their realm. What little is known of the dark folk arrives from lucky souls who have escaped their clutches. Dark folk organize their tribes in castes. The most common dark folk and the lowest caste are known as dark creepers. The ruling class – tall and lithe – are the dark stalkers. Dark slayers wield the most power, but hold a place below the ruling class. Slayers provide the tribe with magic ability. Other castes exist, but have only limited
interaction outside the tribe.

Dark Folk Racial Characteristics
Dark folk player characters are defined by class levels—they do not possess racial hit dice. As a dark folk, you possess the following racial characteristics.

  • +2 Dexterity, +2 Charisma, -2 to One Ability Score: You are agile and bewitching, but maleable, suited to their caste roles.
  • Small: You are a Small creature and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Normal Speed: You have a base speed of 30 feet.
  • See in Blackness: You can see in areas of low-light, darkness, and blackness without penalty.
  • Light Blindness: You are blinded for 1 round if exposed to bright light, such as sunlight or the daylight spell. You are dazzled as long as they remain in areas of bright light.
  • Bold-Footed (Ex): You receive a +2 racial bonus on Acrobatics and Athletics checks.
  • Dark Folk Magic (Sp; Cha): You add +1 to the caster level of spells that they cast with the darkness descriptor. You gain the following spell-like abilities: 1/day—darkness and detect magic.
  • Death Throes (Su; fire; Con): When you are slain, your body combusts in a flash of white-hot flame. This acts like a fireball that deals 3d6 points of fire damage to all creatures within a 20-foot-radius burst. A Reflex save save halves this damage. A dark folk's gear and treasure are unaffected by this explosion.
  • Keen Senses: You receive a +2 racial bonus on Perception checks.
  • Languages: You begin play speaking Common and Dark Folk. Dark folk with high Intelligence scores can choose from the following: Drow, Dwarven, Terran, and Undercommon.
OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.