Dark Folk as a player race ?


Homebrew and House Rules


B4 reignited my interest in the Dark Folk, and reminded me that I had meant to attempt a playable character race version....

Using the Advanced race rules, it's been pretty easy to convert them...but I can't really find anything that compares to their "Death throes" abilities....and I'm torn how to price them.

My current thought is that an ability that requires your death shouldn't be hugely expensive.....but I thought I would get suggestions from others.

So....opinions ???

Scarab Sages

well, you don't necessarily have to convert the Dark Folk into a playable race. What you could do is make a new playable race that has the dark folk subtype.


I guess that is more or less what I'm doing....
I am attempting to create the core race that the dark folk in the bestiary are representative of.


A general question about where you're coming from: What about the dark folk catches your interest, that makes you want to make a PC version?

A more specific question: Does the PC dark folk need the death throes ability to feel like a dark folk? It may be easier to balance them without the ability.

My opinion: If I were the GM, I don't know that I'd like exploding PCs in my campaign.


Half dark folk. Some of the other qualities, none of the self destruct.


Distant Scholar wrote:
A general question about where you're coming from: What about the dark folk catches your interest, that makes you want to make a PC version?

A few things actually....

They are the most "human centric" dwellers of the Darklands.
If your into Elves there are Drow, or if your into Dwarves there are Duergar.....

I am also fascinated by the Azlanti, that they are a remnant of.
And the Dark folk are the most "playable" of the offshoots of that race.

Distant Scholar wrote:
A more specific question: Does the PC dark folk need the death throes ability to feel like a dark folk? It may be easier to balance them without the ability.

That's actually a good question.....

It seems like a common element to all Dark folk, which is why I was looking at it....but it may not really matter in the long run....

Distant Scholar wrote:
My opinion: If I were the GM, I don't know that I'd like exploding PCs in my campaign.

Keep in mind they only explode if the PC dies.....consider it going out with a BANG....not a usable ability on a daily basis ;)


Goth Guru wrote:
Half dark folk. Some of the other qualities, none of the self destruct.

LOL...I think there are enough half breed running around :)


Of course, I seem to have a predilection towards the strange and unusual when it comes to character concepts....

Dark Folk may not be of enough interest for most folk to be interested in.


Ah well....I guess they don't trigger much interest in folk.


The self destruct aspect might be like Elvish immortality. Not useful for roleplaying. Perhaps there is an offshoot race that lost the ability to explode upon death. If you don't allow resurection for some reason, it's not an issue. Not allowing res. may be what is really turning people off.
On the other hand, there is a lull in posting on existing threads. A few threads where the OP blows up at anyone who posts dissenting opinions on the topic may be ruining it for everyone.


Goth Guru wrote:
The self destruct aspect might be like Elvish immortality. Not useful for roleplaying. Perhaps there is an offshoot race that lost the ability to explode upon death. If you don't allow resurection for some reason, it's not an issue. Not allowing res. may be what is really turning people off.

Hadn't considered the resurrection point....it so seldom happens in our games that I didn't even think about it....

Goth Guru wrote:
On the other hand, there is a lull in posting on existing threads. A few threads where the OP blows up at anyone who posts dissenting opinions on the topic may be ruining it for everyone.

That's unfortunate....I thought the whole point was to get the opinions of others ?

When I am excited about an idea....I find it easy to go a little "overboard" on the concept, which is why I look to others to give me a more balanced perspective.

As long as they are not being jerks about it :)


Jerks get in. I game on Facebook to deal with my gaming withdrawl. Facebook keeps launching popups with "People you may know" and I used to click only on the ones that used Avitars with game art. Some of these were trolls looking for an excuse to report someone so I was banned from sending any friend requests for about a month. Now I just keep clicking on the X to close them. Similarly, if I don't like a topic, I hide it. I usually read a topic before I hide it, because even a "fighters need cheese because everyone else is more kewl" topice may have game mechanics I'm interested in.
Back on topic, yes, some posters here seriously run lethal games and don't allow resurrection. As long as they can find a group of players who like resident evil type games, more power to them. If anyone is running a Ravenloft clone game, then every party should have a self destructing member who should talk to all the NPCs who might be a monster.
DM: The Earl rips your neck open!
Player: Boom! (Takes the next character sheet from his huge stack.)

Dark Archive

I think you're right to say that the death throes shouldn't cost much since it only happens when the character gets killed. It's not an ability you choose to use, & since it only happens upon your death you've already kind of lost by that point anyways.

Considering all that, I would assign it a point value of 0. However, since it leaves the PC without the ability to resurrect, which is a BIG deal, I would actually argue that it should reduce the point cost. I'd still keep that number small, -1 perhaps, since we are still talking about an ability that can only be activated in a very specific situation & therefore shouldn't give you much of a power boost.

Now, I don't know a whole whole lot about the dark folk, but a cursory glance tells me their death throes are different for each type of dark folk. Were you trying to base it on a certain type of dark folk? If so, just copy its death throes word for word & change the save DC to "10+Constitution modifier+1/2 character level." If you're making up your own type of dark folk though, you can ease the resurrection difficulties by having the body explode in a gory mess, which would leave behind enough bits to resurrect you once you've got access to magic more powerful than raise dead. If you go that route I'd price it at 0 RP.

Can you post what you have so far?


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Here is what I have so far.
The idea was to make the base race close to a Dark Creeper, and then provide feats that allowed you to customize the base into any of the other Dark folk types....which I have written up as "Roles".
The relevant feats are under each of the roles just so it's easy to see the progression.

Dark Folk Racial Traits
+2 Dexterity, +2 Charisma, –2 Intelligence: Dark folk are quick and forceful, but often act on impulse without thinking.
Humanoid (Dark folk)
Small *: Dark folk are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Special: Dark folk who select the Owb blessed feat at 1st level may choose to start play as medium sized creatures.
Once this choice is made it cannot be changed. Medium dark folk receive no bonuses or penalties due to their size.
Normal Speed: Dark folk have a base speed of 30 feet.
See in Darkness : Dark folk can see perfectly in darkness of any kind, including that created by spells such as deeper darkness. 4 RP
Dark folk magic (Sp): Darkfolk can cast Darkness and Detect magic as a spell-like ability at will.
The caster level of the spell-like ability is equal to their character level. 6RP
Light Blindness: Abrupt exposure to bright light blinds dark folk for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. –2 RP
Underground Sneak: Dark folk gain a +2 racial bonus on Climb, Perception, and Stealth checks.
This bonus increases to a +4 bonus while underground. 5 RP
Death Throes (Su) When a dark folk is slain, it's body erupts in a release of energy, it's gear and treasure are unaffected by this effect.
Languages: Dark folk begin play speaking Dark folk and Undercommon. Dark folk with a high Intelligence scores can choose from the following: Abyssal, Aklo, Azlanti, Common, Dwarven, Elven, and Shadow tongue.
Dark folk tongue: A mix of Aklo, Azlanti, and Undercommon.
Total 13 RP.

Dark folk Roles

Dark folk Creeper
Dark creepers lurk in the black places deep below the surface of the world, venturing forth at night or into neighboring societies when the urge to steal and cause mayhem grows too great to resist.
Specialty:
Race: Dark folk (small)
Class: Rouge Archetypes: Cutpurse (APG pg 132)
Class features:
Prefered options:
Death Throes (Su) When a dark creeper is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must make a Fortitude save or be blinded for 1d6 rounds. Other dark creepers within 10 feet are automatically blinded for at least 1 round, due to their light blindness. The save is Constitution-based.
Description
Dark creepers lurk in the black places deep below the surface of the world, venturing forth at night or into neighboring societies when the urge to steal and cause mayhem grows too great to resist. Endless layers of f ilthy, moldering black cloth shroud these small creatures, leading some to believe that the creature inside is smaller still. Usually encountered in groups,
dark creepers flee from bright light, but are quite brave in the dark.
Dark creepers stand just under 4 feet tall and weigh 80 pounds. Their f lesh is pale and moist, and their eyes are milky white. Dark creepers exude a foul stench of sweat and spoiled food, owing primarily to the fact that they never take off their clothing—instead piling on new layers when the outermost one grows too ragged.

Dark folk Dancer
Dark Dancersare are intermediaries between clans and factions, and thus clans can’t restrict the actions of dark dancers in their realms.
Specialty: Envoy between clans, storey teller, keeper of clan lore and history.
Race: Dark folk (small)
Class: Bard Archetypes: Court bard (APG pg 81),
Class features:
Prefered options
Skills:
Feats: Owbs blessing,
Death Throes (Su) When a dark dancer is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must succeed at a Fortitude save or be dazzled for 1d6 rounds. Other dark folk within 20 feet must succeed at a Will save or be shaken for 1 round. The save DC is Constitution-based.
Description
Though still clad in the tattered dark clothing worn by other dark folk, dark dancers appear to be the most decorated and festive of these strange humanoids. Dark dancers answer only to dark stalkers and dark callers. Though fickle and erratic, dark dancers are well liked and usually welcome among clans for as long as they wish to stay. Yet they rarely stay long, instead insinuating themselves into dozens of underground communities over the course of a year. They serve as storytellers, entertainers, and messengers. One of their favorite stories to share is about the relationship between their kind and the owbs. Though dark dancers are rare and weak, they are highly appreciated by dark folk society. Dark folk consider it a bad omen when a dark dancer dies. Dark dancers stand just under 4 feet tall and weigh 60 pounds.

Owbs blessing.
Your blood courses with the blessing of the Owbs, granting you a measure of respect from your lesser kin.
Prerequisites: Cha 13, able to use dark folk spell-like abilities, dark folk, must be taken at 1st level.
Benefit: You gain a +4 circumstance bonus to diplomacy and intimidate skill checks against dark folk.
All dark folk allies within 30” of you receive a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Special: A dark folk who takes this feat at 1st level may start play as a medium sized creature if they choose.

Dark folk Stalker
The strange and mysterious dark stalkers are the undisputed leaders of dark folk society.
Specialty:
Race: Dark folk (Medium)
Class: Rouge Archetypes:
Class features: Sneak attack,
Rogue Talents: assault leader **, combat trick, cunning trigger**, snap shot**, strong impression**, surprise attack, terrain master*, underhanded*, and weapon training.
Advanced Talents: hide in plain sight*, knock-out blow**, and opportunist.
Prefered options
Skills:
Feats: Improved Owbs blessing, Owbs blessing, two weapon fighting, weapon finnesse, improved two weapon fighting.
Death Throes (Su) When a dark stalker is slain, its 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 halves this damage.
A dark stalker’s gear and treasure are unaffected by this explosion. This save is Constitution-based.
Description
The strange and mysterious dark stalkers are the undisputed leaders of dark folk society. Deep underground, these creatures
dwell in strange villages (some rumors suggest entire cities) built of stone and fungus in remote caverns where they are
served and worshiped by their coarser, diminutive kin, the dark creepers. Dark stalkers come to the surface rarely, but when they do it is on a mission, and with a force of creatures such that it never ends well for those they seek to rob or torment.
Dark stalkers are tall, lithe humanoids with incredibly pale skin. They constantly wear multiple layers of dark cloth and black leather armor, yet unlike their lesser kin, a dark stalker’s garb is always clean and spotless.
Each dark stalker carries a pair of short swords— they prefer these weapons to all others. Dark stalkers are 6 feet tall and weigh 100 pounds.

Improved Owbs blessing.
The blessing bestowed to you by the blanching is more potent than most of your kinfolk, as demonstrated by your superior abilities.
Prerequisites: Cha 13, Owbs blessing, able to use dark folk spell-like abilities, dark folk.
Benefit: Three times per day, your darkness spell-like ability instead fuctions as deeper darkness.

Dark folk Slayer
Dark slayers are obsessed with magical trinkets, coveting them above all else.
Specialty:
Race: Dark folk (small)
Class: Sorcerer Archetypes:
Class features: Shadow bloodline,
Prefered options
Skills: Use magic device,
Feats: Greater Owbs blessing, Improved Owbs blessing, Owbs blessing.
Death Throes (Su) When a dark slayer is slain, its body implodes violently into nothingness, leaving its gear in a heap on the ground. All creatures within a 10-foot burst take 1d8 points of sonic damage and must make a Fortitude save or be deafened for 2d4 rounds. The save DC is Constitution-based.
Prefered Spells
chill touch, spectral hand, daze monster, death knell, inflict moderate wounds.
Description
Dark slayers are a relatively rare sub-race of the dark folk imbued with malign energies that grant them a suite of deadly spell-like abilities beyond those normally accessible to their kin. They are usually encountered leading small bands of dark creepers, and seethe with barely concealed envy of the dark stalkers, ever scheming to displace them and claim a dark folk tribe of their own.
Dark slayers are obsessed with magical trinkets, coveting them above all else. Sadly, their obsessive need to fiddle and tinker often leaves their pretties broken or depleted. Dark slayers wear salvaged rags like dark creepers do, but they discard
the rags when they grow too tattered or foul-smelling. Dark slayers stand just short of 4 feet tall and weigh 50 pounds. Most have a persistent tremor visible in their hands, stilled only when fondling a newfound magic item.

Greater Owbs blessing.
You have mastered the lesser spell-like abilities of the dark folk, demonstrating you are truely favored by the Owbs.
Prerequisites: Cha 13, Owbs blessing, Improved Owbs blessing, able to use dark folk spell-like abilities, dark folk.
Benefit: Your detect magic spell-like ability is now constant. You may use your deeper darkness, spell-like ability at will, and gain bleed as an at will spell like ability.

Dark Folk Caller
Dark callers hold a position in dark folk society similar to that of lay priests.
Specialty: Lay priest
Race: Dark folk (Medium)
Class: Summoner Archetypes: Shadow Caller (ARG pg 110), Master summoner (UM pg 80)
Class features:
Prefered options
Skills:
Feats: Dark Scion, Greater Owbs blessing, Improved Owbs blessing, Owbs blessing.
Death Throes (Su) When a dark caller is slain, its body bursts into shreds of blisteringly cold shadows, leaving its gear in a heap on the ground. All creatures within a 10-foot burst take 1d4 points of Strength damage and are staggered for
1 round. A successful Fortitude save halves the Strength damage and negates the staggered effect. This ability damage is temporary and an affected creature’s Strength returns to normal after 3d10 minutes. The save DC is Constitution-based.
Description
Dark callers are named for their role in summoning otherworldly creatures called owbs (see B4 page 210) to oversee important rites in their shadowed communities deep underground. Dark callers perform rituals that bring these creatures forth to preside over all manner of ceremonies the dark folk perform, but the most important is the blanching.
When dark folk are born, they are exposed to the sinister touch of the owb’s curse of darkness ability, which saps all color and light from the infant dark folk. It’s during this ritual that the infant’s potential is judged. From that moment on, the youngling grows into one of the various types of dark folk.
Dark callers are the least physically malformed of the dark folk, and are typically 6 feet tall and weigh 100 pounds.
Despite their lanky frames, they’re quite strong, though they often avoid physical confrontation.
A dark caller is highly superstitious, seeing omens in all things. He constantly performs strange rituals whose results are interpreted only by him, then passed to the dark stalker he’s paired with in leadership.

Dark Scion
New spell-like abilities are unlocked for you as you rise to ascendency among the dark folk.
Prerequisites: Cha 13, Wis 13, Owbs blessing, Greater Owbs blessing, Improved Owbs blessing, able to use dark folk spell-like abilities, dark folk.
Benefit: You may use Shadow step three times per day, and Shadow conjuration once per day as a spell-like ability.
Your caster level is equal to your character level.


I read impulsiveness as a wisdom penalty.


Mythic +10 Artifact Toaster wrote:
I read impulsiveness as a wisdom penalty.

LOL...I would love a suggestion as to how to describe the -2 Int without making them sound to stupid ?


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nighttree wrote:
Mythic +10 Artifact Toaster wrote:
I read impulsiveness as a wisdom penalty.
LOL...I would love a suggestion as to how to describe the -2 Int without making them sound to stupid ?
The PRD wrote:
Intelligence determines how well your character learns and reasons.

+2 Dexterity, +2 Charisma, –2 Intelligence: Dark folk are quick and forceful, but tend to be set in their ways and slow to accept new ideas and innovations.


They have always attacked anyone carrying fire or magical light. Then they act like they are the innocent victims! At night they attack the surface people guaranteeing that adventurers will come after them, carrying light sources. Now that I realize what you are trying to make into PCs, I'm going to hide the topic.


Goth Guru wrote:
They have always attacked anyone carrying fire or magical light. Then they act like they are the innocent victims! At night they attack the surface people guaranteeing that adventurers will come after them, carrying light sources. Now that I realize what you are trying to make into PCs, I'm going to hide the topic.

LOL....well I was going with the setting history more than the AD&D flavor.....but if they leave a bad taste in your mouth, to each their own :)


I have always thought of Dark Folk being -2 Charisma, considering they seem to be a tad bit on the xenophobic side.

Also I have to say...thank you so much for doing an adventure using the Dark Folk/Dark Ones. They have always been my absolute FAVORITE race and seems to be one of the most underrated races.


Dark Folk = 13 RP
Type
Humanoid (dark folk) (0 RP)
Size
Small (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Specialized (+2 Dex, +2 Con, -2 Cha) (1 RP)
Languages
Standard (0 RP)
Racial Traits
Feat and Skill Racial Traits
Underground Sneak (5 RP)
Magical Racial Traits
Constant Spell-Like Divination (Detect Magic) (3 RP)
Spell-Like Ability, Lesser (Darkness) (2 RP)
Offense Racial Traits
Poison Use (1 RP)
Other Racial Traits
Death Throes (-1 RP)
Senses Racial Traits
See In Darkness (4 RP)
Weakness Racial Traits
Light Blindness (-2 RP)

Alternate Racial Traits
Medium (0 RP)
Soul Harvest (5 RP)

Dark Folk
+2 Dexterity, +2 Constitution, –2 Charisma: Dark folk are quick and forceful, but tend to be set in their ways and slow to accept new ideas and innovations.
Small: Dark folk are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Normal Speed: Dark folk have a base speed of 30 feet.
See in Darkness: Dark folk can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
Dark Folk Magic: Dark Folk can use Detect Magic as a constant spell-like ability. Dark folk can cast Darkness as a spell-like ability once per day. The caster level of the spells is equal to the user’s character level.
Light Blindness: Abrupt exposure to bright light blinds dark folk for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Underground Sneak: Dark folk gain a +2 racial bonus on Craft (Alchemy), Perception, and Stealth checks.This bonus increases to a +4 bonus while underground.
Poison Use: Dark Folk are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
Death Throes: When a dark folk is slain, it's body erupts in a release of energy, it's gear and treasure are unaffected by this effect.
Languages: Dark folk begin play speaking Dark folk and Undercommon. Dark folk with a high Intelligence scores can choose from the following: Abyssal, Aklo, Azlanti, Common, Dwarven, Elven, and Shadow tongue. -Dark folk tongue: A mix of Aklo, Azlanti, and Undercommon.

Alternate Racial Traits
Medium: Some Dark Folk are taller than their kin. This racial trait replaces small.
Soul Harvest (Su): When a dark folk damages a flat-footed foe or a foe it is flanking with a melee touch spell or spell-like ability that deals hit point damage, the spell does an additional 1d6 points of damage and the dark folk gains an equal amount of temporary hit points. These temporary hit points last for a maximum of 1 hour. This racial trait replaces Dark Folk Magic.


Nighthorror888 wrote:

I have always thought of Dark Folk being -2 Charisma, considering they seem to be a tad bit on the xenophobic side.

Also I have to say...thank you so much for doing an adventure using the Dark Folk/Dark Ones. They have always been my absolute FAVORITE race and seems to be one of the most underrated races.

I based the ability adjustments on the stats given for the Darkfolk in the Bestiaries.....in all cases they have higher Charisma, and lower Intellegence :)


Xenomorph 27 wrote:

Dark Folk = 13 RP

Type
Humanoid (dark folk) (0 RP)
Size
Small (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Specialized (+2 Dex, +2 Con, -2 Cha) (1 RP)
Languages
Standard (0 RP)
Racial Traits
Feat and Skill Racial Traits
Underground Sneak (5 RP)
Magical Racial Traits
Constant Spell-Like Divination (Detect Magic) (3 RP)
Spell-Like Ability, Lesser (Darkness) (2 RP)
Offense Racial Traits
Poison Use (1 RP)
Other Racial Traits
Death Throes (-1 RP)
Senses Racial Traits
See In Darkness (4 RP)
Weakness Racial Traits
Light Blindness (-2 RP)

Alternate Racial Traits
Medium (0 RP)
Soul Harvest (5 RP)

Dark Folk
+2 Dexterity, +2 Constitution, –2 Charisma: Dark folk are quick and forceful, but tend to be set in their ways and slow to accept new ideas and innovations.
Small: Dark folk are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Normal Speed: Dark folk have a base speed of 30 feet.
See in Darkness: Dark folk can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
Dark Folk Magic: Dark Folk can use Detect Magic as a constant spell-like ability. Dark folk can cast Darkness as a...

I like the idea of making the size change a racial trait as opposed to a feat.....nice call :)


I'm making a few evolved Azlanti themed races for a Darklands setting. Similar to races presented in the Forgotten Realms Underdark source material. Inspired by the High Imaskari, I wanted to create an emerging race that is not as powerful as the +2 to every stat. Presented below is a draft version.

Pureblood Azlanti (15 RP)
Type
Humanoid (0 RP)
Size
Medium (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Flexible Human Heritage (Homebrew) (+2 to any 2 Ability Scores) (2 RP)
Languages
Linguist (1 RP)
Racial Traits
Feat and Skill Racial Traits
Flexible Bonus Feat (4 RP)
Skilled (4 RP)
Skill Training (1 RP) (Spellcraft & Use Magic Device)
Magical Racial Traits
Magical Linguist (2 RP)
Senses Racial Traits
Darkvision (2 RP)
Weakness Racial Traits
Light Sensitivity (-1 RP)

Alternate Racial Traits
Recall (4 RP)

Recall: Drawing upon the ambient flows of magic, 1/day recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.This racial trait replaces the Flexible Bonus Feat.


I'm also working on other degenerate descendants such as the Morlock and Grimlock.


Xenomorph 27 wrote:
I'm also working on other degenerate descendants such as the Morlock and Grimlock.

Grimlock are another one I was interested in doing....I would love to see what you come up with.


The Dark Creeper is the `basic` common version and I think you should base most of your assumptions about the race on this.

When I see humanoids with racial hit dice I tend to assume that they are an abstracted form of an NPC class with levels equal to the creature`s HD. Since a 3 HD dark Creeper is CR 2 this suggests to me that they are either a greater than 10 RP race or their class is a special PC class rather than an NPC class.

It looks like their `class` works like this (based on dark creeper/dark stalker):
HD: d8. BAB: 3/4. Saves: As Rogue. Skill ranks: 2+INT/level.
L1: Detect Magic SLA at will
L2: Sneak attack +1d6
L3: Darkness SLA at will
L4: Sneak attack +2d6
L5: Fog Cloud SLA at will, Darkness becomes Deeper Darkness
L6: Sneak attack +3d6

Not an amazing class, really. Looks like an NPC class to me. Of course for a monster, an ability that is `at will` is not the same as a player `at will` ability since the monster will only get so many chances to use it. Monsters normally get only one encounter per day (or per life!).

The Dark Slayer works completely differently, and frankly I think it probably should be more than CR3 considering it can spam a whole lot of things and its soul harvest ability lets it get temp HP from magic touch attacks, of which it has several. No matter what we do it won`t fit into this paradigm as it gets tons of SLAs compared to other dark folk, and it doesn`t seem to lose anything to get them (except the rag armor ability).

If the Dark Creeper has basic stats it seems to get +4 DEX and +2 CON. If the Dark Creeper has Heroic stats then it seems to get -2 STR, +2 DEX, and either -3 INT or -2 WIS, -1 INT, or -4 CHA, +1 INT, etc. Though CHA is their lowest score other versions have a high CHA but INT is always mediocre so the INT penalty seems reasonable racially.

Considering the powerful abilities they get I think -2 STR, +2 DEX, -2 INT would be reasonable for an `average` dark folk. There is no score modifier that this matches but we could call this a -1 RP.

On the other hand, if we go with the Basic scores and say that they get +4 DEX and +2 CON, but +2 of the DEX bonus is a size bonus for being small, and if they go medium they get a +2 STR size bonus instead (just like alter self).

I think the death throes ability makes sense as a racial power that increases in power with levels. It`s kind of funny but the basic one that Dark Creepers get is actually a disadvantage for them because once you kill one dark creeper you blind the others automatically.

Poison use and rag armor are both reasonable racial abilities and are hardly game-breaking.

The racial skill bonuses are really amazing, except that the amount of skill ranks that the Dark Folk `class` gets are so poor that it just seems like a balancing factor. For example, they get a +4 to perception but never put any ranks in it. The Dark Creeper puts one rank into Stealth but it`s not a class skill! How is this not a class skill for a dark creeper? Really?

I would be inclined to tone down the racial skill bonuses and just give more skill ranks for their custom class and appropriate skills in class.

More to follow...


Grimlock = 13 RP
Type
Monstrous Humanoid (3 RP)
Size
Medium (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Greater Weakness (+2 Str, -2 Wis, -4 Cha) (-3 RP)
Languages
Standard (0 RP)
Racial Traits
Defense Racial Traits
Natural Armor (2 RP)
Improved Natural Armor (1 RP)
Feat and Skill Racial Traits
Camouflage (Homebrew) (Mountain & Underground) (2 RP)
Skill Bonus (Perception) (2 RP)
Static Bonus Feat (Blind-Fight) (2 RP)
Offense Racial Traits
Weapon Familiarity (Battle Axe, Great Axe, Handaxe, and Pickaxe) (1 RP)
Senses Racial Traits
Blindsight (Homebrew 40 ft) (4 RP)
Darkvision (-2 RP)
Scent (4 RP)
Weakness Racial Traits
Blind (Homebrew) (-3 RP)


Grimlock
+2 Strength, -2 Wisdom, –4 Charisma: Grimlocks are strong, but destructive and unnerving.
Medium: Grimlocks are medium creatures and have no bonuses or penalties due to their size.
Axe Bearer: Grimlocks are proficient with the Battleaxe, Great Axe, Handaxe, and Pickaxe.
Blindsight : Grimlocks possess the extraordinary ability to use a combination of non-visual senses to operate effectively without vision. Such senses include acute scent and keen hearing. This makes invisibility and concealment irrelevant to Grimlocks (though they can't see ethereal creatures). This ability operates out to a range of 40 feet. Grimlocks are not able to read, distinguish color or visual contrast. Blinding attacks do not penalize them. Deafening attacks thwart blindsight since they rely on hearing yet Grimlocks function as though they have the Blind-Fight Feat whenever hearing and/or smell are negated. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Blind: Grimlocks cannot see. The most startling feature is that Grimlocks have the absence of eyes and eye sockets. They are immune to gaze attacks and visual effects. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) if they fall outside of the Grimlocks range of Blindsight.
Camouflage: Grimlocks gain a +4 racial bonus on Stealth checks while Underground or among Mountains.
Perceiving: Grimlocks gain a +2 racial bonus on Perception checks.
Scaled and Scarred: Grimlocks gain a +2 natural armor bonus to their Armor Class.
Scent: Grimlocks are able to detect approaching enemies, sniff out hidden foes, and track by sense of smell. They can identify familiar odors just as humans do familiar sights. Grimlocks can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a Grimlock detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. A Grimlock can take a move action to note the direction of the scent. When you are within 5 feet of the source, you can pinpoint the source’s location. Grimlocks can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Grimlocks tracking by scent ignore the effects of surface conditions and poor visibility.
Languages: Grimlocks begin play speaking Grimlock and Undercommon. Grimlocks with a high Intelligence scores can choose from the following: Abyssal, Aklo, Azlanti, Common, Dwarven, Elven, and Shadow tongue. -Grimfolk tongue: A mix of Aklo, Azlanti, and Undercommon.


This is a draft version. Let me know if anything is off somewhere.


I thought that dark one and dark stalker were templates.

Actualy a form of curse based on the maghical backlash of interupting a richual intended to pull the prime fully into the shadow plane.

Those pesky shadow elves that survived got cursed aswell.


I never took all dark folk as the same base race. At birth, each is transformed by a spirit that determines what it'll be. The nature of this transformation determines their stats and abilities so there is no common unifier between the types. You'll probably need a racial entry for each. Someone that didn't undergo this transformation would be very human like, imo.

Dark Archive

One funky notion I remember from a game was that the Dark Folk's 'death throes' was a feature of them not being real creatures. Their gear remained behind, because it was real gear, given to them by whatever forces deeper in the underdark created them, using a variation on the Simulacrum spell (instead of ice and snow, they were made from ashes and charcoal). The real dark folk, of whom the dark creepers and dark stalkers met by adventurers, remained in their dark enclaves, sending out only these disposable duplicates, which would burst apart when 'killed.'

Following the simulacrum spell, in which the duplicates are half as strong as the original, the *real* dark folk would be twice as powerful, if ever encountered... (And at least one of them in a given enclave would be powerful enough to cast a variation on the simulacrum spell, or have a spell-like ability that emulated it.)


Morlock = 14 RP
Type
Monstrous Humanoid (3 RP)
Size
Medium (0 RP)
Base Speed
Normal Speed (0 RP)
Ability Score Modifiers
Weakness (+2 Dex, -2 Int, -4 Cha) (-3 RP)
Languages
Xenophobic (Undercommon) (0 RP)
Racial Traits
Defense Racial Traits
Natural Armor (2 RP)
Immunities (Homebrew) (Poison & Disease) (2 RP)
Movement Racial Traits
Climb (2 RP)
Fast (1 RP)
Offense Racial Traits
Leap Attack (Homebrew) (2 RP)
Swarming (2 RP)
Senses Racial Traits
Darkvision (60 ft) (- RP)
Darkvision (120 ft) (Homebrew) (1 RP)
Scent (4 RP)
Weakness Racial Traits
Light Blindness (-2 RP)

Alternate Racial Traits
Expert Climber (4 RP) (Homebrew) (Replaces Scent)
Silent Hunter (2 RP) (Replaces Natural Armor)

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