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Duskling

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Advancement: By character class Level Adjustment: +0

This incarnum dragon has indigo scales that sparkle with blue-gray highlights that run parallel to its spine. Its wings are thin but still opaque. The sample adult incarnum dragon speaks Abyssal, Common, Elven, Goblin, Infernal, and Orc.

Combat

This incarnum dragon prefers to watch potential foes from a distance before engaging them. If not given that option, he opens with his breath weapon, then moves in for melee attacks. Once he knows how diffi cult his opponents are to hit, he makes judicious use of his Power Attack feat. He is a master of hit-and-run tactics in outdoor settings.

Breath Weapon (Su): 40-ft. cone, damage 6d8 plus 6 essentia, Refl ex DC 23 half.

Frightful Presence (Ex): 180-ft. radius, HD 18 or fewer, Will DC 24 negates.

Meldshaping: 3 soulmelds, essentia pool 5, meld capacity 3, chakra binds 1 (crown), CL 12th.

Typical Soulmelds Shaped: Bluesteel bracers (+2 insight bonus on initiative checks, +3 insight bonus on melee damage rolls); crystal helm (+3 defl ection bonus to AC; bound to crown chakra); impulse boots (uncanny dodge). Essentia Investment: The incarnum dragon usually invests 3 points of essentia in his bluesteel bracers and 3 points in his crystal helm.

Possessions: Wand of dispel magic (CL 10th; 10 charges).

Dusklings are savage, extraplanar fey creatures with a strong innate connection to the power of incarnum. A typical duskling stands about 5 feet tall and weighs approximately 120 pounds. He has steel-gray skin, purple eyes, and dark gray hair. Because agility is more important to dusklings than protection, they favor lightweight clothing and armor. Nomadic and tribal in nature, dusklings wander in small bands throughout the planes, roaming far from their original homeland. They resist any authority or dogma that others try to impose upon them, preferring a more neutral outlook on life. Dusklings speak Common and Sylvan. They learn the languages of other sylvan creatures as well, including Elven and Halfl ing.

SAMPLE DUSKLING WARRIOR

Duskling, 1st-Level Warrior Medium Fey (Extraplanar, Incarnum) Hit Dice: 1d8+1 (5 hp) Initiative: +5 Speed: 35 ft. (7 squares; 1 essentia) AC: 17 (+1 Dex, +4 masterwork chain shirt, +2 heavy wooden shield), touch 11, fl at-footed 16 Base Attack/Grapple: +1/+2 Attack: Masterwork battleaxe +3 melee (1d8+1/×3) or longbow +2 ranged (1d8/19–20) Full Attack: Masterwork battleaxe +3 melee (1d8+1/×3) or longbow +2 ranged (1d8/19–20) Space/Reach: 5 ft./5 ft.

Special Attacks: — Special Qualities: Essentia pool 1, low-light vision Saves: Fort +3, Ref +1, Will –1 Abilities: Str 13, Dex 12, Con 13, Int 8, Wis 9, Cha 8 Skills: Jump +2 Feats: Improved Initiative Environment: Any Organization: Solitary, hunting party (2–5 plus 1 3rd-level barbarian), or warband (5–8 plus two 3rd-level barbarians and 1 4th-level totemist) Challenge Rating: 1/2 Treasure: See possessions Alignment: Neutral Advancement: By character class Level Adjustment: +0

A long, pointed face frames the purple eyes of this robust, steely skinned humanoid. His rough, unkempt hair and beard give him a feral look.

Dusklings who have taken up the mantle of the warrior depend on speed rather than strength and cunning rather than strategy.

Combat

Though they are not as aggressive as azurins, duskling warriors use their superior speed and quickness to press the advantage in a fi ght. Should the battle go against them, they have no qualms about fl eeing the scene. Often, however, they return with reinforcements to continue the fi ght at a time of their own choosing.

Essentia Pool (Su): This sample duskling warrior has an essentia pool of 1 and an essentia capacity of 1. He invests his essentia point in his speed, gaining a +5-foot enhancement bonus to his base land speed (included in the statistics above).

Possessions: Masterwork chain shirt, heavy wooden shield, masterwork battleaxe, longbow with 10 arrows, 25 gp. The duskling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 12, Con 11, Int 10, Wis 9, Cha 8.

SAMPLE DUSKLING BARBARIAN

Duskling, 3rd-Level Barbarian Medium Fey (Extraplanar, Incarnum) Hit Dice: 1d10+3 plus 2d12+6 (30 hp) Initiative: +7 Speed: 40 ft. (8 squares) AC: 16 (+1 Dex, +5 +1 chain shirt), touch 11, fl at-footed 16 Base Attack/Grapple: +3/+5 Attack: Masterwork greataxe +6 melee (1d12+3/×3) or masterwork composite longbow (+2 Str bonus) +5 ranged (1d8+2/×3) Full Attack: Masterwork greataxe +6 melee (1d12+3/×3) or masterwork composite longbow (+2 Str bonus) +5 ranged (1d8+2/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Rage Special Qualities: Essentia pool 2, incarnum speed (1 essentia), trap sense +1, uncanny dodge Saves: Fort +6, Ref +2, Will +2 Abilities: Str 14, Dex 13, Con 17, Int 8, Wis 12, Cha 8 Skills: Climb +7, Jump +11, Survival +7 Feats: Cobalt Rage (1 essentia), Improved Initiative Environment: Any Organization: Solitary, hunting party (1 plus 2–5 1st-level warriors), or warband (1 plus 5–8 1st-level warriors and 1 4th-level totemist) Challenge Rating: 3 Treasure: See possessions Alignment: Chaotic neutral Advancement: By character class Level Adjustment: +0

The steely face of this brawny, gray-skinned humanoid contorts with an almost animal rage as he leaps upon his prey.

A duskling barbarian revels in combat because he sees it as the best avenue for unleashing his powerful emotions. Whether raging or not, he fi ghts with a feral intensity.

Combat

A duskling barbarian needs little excuse to activate his rage. Thanks to his quick reflexes and extraordinary speed, he is often upon his foe before the latter can react.

Rage (Ex): Once per day, this duskling barbarian can enter a state of fierce rage that lasts for 8 rounds. The following changes are in effect as long as he rages: hp increase by 6; AC 14, touch 9, flat-footed 14; Grp +7; Atk +8 melee (1d12+7, masterwork greataxe) or +5 ranged (1d8+3, masterwork composite longbow [+2 Str bonus]); Full Atk +8 melee (1d12+7, masterwork greataxe) or +5 ranged (1d8+3, masterwork composite longbow [+2 Str bonus]); SV Fort +8, Will +5; Str 18, Con 21; Climb +9, Jump +13. At the end of his rage, the duskling barbarian is fatigued for the duration of the encounter. The essentia point invested in his Cobalt Rage feat grants him a +1 insight bonus on melee damage rolls and Will saves while he rages.

Essentia Pool (Su): This duskling barbarian has an essentia pool of 2 and an essentia capacity of 1. He typically invests 1 point of essentia in his incarnum speed ability (see incarnum speed, below), and 1 point in his Cobalt Rage feat (see Rage, above).

Incarnum Speed (Su): This duskling barbarian has invested 1 point of essentia in this class feature to gain a +10-foot enhancement bonus to his base land speed and a +2 insight bonus on initiative checks.

Substitution Levels: Duskling barbarian 1st (see page 43).

Possessions: +1 chain shirt, masterwork greataxe, masterwork composite longbow (+2 Str bonus) with 20 arrows, potion of cure moderate wounds, 17 gp. The sample duskling barbarian presented here had the following ability scores before racial adjustments: Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 8.

SAMPLE DUSKLING TOTEMIST

Duskling, 4th-Level Totemist Medium Fey (Extraplanar, Incarnum) Hit Dice: 4d8+12 (38 hp) Initiative: +2

Speed: 35 ft. (7 squares; 1 essentia) AC: 18 (+2 Dex, +5 +1 chain shirt, +1 natural), touch 12, fl atfooted 16 Base Attack/Grapple: +3/+4 Attack: +2 claw +7 melee (1d6+4) or masterwork composite longbow (+2 Str bonus) +6 ranged (1d8+2/×3) Full Attack: 2 +2 claws +7 melee (1d6+4) or masterwork composite longbow (+2 Str bonus) +6 ranged (1d8+2/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Soulmelds Special Qualities: Chakra bind (totem), essentia pool 4, totem’s protection, wild empathy +5 (+1 magical beasts) Saves: Fort +7, Ref +6, Will +0 Abilities: Str 14, Dex 14, Con 17, Int 8, Wis 8, Cha 12 Skills: Hide +5, Knowledge (nature) +6, Listen +3, Move

Silently +5, Spot +10, Survival +6 (+8 aboveground) Feats: Alertness, Stealthy Environment: Any Organization: Solitary or warband (1 plus 5–8 1st-level warriors and 1 3rd-level barbarian) Challenge Rating: 4 Treasure: See possessions Alignment: Chaotic neutral Advancement: By character class Level Adjustment: +0

A mask of blue force hides the features of this dusky-skinned savage, and claws of incarnum grip his weapon.

A duskling totemist can tap into his natural connection with incarnum as part of his reverence for the world of magical beasts.

Combat

This duskling totemist favors prefers to strike fast, before his opponents can prepare. He uses stealth to approach a foe, shifting 1 point of essentia from his rageclaws to his worg pelt to gain an additional +2 bonus on Hide and Move Silently checks at the cost of death at –13 hp instead of –16, as noted below. Once battle begins, he returns his essentia investment to the arrangement indicated in his Essentia Pool entry. Before combat, the totemist drinks one of his potions of bear’s endurance, gaining an extra 6 hp and increasing his Fortitude save modifi er by 2.

Soulmelds: This duskling totemist can shape four soulmelds, drawn from the totemist list. Each soulmeld has a maximum essentia capacity of 1 (or 2 for any soulmeld bound to his totem chakra). He currently has the following soulmelds shaped.

Great Raptor Mask (Su): This duskling totemist gains a +2 competence bonus on Spot checks.

Rageclaws (Su):This duskling totemist can continue to fi ght without penalty if disabled or dying. He does not die until his hit point total is reduced to –16. Since this soulmeld is bound to his totem chakra, he also gains two claw attacks, each with a +2 enhancement bonus on attack rolls and damage rolls.

Totem Avatar (Su): This duskling totemist gains 4 bonus hit points and a +1 enhancement bonus to his AC.

Worg Pelt (Su): This duskling totemist gains a +2 competence bonus on Hide and Move Silently checks.

Chakra Bind (Totem): The rageclaws soulmeld is bound to this duskling totemist’s totem chakra and has an essentia capacity of 2.

Essentia Pool (Su): This duskling totemist has an essentia pool of 4 and an essentia capacity of 1 (or 2 for any soulmeld bound to his totem chakra). He typically invests 2 points in his rageclaws soulmeld (which is bound to his totem chakra), 1 point in his totem avatar soulmeld, and 1 point in his speed, granting him a +5-foot enhancement bonus to his base land speed (included in the statistics below).

Possessions: +1 chain shirt, masterwork composite longbow (+2 Str bonus) with 20 arrows, 2 potions of cure moderate wounds, 2 potions of bear’s endurance, 17 pp. The sample duskling totemist presented here had the following ability scores before racial and level-based adjustments: Str 13, Dex 14, Con 15, Int 10, Wis 8, Cha 12.

DUSKLING ENCOUNTER

The following groups of dusklings can be encountered as noted.

EL 2: Four duskling warriors are out on patrol or preparing for a raid. If they notice the PCs approaching, they hide in the undergrowth and wait in ambush. When their targets come within range, they launch an initial volley of arrows from cover.

EL 6: A savage duskling warband (including a 4th-level totemist, a 3rd-level barbarian, and six warriors) has decided to raze a group of farms in the vicinity of the village where the PCs are spending the night. Just before the characters settle down, they are alerted by the screams of the dusklings’ victims.

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