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View Full Version : D&D 3.x Other The Murk - A New Monster/Race (PEACH)



lbuttitta
2017-03-29, 06:54 PM
I had the idea of inventing a race who is to darkness as aasimar are to good, and would appreciate constructive criticism. (I copied the idea of a lesser version of the murk from the aasimar, too.)


Murk, 1st-Level Rogue

Medium Outsider (Darkness, Native)
Hit Dice: 1d6+1 (4 hp)
Initiative: +7
Speed: 30 ft.
Armor Class: 15 (+3 Dex, +2 armor)
Base Attack/Grapple: +0/-1
Attack: Dagger +4 (1d4+3/18-20)
Full Attack: Dagger +4 (1d4+3/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkness, sneak attack +1d6
Special Qualities: DR 4/+1, resistance cold 5, trapfinding
Saves: Fort +1, Ref +5, Will -1
Abilities: Str 9, Dex 17, Con 12, Int 10, Wis 8, Cha 9
Skills: Disable Device +4, Hide +12, Move Silently +12, Open Lock +8, Read Lips +3, Search +4, Sleight of Hand +7, Use Magic Device +2, Use Rope +4
Feats: Weapon Finesse (dagger), Improved Initiative
Environment: Any
Organization: Solitary or pair
Challenge Rating: 2
Treasure: Gear only
Alignment: Usually any neutral
Advancement: By character class
Level Adjustment: +1
The murk, lesser cousin of the gloom, is a creature native to shadows. Murks look like humans with slightly pointed ears, but have dark gray skin and hair, owing to their extraplanar nature; they are often mistaken for drow, much to their annoyance. They are masters of stealth and silence, and often become rogues or assassins.

Murks as PCs

-2 Strength, +4 Dexterity.
Outsider (Darkness, Native)
Medium size.
A murk’s base land speed is 30 feet.
Darkvision: Murks can see in the dark up to 60 feet.
Weapon and Armor Proficiency: A murk is automatically proficient with all light weapons.
Damage Reduction: Murks have DR 4/+1.
Resistance to cold 5.
Spell-Like Abilities: 1/day – darkness. Caster level equals 1st or the murk’s class levels, whichever is higher.
+4 racial bonus on Hide and Move Silently checks.
Automatic Languages: Common. Bonus Languages: All.
Favored Class: Rogue.
Level Adjustment: +1.

Lesser Murk, 1st-Level Rogue

Medium Monstrous Humanoid (Darkness)
Hit Dice: 1d6+1 (4 hp)
Initiative: +7
Speed: 30 ft.
Armor Class: 15 (+3 Dex, +2 armor)
Base Attack/Grapple: +0/-1
Attack: Dagger +4 (1d4+3/18-20)
Full Attack: Dagger +4 (1d4+3/18-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: No light, sneak attack +1d6
Special Qualities: Resistance cold 5, trapfinding
Saves: Fort +1, Ref +5, Will -1
Abilities: Str 9, Dex 17, Con 12, Int 10, Wis 8, Cha 9
Skills: Disable Device +4, Hide +12, Move Silently +12, Open Lock +8, Read Lips +3, Search +4, Sleight of Hand +7, Use Magic Device +2, Use Rope +4
Feats: Weapon Finesse (dagger), Improved Initiative
Environment: Any
Organization: Solitary or pair
Challenge Rating: 1
Treasure: Gear only
Alignment: Usually any neutral
Advancement: By character class
Level Adjustment: +0
The lesser murk is a descendant of the murk, the weaker version of the gloom. They share, to a lesser extent, the connection to the Shadowfell the murks possess. Their skin, although grayish in hue, lacks the same blackness of that of their darker cousins.

Lesser Murks as PCs

-2 Strength, +4 Dexterity.
Monstrous Humanoid (Darkness)
Medium size.
A lesser murk’s base land speed is 30 feet.
Darkvision: Lesser murks can see in the dark up to 60 feet.
Weapon and Armor Proficiency: A lesser murk is automatically proficient with all light weapons.
Resistance to cold 5.
Spell-Like Abilities: 1/day – no light. Caster level equals 1st or the lesser murk’s class levels, whichever is higher.
+4 racial bonus on Hide and Move Silently checks.
Automatic Languages: Common. Bonus Languages: All.
Favored Class: Rogue.
Level Adjustment: +0.

Thanks in advance! :smallbiggrin:

Kaskus
2017-03-30, 10:58 PM
Simple and straightforward. Balance / LA looks good for both the regular and lesser versions. Good job!

Murk
2017-03-31, 07:12 AM
I can only approve of this.