Monday, March 21, 2016

The Skrav


The Skrav: Hailing from the Silg Expanse, Skrav are a race of rodentlike humanoids. Second in number only to goblins, they make up a sizeable amount of the Iridisian armies. They are cruel and proud of it, experts at tortures and manipulation, crafters of poisons and plagues. Their religion is based loosely off of the teachings of the goddess Tarona, goddess of Disease and Decay, and they revel in filth, the smell coming from their camps can only be described as disgusting. 
  skaven6.jpg





Skrav Characters

               
Skrav are defined by their class levels—they do not possess racial Hit Dice. All Skrav have the following racial traits.
               
–2 Strength, +2 Dexterity, +2 Intelligence: Skrav are agile and clever, yet physically weak.
               
Small: Skrav are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on CMB and to CMD, and a +4 size bonus on Stealth checks.
               
Darkvision: Skrav can see in the dark up to 60 feet.
               
Tinker: Skrav gain a +2 bonus on Craft (alchemy), Perception, and Use Magic Device checks.
               
Rodent Empathy: Skrav gain a +4 bonus on Handle Animal checks made to influence rodents.
               
Swarming: See above.
               
Languages: Skrav begin play speaking Common. Skrav with high intelligence can choose from any of the following bonus languages: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.

ratfolk_by_targete-d4nhp5c.jpgSkrav Plague:

Cost per Vial: 150g
Damage: 2d6 acid damage, 2d6 profane damage.
Any creature hit by a vial of Skrav plague must make a DC 13 Fortitude Save or be sickened for 1d6 rounds.