Stats: (Explain these to me)
STR: 20, INT: 17, WIS: 17, DEX: 22, CON: 22
Available Classes:
warriors
Racial Characteristics:
Sliths can perform an extra melee attack with their tail.
Sliths have the ability to shed their skin, temporarily creating a decoy (shed).
After defeating an opponent, a slith can unhing its jaw to swallow the corpse whole (swallow).
History
At the time of the Second Age of Thera, new races were created to fill its
lands. One such race was made by Zafrin, and known as slith. It looked
much like the lizards that made their home in the muddy swamps of
northeast Thera, not far from the homelands of early giants.
The sliths made their small homes in the same place, but left them not long
after to adventure. A sentient race of humanoid lizardmen, lacking the
brute strength of their giant neighbours but agile on their feet, the
foundations of a provisional slith society followed much later, though
little interaction was ever made between these self-sufficient reptilian
creatures. Their tribes divided, sliths found their ways to every part
of Thera but remaining without a guarded settlement of their own.
Present day sliths are often found adventuring by themselves, selling
their talents to others that can afford their services. They rarely travel
with others, even of their own race, a trait passed down from their cold-blooded
ancestors. Sliths are natural wanderers, bringing them into contact with every
guild in Thera, and their love for exploration has given them an edge in combat
in the form of their tail, which they may use to fight with, as well as traits such as
swallowing corpses and shedding their skin to make a getaway. However, their
lack of want for association with other races throughout history has caused them
to be lacking in spiritual and magical potential where others are not. It is for
this reason that sliths restrict themselves to joining only the warrior guild.
Racial Legacies: (What are Racial Legacies?)
None
Tips:
Use a sliths ability to shed his skin to escape dangerous situations or
surprise an enemy into making mistakes.
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