'SLITH'
At the time of the Second Age of Serin, 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
Serin, 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 finding their ways to every part of Serin 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 Serin, and their love for exploration has given them an edge
in combat in the form of an automatic tail attack dealing melee damage, 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
to joining only the warrior and thief guilds.
Due to the different anatomical qualities of reptilian eyes and limbs,
sliths are more resistant to dirt kicking and trip. However, they are
also less apt at performing these techniques, and they cannot make use of
the kick skill at all.
STR: 21, INT: 18, WIS: 17, DEX: 22, CON: 22
Ethos: neutral or chaotic
Align: neutral or evil
Resists: disease, maledictive
Vulns: charm
Sliths can be the following class:
Warrior, Thief
See also help on:
SHED,
SWALLOW
6.12.
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