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We also get a selection of 14 new feats that allow for the expansion of darkvision, healing by corpse-consumption, improved tracking of wounded creatures, gaining claw attacks, increase burrow speed and gain DR 5/magic, which upgrades to DR 10/magic - powerful, yes, but since the Darakhul is particularly vulnerable and fragile at low levels, a life-saver to prevent your PC from reaching that nasty 0.Partially adapting to sunlight, cha-mod/day using paralytic saliva (for 1 round +1 per point of cha-mod) and via two feats, one of which is rather high-level, Darakhul can even end their hunger.
#ADVANCED RACES COMPENDIUM PDF FULL#
Worse, since positive energy harms them, Darakhul may suffer rather unpleasant side-effects from even well-meaning clerics.Ī total of 12 different traits for Darakhul are provided to further customize your character: From having grown up in the empire's capital to being able to select traits from the former race prior to ghoulification up to the option to choose lantern beetles (with full stats) as companions/familiars or determine a certain stock from which you were initiated into Darakhul ranks, the traits are balanced and neat.
#ADVANCED RACES COMPENDIUM PDF HOW TO#
Undead PCs are a nightmare to balance and usually, my knee-jerk reflex would be to start complaining right now.but being permanently annihilated at 0 HP, -4 to ability and skill-checks in day light (-2 in the spell's area) sans save and lethal starvation when not consuming sufficient amounts of meat actually do a good job of making the race more fragile and balanced.so yeah, no gripes.Īfter this basic crunch, we are introduced to the Darakhul and how they interact with the world, advice on how to avoid the Drizz't-syndrome (or at least make it cool) and cover the problem of proper disguises - for Darakhul on the surface (or anywhere, really), may easily end up rather dead by lynchmob when not developing a proper strategy to conceal their nature. of medium Darakhul), darkvision 60 ft., burrow speed 10 ft., a bite attack 8which unfortunately does not specify whether it acts as a secondary natural attack or a primary one), darkvision 60 ft. Darakhul get +2 Cha, no con-score (using like undead instead cha) are either medium or small (with small benefits balanced out by a reduced movement rate of 20 ft. Add a well-greased war machinery, complex social structures and we have an empire of foes that is frightening on more than one level.Īnd now, you can play these nasties. Taking the idea of social predators up to 11, their empire can essentially be envisioned as a kind of blend of twisted theology, Roman discipline and undying hunger. So what are Darakhul? well, they are a race that has haunted my twisted imagination ever since I had the good fortune of being able to read the closed Open Design "Empire of Ghouls" - essentially, Darakhul are intelligent ghouls that inhabit a subterranean, militaristic empire that constantly requires fuel in the form of flesh.
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The second in Kobold Press' series of racial pdfs is 19 pages long, 1 page front cover, 1 page editorial/ToC, 1 page advertisement, 1 page SRD, leaving us with 15 pages of content, so let's take a look, shall we?
To them, if you are not a member of the People, you are food.Īdvanced Races: Darakhul gives you everything you need to play as a darakhul, a greater ghoul of the dreaded Imperium. They call themselves The People, but the rest of Midgard calls them the Lords Subterranean, the Ghoul Imperium, or simply the Empire of the Ghouls.
In the lightless depths beneath the ground, an empire of devouring ambition grows and plots and dreams. Can you master your hunger and adventure among the surface dwellers? Or will the monster within claim you?